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-rw-r--r--src/base/UDraw.pas119
1 files changed, 64 insertions, 55 deletions
diff --git a/src/base/UDraw.pas b/src/base/UDraw.pas
index 1783986f..47863f62 100644
--- a/src/base/UDraw.pas
+++ b/src/base/UDraw.pas
@@ -258,19 +258,21 @@ begin
// 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
+ if (ScreenSing.settings.NotesVisible and (1 shl NrLines) <> 0) then
+ begin
- PlayerNumber := NrLines + 1; // Player 1 is 0
- NrLines := 0;
+ PlayerNumber := NrLines + 1; // Player 1 is 0
+ NrLines := 0;
-// exploit done
+ // exploit done
- glColor3f(1, 1, 1);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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);
+ 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
TempR := lTmpA / lTmpB
@@ -285,16 +287,17 @@ begin
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
+
+ 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
+ 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
// left part
Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
@@ -309,35 +312,35 @@ begin
glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
glEnd;
- //We keep the postion of the top left corner b4 it's overwritten
+ //We keep the postion of the top left corner b4 it's overwritten
GoldenStarPos := Rec.Left;
- //done
+ //done
- // 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;
+ // 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_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;
+ 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;
// 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;
+ 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
@@ -345,13 +348,14 @@ begin
GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
end;
- end; // if not FreeStyle
- end; // with
- end; // for
- end; // with
+ end; // if not FreeStyle
+ end; // with
+ end; // for
+ end; // with
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
end;
// draw sung notes
@@ -481,7 +485,7 @@ var
W, H: real;
lTmpA, lTmpB: real;
begin
- if (Player[PlayerIndex].ScoreTotalInt >= 0) then
+ if (ScreenSing.settings.NotesVisible and (1 shl PlayerIndex) <> 0) then
begin
glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
glEnable(GL_TEXTURE_2D);
@@ -683,20 +687,25 @@ begin
// draw note-lines
- if (PlayersPlay = 1) and (Ini.NoteLines = 1) then
+ // to-do : needs fix when party mode works w/ 2 screens
+ if (PlayersPlay = 1) and (Ini.NoteLines = 1) and (ScreenSing.settings.NotesVisible and (1) <> 0) 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);
+ if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then
+ 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);
+ if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin
+ if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
+ if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
+ if (ScreenSing.settings.NotesVisible and (1 shl 2) <> 0) then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
end;
// draw Lyrics
@@ -937,7 +946,7 @@ begin
end;
// Draw Lyrics
- ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat);
+ //ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat);
// TODO: Lyrics helper
// oscilloscope | the thing that moves when you yell into your mic (imho)