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Diffstat (limited to 'src/base/UDraw.pas')
-rw-r--r-- | src/base/UDraw.pas | 1390 |
1 files changed, 1390 insertions, 0 deletions
diff --git a/src/base/UDraw.pas b/src/base/UDraw.pas new file mode 100644 index 00000000..ff0920f5 --- /dev/null +++ b/src/base/UDraw.pas @@ -0,0 +1,1390 @@ +unit UDraw; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UThemes, + ModiSDK, + UGraphicClasses; + +procedure SingDraw; +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +procedure SingDrawBackground; +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +procedure SingDrawLyricHelper(Left, LyricsMid: real); +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer); +procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); +procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: integer; Space: integer); +procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer); + +// TimeBar +procedure SingDrawTimeBar(); + +//Draw Editor NoteLines +procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); + + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + + Width: real; + WMid: real; + Height: real; + HMid: real; + + Mid: real; + end; + +var + NotesW: real; + NotesH: real; + Starfr: integer; + StarfrG: integer; + + //SingBar + TickOld: cardinal; + TickOld2:cardinal; + +const + Przedz = 32; + +implementation + +uses + gl, + UGraphic, + SysUtils, + UMusic, + URecord, + ULog, + UScreenSing, + UScreenSingModi, + ULyrics, + UMain, + TextGL, + UTexture, + UDrawTexture, + UIni, + Math, + UDLLManager; + +procedure SingDrawBackground; +var + Rec: TRecR; + TexRec: TRecR; +begin + if (ScreenSing.Tex_Background.TexNum > 0) then begin + + glClearColor (1, 1, 1, 1); + glColor4f (1, 1, 1, 1); + + if (Ini.MovieSize <= 1) then //HalfSize BG + begin + (* half screen + gradient *) + Rec.Top := 110; // 80 + Rec.Bottom := Rec.Top + 20; + Rec.Left := 0; + Rec.Right := 800; + + TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Left := 0; + TexRec.Right := ScreenSing.Tex_Background.TexW; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + (* gradient draw *) + (* top *) + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 1); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + (* mid *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490 - 20; // 490 - 20 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + (* bottom *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490; // 490 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + end + else //Full Size BG + begin + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + //glEnable(GL_BLEND); + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); glVertex2f(0, 0); + glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0); + + glEnd; + glDisable(GL_TEXTURE_2D); + //glDisable(GL_BLEND); + end; + end; +end; + +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +var + SampleIndex: integer; + Sound: TCaptureBuffer; + MaxX, MaxY: real; +begin; + Sound := AudioInputProcessor.Sound[NrSound]; + + // Log.LogStatus('Oscilloscope', 'SingDraw'); + glColor3f(Skin_OscR, Skin_OscG, Skin_OscB); + {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + glColor3f(1, 1, 1); } + + MaxX := W-1; + MaxY := (H-1) / 2; + + Sound.LockAnalysisBuffer(); + + glBegin(GL_LINE_STRIP); + for SampleIndex := 0 to High(Sound.AnalysisBuffer) do + begin + glVertex2f(X + MaxX * SampleIndex/High(Sound.AnalysisBuffer), + Y + MaxY * (1 - Sound.AnalysisBuffer[SampleIndex]/-Low(Smallint))); + end; + glEnd; + + Sound.UnlockAnalysisBuffer(); +end; + + + +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +var + Count: integer; +begin + glEnable(GL_BLEND); + glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4); + glBegin(GL_LINES); + for Count := 0 to 9 do begin + glVertex2f(Left, Top + Count * Space); + glVertex2f(Right, Top + Count * Space); + end; + glEnd; + glDisable(GL_BLEND); +end; + +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer); +var + Count: integer; + TempR: real; +begin + TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); + glEnable(GL_BLEND); + glBegin(GL_LINES); + for Count := Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start to Lines[NrLines].Line[Lines[NrLines].Current].End_ do begin + if (Count mod Lines[NrLines].Resolution) = Lines[NrLines].NotesGAP then + glColor4f(0, 0, 0, 1) + else + glColor4f(0, 0, 0, 0.3); + glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top); + glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top + 135); + end; + glEnd; + glDisable(GL_BLEND); +end; + +// draw blank Notebars +procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); +var + Rec: TRecR; + Count: integer; + TempR: real; + R,G,B: real; + + PlayerNumber: Integer; + + GoldenStarPos : real; + + lTmpA , + lTmpB : real; +begin +// We actually don't have a playernumber in this procedure, it should reside in NrLines - but it's always set to zero +// So we exploit this behavior a bit - we give NrLines the playernumber, keep it in playernumber - and then we set NrLines to zero +// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then +// BUT this is not implemented yet, all notes are drawn! :D + + PlayerNumber := NrLines + 1; // Player 1 is 0 + NrLines := 0; + +// exploit done + + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + lTmpA := (Right-Left); + lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); + + if ( lTmpA > 0 ) AND + ( lTmpB > 0 ) THEN + begin + TempR := lTmpA / lTmpB; + end + else + begin + TempR := 0; + end; + + + with Lines[NrLines].Line[Lines[NrLines].Current] do begin + for Count := 0 to HighNote do begin + with Note[Count] do begin + if NoteType <> ntFreestyle then begin + + + if Ini.EffectSing = 0 then + // If Golden note Effect of then Change not Color + begin + case NoteType of + ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could + end; // case + end //Else all Notes same Color + else + glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + // Czesci == teil, element == piece, element | koniec == end / ending + // lewa czesc - left part + Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + //We keep the postion of the top left corner b4 it's overwritten + GoldenStarPos := Rec.Left; + //done + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == length + + glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Golden Star Patch + if (NoteType = ntGolden) AND (Ini.EffectSing=1) then + begin + GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom); + end; + + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +// draw sung notes +procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: integer; Space: integer); +var + TempR: real; + Rec: TRecR; + N: integer; + R, G, B, A: real; + NotesH2: real; +begin + //Log.LogStatus('Player notes', 'SingDraw'); + + //if NrGracza = 0 then LoadColor(R, G, B, 'P1Light') + //else LoadColor(R, G, B, 'P2Light'); + + //R := 71/255; + //G := 175/255; + //B := 247/255; + + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + //if Player[NrGracza].LengthNote > 0 then + begin + TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start); + for N := 0 to Player[PlayerIndex].HighNote do + begin + with Player[PlayerIndex].Note[N] do + begin + // Left part of note + Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + + // Draw it in half size, if not hit + if Hit then + begin + NotesH2 := NotesH + end + else + begin + NotesH2 := int(NotesH * 0.65); + end; + + Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2; + Rec.Bottom := Rec.Top + 2 *NotesH2; + + // draw the left part + glColor3f(1, 1, 1); + glBindTexture(GL_TEXTURE_2D, Tex_Left[PlayerIndex+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Middle part of the note + Rec.Left := Rec.Right; + Rec.Right := X + (Start+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX; + + // (nowe) - dunno + if (Start+Length-1 = LyricsState.CurrentBeatD) then + Rec.Right := Rec.Right - (1-Frac(LyricsState.MidBeatD)) * TempR; + // the left note is more right than the right note itself, sounds weird - so we fix that xD + if Rec.Right <= Rec.Left then + Rec.Right := Rec.Left; + + // draw the middle part + glBindTexture(GL_TEXTURE_2D, Tex_Mid[PlayerIndex+1].TexNum); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glColor3f(1, 1, 1); + + // the right part of the note + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[PlayerIndex+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Perfect note is stored + if Perfect and (Ini.EffectSing=1) then + begin + A := 1 - 2*(LyricsState.GetCurrentTime() - GetTimeFromBeat(Start+Length)); + if not (Start+Length-1 = LyricsState.CurrentBeatD) then + begin + //Star animation counter + //inc(Starfr); + //Starfr := Starfr mod 128; + GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top); + end; + end; + end; // with + end; // for + + // actually we need a comparison here, to determine if the singing process + // is ahead Rec.Right even if there is no singing + + if (Ini.EffectSing = 1) then + GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, PlayerIndex); + end; // if +end; + +//draw Note glow +procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer); +var + Rec: TRecR; + Count: integer; + TempR: real; + R,G,B: real; + X1, X2, X3, X4: real; + W, H: real; + + lTmpA , + lTmpB : real; +begin + if (Player[PlayerIndex].ScoreTotalInt >= 0) then + begin + glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 ); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + lTmpA := (Right-Left); + lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); + + if ( lTmpA > 0 ) and + ( lTmpB > 0 ) then + begin + TempR := lTmpA / lTmpB; + end + else + begin + TempR := 0; + end; + + with Lines[NrLines].Line[Lines[NrLines].Current] do + begin + for Count := 0 to HighNote do + begin + with Note[Count] do + begin + if NoteType <> ntFreestyle then + begin + // begin: 14, 20 + // easy: 6, 11 + W := NotesW * 2 + 2; + H := NotesH * 1.5 + 3.5; + + X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie + X1 := X2-W; + + X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie + X4 := X3+W; + + // left + Rec.Left := X1; + Rec.Right := X2; + Rec.Top := Top - (Tone-BaseNote)*Space/2 - H; + Rec.Bottom := Rec.Top + 2 * H; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[PlayerIndex+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc + Rec.Left := X2; + Rec.Right := X3; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[PlayerIndex+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc + Rec.Left := X3; + Rec.Right := X4; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[PlayerIndex+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; +end; + +(** + * Draws the lyrics helper bar. + * Left: position the bar starts at + * LyricsMid: the middle of the lyrics relative to the position Left + *) +procedure SingDrawLyricHelper(Left, LyricsMid: real); +var + Bounds: TRecR; // bounds of the lyric help bar + BarProgress: real; // progress of the lyrics helper + BarMoveDelta: real; // current beat relative to the beat the bar starts to move at + BarAlpha: real; // transparency + CurLine: PLine; // current lyric line (beat specific) + LineWidth: real; // lyric line width + FirstNoteBeat: integer; // beat of the first note in the current line + FirstNoteDelta: integer; // time in beats between the start of the current line and its first note + MoveStartX: real; // x-pos. the bar starts to move from + MoveDist: real; // number of pixels the bar will move + LyricEngine: TLyricEngine; +const + BarWidth = 50; // width of the lyric helper bar + BarHeight = 30; // height of the lyric helper bar + BarMoveLimit = 40; // max. number of beats remaining before the bar starts to move +begin + // get current lyrics line and the time in beats of its first note + CurLine := @Lines[0].Line[Lines[0].Current]; + + // FIXME: accessing ScreenSing is not that generic + LyricEngine := ScreenSing.Lyrics; + + // do not draw the lyrics helper if the current line does not contain any note + if (Length(CurLine.Note) > 0) then + begin + // start beat of the first note of this line + FirstNoteBeat := CurLine.Note[0].Start; + // time in beats between the start of the current line and its first note + FirstNoteDelta := FirstNoteBeat - CurLine.Start; + + // beats from current beat to the first note of the line + BarMoveDelta := FirstNoteBeat - LyricsState.MidBeat; + + if (FirstNoteDelta > 8) and // if the wait-time is large enough + (BarMoveDelta > 0) then // and the first note of the line is not reached + begin + // let the bar blink to the beat + BarAlpha := 0.75 + cos(BarMoveDelta/2) * 0.25; + + // if the number of beats to the first note is too big, + // the bar stays on the left side. + if (BarMoveDelta > BarMoveLimit) then + BarMoveDelta := BarMoveLimit; + + // limit number of beats the bar moves + if (FirstNoteDelta > BarMoveLimit) then + FirstNoteDelta := BarMoveLimit; + + // calc bar progress + BarProgress := 1 - BarMoveDelta / FirstNoteDelta; + + // retrieve the width of the upper lyrics line on the display + if (LyricEngine.GetUpperLine() <> nil) then + LineWidth := LyricEngine.GetUpperLine().Width + else + LineWidth := 0; + + // distance the bar will move (LyricRec.Left to beginning of text) + MoveDist := LyricsMid - LineWidth / 2 - BarWidth; + // if the line is too long the helper might move from right to left + // so we have to assure the start position is left of the text. + if (MoveDist >= 0) then + MoveStartX := Left + else + MoveStartX := Left + MoveDist; + + // determine lyric help bar position and size + Bounds.Left := MoveStartX + BarProgress * MoveDist; + Bounds.Right := Bounds.Left + BarWidth; + Bounds.Top := Skin_LyricsT + 3; + Bounds.Bottom := Bounds.Top + BarHeight + 3; + + // draw lyric help bar + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, BarAlpha); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Bounds.Left, Bounds.Top); + glTexCoord2f(0, 1); glVertex2f(Bounds.Left, Bounds.Bottom); + glTexCoord2f(1, 1); glVertex2f(Bounds.Right, Bounds.Bottom); + glTexCoord2f(1, 0); glVertex2f(Bounds.Right, Bounds.Top); + glEnd; + glDisable(GL_BLEND); + end; + end; +end; + +procedure SingDraw; +var + NR: TRecR; // lyrics area bounds (NR = NoteRec?) + LyricEngine: TLyricEngine; +begin + // positions + if Ini.SingWindow = 0 then + NR.Left := 120 + else + NR.Left := 20; + + NR.Right := 780; + + NR.Width := NR.Right - NR.Left; + NR.WMid := NR.Width / 2; + NR.Mid := NR.Left + NR.WMid; + + // FIXME: accessing ScreenSing is not that generic + LyricEngine := ScreenSing.Lyrics; + + // background //BG Fullsize Mod + //SingDrawBackground; + + // draw time-bar + SingDrawTimeBar(); + + // draw note-lines + + if (PlayersPlay = 1) and (Ini.NoteLines = 1) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + + if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) then + begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + + // draw Lyrics + LyricEngine.Draw(LyricsState.MidBeat); + SingDrawLyricHelper(NR.Left, NR.WMid); + + // oscilloscope + if Ini.Oscilloscope = 1 then begin + if PlayersPlay = 1 then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end; + + // Set the note heights according to the difficulty level + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + + // Draw the Notes + if PlayersPlay = 1 then begin + SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes + end; + + if (PlayersPlay = 2) then begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + + SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); + + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + + SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); + SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); + + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + if ScreenAct = 1 then begin + SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15); + end; + + if ScreenAct = 1 then begin + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + if ScreenAct = 1 then begin + SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); + SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 3, 12); + SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 4, 12); + SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 5, 12); + end; + + if ScreenAct = 1 then begin + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +// q'n'd for using the game mode dll's +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +var + Count: integer; + Pet2: integer; + TempR: real; + Rec: TRecR; + TexRec: TRecR; + NR: TRecR; + FS: real; + BarFrom: integer; + BarAlpha: real; + BarWspol: real; + TempCol: real; + Tekst: string; + PetCz: integer; +begin + // positions + if Ini.SingWindow = 0 then begin + NR.Left := 120; + end else begin + NR.Left := 20; + end; + + NR.Right := 780; + NR.Width := NR.Right - NR.Left; + NR.WMid := NR.Width / 2; + NR.Mid := NR.Left + NR.WMid; + + // time bar + SingDrawTimeBar(); + + if DLLMan.Selected.ShowNotes then + begin + if PlayersPlay = 1 then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (PlayersPlay = 2) or (PlayersPlay = 4) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if (PlayersPlay = 3) or (PlayersPlay = 6) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + end; + + // Draw Lyrics + ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat); + + // todo: Lyrics +{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie + FS := 1.3; + BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; + if BarFrom > 40 then BarFrom := 40; + if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Lines[0].Line[Lines[0].Current].StartNote - LyricsState.MidBeat > 0) and // przed tekstem + (Lines[0].Line[Lines[0].Current].StartNote - LyricsState.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (LyricsState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; + Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; + Rec.Right := Rec.Left + 50; + Rec.Top := Skin_LyricsT + 3; + Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); + glBegin(GL_QUADS); + glColor4f(1, 1, 1, 0); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glColor4f(1, 1, 1, 0.5); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glDisable(GL_BLEND); + end; + } + + // oscilloscope | the thing that moves when you yell into your mic (imho) + if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin + if PlayersPlay = 1 then + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end; + +// resize the notes according to the difficulty level + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + + if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then + begin + if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin + SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); + end; + + if (PlayersPlay = 2) then begin + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + end; + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + end; + + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + end; + + if PlayerInfo.Playerinfo[2].Enabled then + begin + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + + if ScreenAct = 1 then begin + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + + if ScreenAct = 1 then begin + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + end; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +{//SingBar Mod +procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); +var + R: Real; + G: Real; + B: Real; + A: cardinal; + I: Integer; + +begin; + + //SingBar Background + glColor4f(1, 1, 1, 0.8); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1, 0); glVertex2f(X+W, Y); + glEnd; + + //SingBar coloured Bar + Case Percent of + 0..22: begin + R := 1; + G := 0; + B := 0; + end; + 23..42: begin + R := 1; + G := ((Percent-23)/100)*5; + B := 0; + end; + 43..57: begin + R := 1; + G := 1; + B := 0; + end; + 58..77: begin + R := 1-(Percent - 58)/100*5; + G := 1; + B := 0; + end; + 78..99: begin + R := 0; + G := 1; + B := 0; + end; + End; //Case + + glColor4f(R, G, B, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum); + //Size= Player[PlayerNum].ScorePercent of W + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H); + glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y); + glEnd; + + //SingBar Front + glColor4f(1, 1, 1, 0.6); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1, 0); glVertex2f(X+W, Y); + glEnd; +end; +//end Singbar Mod + +//PhrasenBonus - Line Bonus Pop Up +procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer); +var +Length, X2: Real; //Length of Text +Size: Integer; //Size of Popup +begin +if Alpha <> 0 then +begin + +//Set Font Propertys +SetFontStyle(2); //Font: Outlined1 +if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6); +SetFontItalic(False); + +//Check Font Size +Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^ + +//Text +SetFontPos (X + 50 - (Length / 2), Y + 12); //Position + + +if Age < 5 then Size := Age * 10 else Size := 50; + + //Draw Background + //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color + glColor4f(1, 1, 1, Alpha); + + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + + //New Method, Not Variable + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2)); + glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2)); + glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2)); + glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2)); + glEnd; + + glColor4f(1, 1, 1, Alpha); //Set Color + //Draw Text + glPrint (PChar(Text)); +end; +end; +//PhrasenBonus - Line Bonus Mod} + +// Draw Note Bars for Editor +//There are 11 Resons for a new Procdedure: (nice binary :D ) +// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor +// 2. You can see the Freestyle Notes in the Editor SemiTransparent +// 3. Its easier and Faster then changing the old Procedure +procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); +var + Rec: TRecR; + Count: integer; + TempR: real; +begin + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); + with Lines[NrLines].Line[Lines[NrLines].Current] do begin + for Count := 0 to HighNote do begin + with Note[Count] do begin + + // Golden Note Patch + case NoteType of + ntFreestyle: glColor4f(1, 1, 1, 0.35); + ntNormal: glColor4f(1, 1, 1, 0.85); + ntGolden: Glcolor4f(1, 1, 0.3, 0.85); + end; // case + + + + // lewa czesc - left part + Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + + glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +procedure SingDrawTimeBar(); +var + x,y: real; + width, height: real; + LyricsProgress: real; + CurLyricsTime: real; +begin + x := Theme.Sing.StaticTimeProgress.x; + y := Theme.Sing.StaticTimeProgress.y; + + width := Theme.Sing.StaticTimeProgress.w; + height := Theme.Sing.StaticTimeProgress.h; + + glColor4f(Theme.Sing.StaticTimeProgress.ColR, + Theme.Sing.StaticTimeProgress.ColG, + Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(x, y); + + CurLyricsTime := LyricsState.GetCurrentTime(); + if (CurLyricsTime > 0) and + (LyricsState.TotalTime > 0) then + begin + LyricsProgress := CurLyricsTime / LyricsState.TotalTime; + glTexCoord2f((width * LyricsProgress) / 8, 0); + glVertex2f(x + width * LyricsProgress, y); + + glTexCoord2f((width * LyricsProgress) / 8, 1); + glVertex2f(x + width * LyricsProgress, y + height); + end; + + glTexCoord2f(0, 1); + glVertex2f(x, y + height); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glcolor4f(1, 1, 1, 1); +end; + +end. + |