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-rw-r--r--Game/Code/Classes/ULyrics.pas715
1 files changed, 0 insertions, 715 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
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--- a/Game/Code/Classes/ULyrics.pas
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-unit ULyrics;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses OpenGL12,
- UTexture,
- UThemes,
- UMusic;
-
-type
- TLyricWord = record
- X: Real; //X Pos of the Word
- Width: Real; //Width of the Text
- TexPos: Real; //Pos of the Word (0 to 1) in the Sentence Texture
- TexWidth: Real; //width of the Word in Sentence Texture (0 to 1)
- Start: Cardinal; //Start of the Words in Quarters (Beats)
- Length: Cardinal; //Length of the Word in Quarters
- Text: String; //Text of this Word
- Freestyle: Boolean; //Is this Word Freestyle
- end;
- ALyricWord = array of TLyricWord;
-
- PLyricLine = ^TLyricLine;
- TLyricLine = record
- Text: String; //Text of the Line
- Tex: glUInt; //Texture of the Text from this Line
- Width: Real; //Width of the Lyricline in Tex
- Size: Byte; //Size of the Font in the Texture
- Words: ALyricWord; //Words from this Line
- CurWord: Integer; //current active word (only valid if line is active)
- Start: Cardinal; //Start in Quarters of teh Line
- Length: Cardinal; //Length in Quarters (From Start of First Note to the End of Last Note)
- Freestyle: Boolean; //Complete Line is Freestyle ?
- Players: Byte; //Which Players Sing this Line (1: Player1; 2: Player2; 4: Player3; [..])
- Done: Boolean; //Is Sentence Sung
- end;
-
- TLyricEngine = class
- private
- EoLastSentence: Real; //When did the Last Sentence End (in Beats)
- LastDrawBeat: Real;
- UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display
- LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display
- QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished
- PUpperLine, PLowerLine, PQueueLine: PLyricLine;
-
- IndicatorTex: TTexture; //Texture for Lyric Indikator(Bar that indicates when the Line start)
- BallTex: TTexture; //Texture of the Ball for cur. Word hover in Ballmode
- PlayerIconTex: array[0..5] of //Textures for PlayerIcon Index: Playernum; Index2: Enabled/Disabled
- array [0..1] of
- TTexture;
-
- inQueue: Boolean;
- LCounter: Word;
-
- //Some helper Procedures for Lyric Drawing
- procedure DrawLyrics (Beat: Real);
- procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
- procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
- public
- //Positions, Line specific Settings
- UpperLineX: Real; //X Start Pos of UpperLine
- UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
- UpperLineY: Real; //Y Start Pos of UpperLine
- UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
-
- LowerLineX: Real; //X Start Pos of LowerLine
- LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
- LowerLineY: Real; //Y Start Pos of LowerLine
- LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
-
- //Display Propertys
- LineColor_en: TRGBA; //Color of Words in an Enabled Line
- LineColor_dis: TRGBA; //Color of Words in a Disabled Line
- LineColor_act: TRGBA; //Color of teh active Word
- FontStyle: Byte; //Font for the Lyric Text
- FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
-
- HoverEffekt: Byte; //Effekt of Hovering active Word: 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left
- FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos
- FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards
-
- UseLinearFilter:Boolean; //Should Linear Tex Filter be used
-
- //Song specific Settings
- BPM: Real;
- Resolution: Integer;
-
-
- //properties to easily update this Class within other Parts of Code
- property LineinQueue: Boolean read inQueue; //True when there is a Line in Queue
- property LineCounter: Word read LCounter; //Lines that was Progressed so far (after last Clear)
-
- Constructor Create; overload; //Constructor, just get Memory
- Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
- Procedure LoadTextures; //Load Player Textures and Create
-
- Procedure AddLine(Line: PLine); //Adds a Line to the Queue if there is Space
- Procedure Draw (Beat: Real); //Procedure Draws Lyrics; Beat is curent Beat in Quarters
- Procedure Clear (const cBPM: Real = 0; const cResolution: Integer = 0); //Clears all cached Song specific Information
-
- Destructor Free; //Frees Memory
- end;
-
-const LyricTexStart = 2/512;
-
-implementation
-
-uses SysUtils,
- USkins,
- TextGL,
- UGraphic,
- UDisplay,
- dialogs,
- math;
-
-//-----------
-//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
-//-----------
-procedure glColorRGB(Color: TRGB); overload;
-begin
- glColor3f(Color.R, Color.G, Color.B);
-end;
-
-procedure glColorRGB(Color: TRGBA); overload;
-begin
- glColor4f(Color.R, Color.G, Color.B, Color.A);
-end;
-
-
-
-//---------------
-// Create - Constructor, just get Memory
-//---------------
-Constructor TLyricEngine.Create;
-begin
- BPM := 0;
- Resolution := 0;
- LCounter := 0;
- inQueue := False;
-
- UpperLine.Done := True;
- LowerLine.Done := True;
- QueueLine.Done := True;
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
-
- UseLinearFilter := True;
- {$IFDEF DARWIN}
- // eddie: Getting range check error with NAN on OS X:
- LastDrawBeat:=0;
- {$ELSE}
- LastDrawBeat:=NAN;
- {$ENDIF}
-end;
-
-Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
-begin
- Create;
- UpperLineX := ULX;
- UpperLineW := ULW;
- UpperLineY := ULY;
- UpperLineSize := Trunc(ULS);
-
- LowerLineX := LLX;
- LowerLineW := LLW;
- LowerLineY := LLY;
- LowerLineSize := Trunc(LLS);
- LoadTextures;
-end;
-
-
-//---------------
-// Free - Frees Memory
-//---------------
-Destructor TLyricEngine.Free;
-begin
-
-end;
-
-//---------------
-// Clear - Clears all cached Song specific Information
-//---------------
-Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
-begin
- BPM := cBPM;
- Resolution := cResolution;
- LCounter := 0;
- inQueue := False;
-
- UpperLine.Done := True;
- LowerLine.Done := True;
- QueueLine.Done := True;
-
- PUpperline:=@UpperLine;
- PLowerLine:=@LowerLine;
- PQueueLine:=@QueueLine;
- {$IFDEF DARWIN}
- // eddie: Getting range check error with NAN on OS X:
- LastDrawBeat:=0;
- {$ELSE}
- LastDrawBeat:=NAN;
- {$ENDIF}
-end;
-
-
-//---------------
-// LoadTextures - Load Player Textures and Create Lyric Textures
-//---------------
-Procedure TLyricEngine.LoadTextures;
-var
- I: Integer;
- PTexData: Pointer;
-
- function CreateLineTex: glUint;
- begin
- GetMem(pTexData, 1024*64*4); //get Memory to save Tex in
-
- //generate and bind Texture
- glGenTextures(1, @Result);
- glBindTexture(GL_TEXTURE_2D, Result);
-
- //Get Memory
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- if UseLinearFilter then
- begin
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- end;
-
- //Free now unused Memory
- FreeMem(pTexData);
- end;
-begin
- //Load Texture for Lyric Indikator(Bar that indicates when the Line start)
- IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
-
- //Load Texture of the Ball for cur. Word hover in Ballmode
- BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
-
- //Load PlayerTexs
- For I := 0 to 1 do
- begin
- PlayerIconTex[I][0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0);
- PlayerIconTex[I][1] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0);
- end;
-
- //atm just unset other texs
- For I := 2 to 5 do
- begin
- PlayerIconTex[I][0].TexNum := high(Cardinal); //Set to C's -1
- PlayerIconTex[I][1].TexNum := high(Cardinal);
- end;
-
- //Create LineTexs
- UpperLine.Tex := CreateLineTex;
- LowerLine.Tex := CreateLineTex;
- QueueLine.Tex := CreateLineTex;
-end;
-
-
-//---------------
-// AddLine - Adds LyricLine to queue
-//---------------
-Procedure TLyricEngine.AddLine(Line: PLine);
-var
- LyricLine: PLyricLine;
- I: Integer;
- countNotes: Cardinal;
- PosX: Real;
- Viewport: Array[0..3] of Integer;
-begin
- //Only Add Lines if there is enough space
- If not LineinQueue then
- begin
- //Set Pointer to Line to Write
- If (LineCounter = 0) then
- LyricLine := PUpperLine //Set Upper Line
- else if (LineCounter = 1) then
- LyricLine := PLowerLine //Set Lower Line
- else
- begin
- LyricLine := PQueueLine; //Set Queue Line
- inQueue := True; //now there is a Queued Line
- end;
- end
- else
- begin // rotate lines (round-robin-like)
- LyricLine:=PUpperLine;
- PUpperLine:=PLowerLine;
- PLowerLine:=PQueueLine;
- PQueueLine:=LyricLine;
- end;
-
- //Check if Sentence has Notes
- If (Length(Line.Nuta) > 0) then
- begin
- //Copy Values from SongLine to LyricLine
- CountNotes := high(Line.Nuta);
- LyricLine.Start := Line.Nuta[0].Start;
- LyricLine.Length := Line.Nuta[CountNotes].Start + Line.Nuta[CountNotes].Dlugosc - LyricLine.Start;
- LyricLine.Freestyle := True; //is set by And Notes Freestyle while copying Notes
- LyricLine.Text := ''; //Also Set while copying Notes
- LyricLine.Players := 127; //All Players for now, no Duett Mode available
- LyricLine.CurWord:=-1; // inactive line - so no word active atm
- //Copy Words
- SetLength(LyricLine.Words, CountNotes + 1);
- For I := 0 to CountNotes do
- begin
- LyricLine.Freestyle := LyricLine.Freestyle AND Line.Nuta[I].FreeStyle;
- LyricLine.Words[I].Start := Line.Nuta[I].Start;
- LyricLine.Words[I].Length := Line.Nuta[I].Dlugosc;
- LyricLine.Words[I].Text := Line.Nuta[I].Tekst;
- LyricLine.Words[I].Freestyle := Line.Nuta[I].FreeStyle;
- LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text
- end;
-
- //Set Font Params
- SetFontStyle(FontStyle);
- SetFontPos(0, 0);
- LyricLine.Size := UpperLineSize;
- SetFontSize(LyricLine.Size);
- SetFontItalic(False);
- glColor4f(1, 1, 1, 1);
-
- //Change Fontsize to Fit the Screen
- LyricLine.Width := glTextWidth(PChar(LyricLine.Text));
- While (LyricLine.Width > UpperLineW) do
- begin
- Dec(LyricLine.Size);
-
- if (LyricLine.Size <=1) then
- Break;
-
- SetFontSize(LyricLine.Size);
- LyricLine.Width := glTextWidth(PChar(LyricLine.Text));
- end;
-
- //Set Word Positions and Line Size
- PosX := 0 {LowerLineX + LowerLineW/2 + 80 - LyricLine.Width/2};
- For I := 0 to High(LyricLine.Words) do
- begin
- LyricLine.Words[I].X := PosX;
- LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text));
- LyricLine.Words[I].TexPos := (PosX+1) / 1024;
- LyricLine.Words[I].TexWidth := (LyricLine.Words[I].Width-1) / 1024;
-
- PosX := PosX + LyricLine.Words[I].Width;
- end;
-
-
- //Create LyricTexture
- //Prepare Ogl
- glGetIntegerv(GL_VIEWPORT, @ViewPort);
- glClearColor(0.0,0.0,0.0,0.0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- glViewPort(0,0,800,600);
-
- //Draw Lyrics
- SetFontPos(0, 0);
- glPrint(PChar(LyricLine.Text));
-
- Display.ScreenShot;
- //Copy to Texture
- glEnable(GL_ALPHA);
- glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
- glDisable(GL_ALPHA);
- //Clear Buffer
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
-
- end;
-
- //Increase the Counter
- Inc(LCounter);
-end;
-
-
-//---------------
-// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
-// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
-//---------------
-Procedure TLyricEngine.Draw (Beat: Real);
-begin
- DrawLyrics(Beat);
- LastDrawBeat:=Beat;
-end;
-
-//---------------
-// DrawLyrics(private) - Helper for Draw; main Drawing procedure
-//---------------
-procedure TLyricEngine.DrawLyrics (Beat: Real);
-begin
- DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
- DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
-end;
-
-//---------------
-// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
-//---------------
-procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
-var IEnabled: Byte;
-begin
- Case Enabled of
- True: IEnabled := 0;
- False: IEnabled:= 1;
- end;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
-
- glColor4f(1,1,1,Alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X, Y);
- glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
- glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
- glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
- glEnd;
-
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-end;
-//---------------
-// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
-//---------------
-procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
-var
- I: Integer;
-// CurWord: Integer;
- CurWordStartTx,
- CurWordEndTx: Real; // texture-coordinates of start and end of current word
- CurWordStart,
- CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
- Progress: Real;
- LyricX: Real; //Left Corner on X Axis
- LyricX2: Real;//Right Corner " "
- LyricScale: Real; //Up or Downscale the Lyrics need <- ???
- IconSize: Real;
- IconAlpha: Real;
-
- mybeat:string;
- mywidth:real;
- realfontsize:real;
-begin
-{ SetFontStyle(FontStyle);
- SetFontSize(Size);
- glColor4f(1, 1, 1, 1);
-
- // line start beat
- SetFontPos(50, Y-500);
- mybeat:=inttostr(trunc(line^.start*100));
- glPrint(addr(mybeat[1]));
-
- // current beat
- SetFontPos(250, Y-500);
- mybeat:=inttostr(trunc(beat*100));
- glPrint(addr(mybeat[1]));
-
- // current beat
- SetFontPos(450, Y-500);
- mybeat:=inttostr(trunc((line^.start+line^.length)*100));
- glPrint(addr(mybeat[1]));
-}
-
- // what is this for?
- LyricScale := Size / Line.Size;
-
- //Draw Icons
- IconSize := (2 * Size);
- //IconAlpha := 1;
- IconAlpha := Frac(Beat/(Resolution*4));
-
- {DrawPlayerIcon (0, True, X, Y, IconSize, IconAlpha);
- DrawPlayerIcon (1, True, X + IconSize + 1, Y, IconSize, IconAlpha);
- DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y, IconSize, IconAlpha);}
-
- //Check if a Word in the Sentence is active
- if ((Line^.Start < Beat) and (Beat < Line^.Start + Line^.Length)) then
- begin
- // if this line just got active, then CurWord is still -1
- // this means, we should try to make the first word active
- // then we check if the current active word is still meant to be active
- // if not, we proceed to the next word
- if Line^.CurWord = -1 then
- Line^.CurWord:=0;
- if not ((Beat < (Line^.Words[Line^.CurWord].Start+Line^.Words[Line^.CurWord].Length))) then
- Line^.CurWord:=Line^.CurWord+1;
-
-// !!TODO: make sure, it works if the sentence is still enabled, after last word was active
-// if Line^.CurWord > high(Line^.Words) then Line^.CurWord:=-2;
-
- with Line^.Words[Line^.CurWord] do
- begin
- Progress:=(Beat-Start)/Length;
- CurWordStartTx:=TexPos;
- CurWordEndTx:=TexPos+TexWidth;
- CurWordStart:=X;
- CurWordEnd:=X+Width;
- end;
-
- //Get Start Position:
- { Start of Line - Width of all Icons + LineWidth/2 (Center}
-// LyricX := X + {(W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3) +} (W/2);
- LyricX:=X+W/2;
- LyricX2 := LyricX + Line^.Width/2;
- LyricX:=LyricX - Line^.Width/2;
-
- //Draw complete Sentence
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-{ glColor4f(0,1,0.1,0.1);
- glBegin(GL_QUADS);
- glVertex2f(X+W/2, Y);
- glVertex2f(X+W/2, Y + line^.size*3.5);
- glVertex2f(X+W/2+line^.width/2, Y + line^.size*3.5);
- glVertex2f(X+W/2+line^.width/2, Y);
- glEnd;
- glColor4f(0,1,0,0.1);
- glBegin(GL_QUADS);
- glVertex2f(X+W/2-line^.width/2, Y);
- glVertex2f(X+W/2-line^.width/2, Y + line^.size*3.5);
- glVertex2f(X+W/2, Y + line^.size*3.5);
- glVertex2f(X+W/2, Y);
- glEnd;
-
- // draw whole sentence
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
-
- glColorRGB(LineColor_en);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, Y);
- glTexCoord2f(0, 0); glVertex2f(LyricX, Y + 64);
- glTexCoord2f(Line^.Width/512, 0); glVertex2f(LyricX2, Y + 64);
- glTexCoord2f(Line^.Width/512, 1); glVertex2f(LyricX2, Y);
- glEnd;
-}
-
- // this is actually a bit more than the real font size
- // it helps adjusting the "zoom-center"
- realfontsize:=30 * (Line^.Size/10)+16;
- // draw sentence up to current word
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
-
- glColorRGB(LineColor_act);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, Y);
- glTexCoord2f(0, 1-realfontsize/64); glVertex2f(LyricX, Y + realfontsize);
- glTexCoord2f(CurWordStartTx, 1-realfontsize/64); glVertex2f(LyricX+CurWordStart, Y + realfontsize);
- glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y);
- glEnd;
-
-{ // draw active word - type 1: farbwechsel - HoverEffect=3 oder so?
- glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y);
- glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
- glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y);
- glEnd;
- glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,progress);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y);
- glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
- glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y);
- glEnd;
-}
-
- // draw active word - type 2: zoom + farbwechsel - HoverEffect=4 ???
- glPushMatrix;
- glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,Y+realfontsize/2,0);
- glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0);
- glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -realfontsize/2);
- glTexCoord2f(CurWordStartTx+0.0001, 1-realfontsize/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + realfontsize/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1-realfontsize/64); glVertex2f((CurWordEnd-CurWordStart)/2, + realfontsize/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -realfontsize/2);
- glEnd;
- glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -realfontsize/2);
- glTexCoord2f(CurWordStartTx+0.0001, 1-realfontsize/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + realfontsize/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1-realfontsize/64); glVertex2f((CurWordEnd-CurWordStart)/2, + realfontsize/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -realfontsize/2);
- glEnd;
- glPopMatrix;
-
- // draw rest of sentence
- glColorRGB(LineColor_en);
- glBegin(GL_QUADS);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y);
- glTexCoord2f(CurWordEndTx, 1-realfontsize/64); glVertex2f(LyricX+CurWordEnd, Y + realfontsize);
- glTexCoord2f(Line^.Width/1024, 1-realfontsize/64); glVertex2f(LyricX2, Y + realfontsize);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, Y);
- glEnd;
-
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
-{ SetFontPos(50, Y);
- SetFontSize(9);
- mybeat:=line^.words[line^.CurWord].text;
- mybeat:=inttostr(trunc(Fonts[actfont].Tex.H));
- glPrint(addr(mybeat[1]));
-}
- end
- else
- begin
- //Get Start Position:
- { Start of Line - Width of all Icons + LineWidth/2 (Center}
-// LyricX := X + {(W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3) +} (W/2);
- LyricX:=X+W/2;
- LyricX2 := LyricX + Line^.Width/2;
- LyricX:=LyricX - Line^.Width/2;
-
- //Draw complete Sentence
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Line^.Tex);
-
- realfontsize:=30 * (Line^.Size/10)+16;
-
- glColorRGB(LineColor_dis);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, Y);
- glTexCoord2f(0, 1-realfontsize/64); glVertex2f(LyricX, Y + realfontsize);
- glTexCoord2f(Line^.Width/1024, 1-realfontsize/64); glVertex2f(LyricX2, Y + realfontsize);
- glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, Y);
- glEnd;
-
- glDisable(GL_TEXTURE_2D);
-{ glColor4f(0,0,0,0.1);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(LyricX, Y);
- glTexCoord2f(0, 0); glVertex2f(LyricX, Y + line^.size*3.5);
- glTexCoord2f(Line^.Width/512, 0); glVertex2f(LyricX2, Y + line^.size*3.5);
- glTexCoord2f(Line^.Width/512, 1); glVertex2f(LyricX2, Y);
- glEnd;
-}
-
- glDisable(GL_BLEND);
-// glDisable(GL_TEXTURE_2D);
-{ SetFontPos(0, Y);
- SetFontSize(9);
- glColor4f(1,1,0,1);
- mybeat:=inttostr(line^.size);
- glPrint(addr(mybeat[1]));
-{ mywidth:=gltextwidth(addr(mybeat[1]));
- glEnable(GL_BLEND);
- glColor4f(0,0,1,0.1);
- glBegin(GL_QUADS);
- glVertex2f(0,y);
- glVertex2f(0,y+64);
- glVertex2f(0+mywidth,y+64);
- glVertex2f(0+mywidth,y);
- glEnd;
- glDisable(GL_BLEND);
-}
-
- end;
-
- {//Search for active Word
- For I := 0 to High(Line.Words) do
- if (Line.Words[I].Start < Beat) then
- begin
- CurWord := I - 1;
- end;
-
- if (CurWord < 0) then Exit;
-
- //Draw Part until cur Word
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}{, GL_ONE_MINUS_SRC_COLOR);
- glBindTexture(GL_TEXTURE_2D, Line.Tex);
-
- glColorRGB(LineColor_en);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 1); glVertex2f(X, Y);
- glTexCoord2f(0, 0); glVertex2f(X, Y + 64 * W / 512);
- glTexCoord2f(Line.Words[CurWord].TexPos, 0); glVertex2f(X + W, Y + 64 * W / 512);
- glTexCoord2f(Line.Words[CurWord].TexPos, 1); glVertex2f(X + W, Y);
- glEnd;
-
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);}
-end;
-
-
-end.
-