aboutsummaryrefslogtreecommitdiffstats
path: root/src/base/UGraphicClasses.pas
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/base/UGraphicClasses.pas720
1 files changed, 0 insertions, 720 deletions
diff --git a/src/base/UGraphicClasses.pas b/src/base/UGraphicClasses.pas
deleted file mode 100644
index cdaa238e..00000000
--- a/src/base/UGraphicClasses.pas
+++ /dev/null
@@ -1,720 +0,0 @@
-{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit UGraphicClasses;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- UTexture,
- SDL;
-
-const
- DelayBetweenFrames : cardinal = 60;
-
-type
-
- TParticleType = (GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
-
- TColour3f = record
- r, g, b: real;
- end;
-
- TParticle = class
- X, Y : real; //Position
- Screen : integer;
- W, H : cardinal; //dimensions of particle
- Col : array of TColour3f; // Colour(s) of particle
- Scale : array of real; // Scaling factors of particle layers
- Frame : byte; //act. Frame
- Tex : cardinal; //Tex num from Textur Manager
- Live : byte; //How many Cycles before Kill
- RecIndex : integer; //To which rectangle this particle belongs (only GoldenNote)
- StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
- Alpha : real; // used for fading...
- mX, mY : real; // movement-vector for PerfectLineTwinkle
- SizeMod : real; // experimental size modifier
- SurviveSentenceChange : Boolean;
-
- constructor Create(cX, cY : real;
- cScreen : integer;
- cLive : byte;
- cFrame : integer;
- cRecArrayIndex : integer;
- cStarType : TParticleType;
- Player : cardinal);
- destructor Destroy(); override;
- procedure Draw;
- procedure LiveOn;
- end;
-
- RectanglePositions = record
- xTop, yTop, xBottom, yBottom : real;
- TotalStarCount : integer;
- CurrentStarCount : integer;
- Screen : integer;
- end;
-
- PerfectNotePositions = record
- xPos, yPos : real;
- Screen : integer;
- end;
-
- TEffectManager = class
- Particle : array of TParticle;
- LastTime : cardinal;
- RecArray : array of RectanglePositions;
- TwinkleArray : array[0..5] of real; // store x-position of last twinkle for every player
- PerfNoteArray : array of PerfectNotePositions;
-
- FlareTex: TTexture;
-
- constructor Create;
- destructor Destroy; override;
- procedure Draw;
- function Spawn(X, Y: real;
- Screen: integer;
- Live: byte;
- StartFrame: integer;
- RecArrayIndex: integer; // this is only used with GoldenNotes
- StarType: TParticleType;
- Player: cardinal // for PerfectLineTwinkle
- ): cardinal;
- procedure SpawnRec();
- procedure Kill(index: cardinal);
- procedure KillAll();
- procedure SentenceChange();
- procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
- procedure SavePerfectNotePos(Xtop, Ytop: real);
- procedure GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
- procedure SpawnPerfectLineTwinkle();
- end;
-
-var
- GoldenRec : TEffectManager;
-
-implementation
-
-uses
- SysUtils,
- Math,
- gl,
- UCommon,
- UDrawTexture,
- UGraphic,
- UIni,
- UNote,
- USkins,
- UThemes;
-
-//TParticle
-constructor TParticle.Create(cX, cY : real;
- cScreen : integer;
- cLive : byte;
- cFrame : integer;
- cRecArrayIndex : integer;
- cStarType : TParticleType;
- Player : cardinal);
-begin
- inherited Create;
- // in this constructor we set all initial values for our particle
- X := cX;
- Y := cY;
- Screen := cScreen;
- Live := cLive;
- Frame := cFrame;
- RecIndex := cRecArrayIndex;
- StarType := cStarType;
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- SetLength(Scale,1);
- Scale[0] := 1;
- SurviveSentenceChange := False;
- SizeMod := 1;
- case cStarType of
- GoldenNote:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := 20;
- H := 20;
- SetLength(Scale,4);
- Scale[1] := 0.8;
- Scale[2] := 0.4;
- Scale[3] := 0.3;
- SetLength(Col,4);
- Col[0].r := 1;
- Col[0].g := 0.7;
- Col[0].b := 0.1;
-
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
-
- Col[2].r := 1;
- Col[2].g := 1;
- Col[2].b := 1;
-
- Col[3].r := 1;
- Col[3].g := 1;
- Col[3].b := 1;
- end;
- PerfectNote:
- begin
- Tex := Tex_Note_Perfect_Star.TexNum;
- W := 30;
- H := 30;
- SetLength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := 0.95;
- end;
- NoteHitTwinkle:
- begin
- Tex := Tex_Note_Star.TexNum;
- Alpha := (Live/16); // linear fade-out
- W := 15;
- H := 15;
- Setlength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := RandomRange(10*Live,100)/90; //0.9;
- end;
- PerfectLineTwinkle:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := RandomRange(10,20);
- H := W;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange := True;
- // assign colours according to player given
- SetLength(Scale,3);
- Scale[1] := 0.3;
- Scale[2] := 0.2;
- SetLength(Col,3);
- case Player of
- 0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
- 1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light');
- 2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light');
- 3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light');
- 4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light');
- 5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light');
- else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
- end;
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
- Col[2].r := Col[0].r+0.5;
- Col[2].g := Col[0].g+0.5;
- Col[2].b := Col[0].b+0.5;
- mX := RandomRange(-5,5);
- mY := RandomRange(-5,5);
- end;
- ColoredStar:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := RandomRange(10,20);
- H := W;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange := True;
- // assign colours according to player given
- SetLength(Scale,1);
- SetLength(Col,1);
- Col[0].b := (Player and $ff)/255;
- Col[0].g := ((Player shr 8) and $ff)/255;
- Col[0].r := ((Player shr 16) and $ff)/255;
- mX := 0;
- mY := 0;
- end;
- Flare:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := 7;
- H := 7;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- mX := RandomRange(-5,5);
- mY := RandomRange(-5,5);
- SetLength(Scale,4);
- Scale[1] := 0.8;
- Scale[2] := 0.4;
- Scale[3] := 0.3;
- SetLength(Col,4);
- Col[0].r := 1;
- Col[0].g := 0.7;
- Col[0].b := 0.1;
-
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
-
- Col[2].r := 1;
- Col[2].g := 1;
- Col[2].b := 1;
-
- Col[3].r := 1;
- Col[3].g := 1;
- Col[3].b := 1;
-
- end;
- else // just some random default values
- begin
- Tex := Tex_Note_Star.TexNum;
- Alpha := 1;
- W := 20;
- H := 20;
- SetLength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := 1;
- end;
- end;
-end;
-
-destructor TParticle.Destroy();
-begin
- SetLength(Scale,0);
- SetLength(Col,0);
- inherited;
-end;
-
-procedure TParticle.LiveOn;
-begin
- //Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw
- if (Live > 0) then
- Dec(Live);
-
- // animate frames
- Frame := ( Frame + 1 ) mod 16;
-
- // make our particles do funny stuff (besides being animated)
- // changes of any particle-values throughout its life are done here
- case StarType of
- GoldenNote:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- PerfectNote:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- NoteHitTwinkle:
- begin
- Alpha := (Live/10); // linear fade-out
- end;
- PerfectLineTwinkle:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- // move around
- X := X + mX;
- Y := Y + mY;
- end;
- ColoredStar:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- Flare:
- begin
- Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- // move around
- X := X + mX;
- Y := Y + mY;
- mY := mY+1.8;
-// mX := mX/2;
- end;
- end;
-end;
-
-procedure TParticle.Draw;
-var
- L: cardinal;
-begin
- if ScreenAct = Screen then
- // this draws (multiple) texture(s) of our particle
- for L := 0 to High(Col) do
- begin
- glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
-
- glBindTexture(GL_TEXTURE_2D, Tex);
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glBegin(GL_QUADS);
- glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
- glEnd;
- end;
- glcolor4f(1,1,1,1);
-end;
-// end of TParticle
-
-// TEffectManager
-
-constructor TEffectManager.Create;
-var
- c: cardinal;
-begin
- inherited;
- LastTime := SDL_GetTicks();
- for c := 0 to 5 do
- begin
- TwinkleArray[c] := 0;
- end;
-end;
-
-destructor TEffectManager.Destroy;
-begin
- Killall;
- inherited;
-end;
-
-
-procedure TEffectManager.Draw;
-var
- I: integer;
- CurrentTime: cardinal;
-//const
-// DelayBetweenFrames : cardinal = 100;
-begin
-
- CurrentTime := SDL_GetTicks();
- //Manage particle life
- if (CurrentTime - LastTime) > DelayBetweenFrames then
- begin
- LastTime := CurrentTime;
- for I := 0 to high(Particle) do
- Particle[I].LiveOn;
- end;
-
- I := 0;
- //Kill dead particles
- while (I <= High(Particle)) do
- begin
- if (Particle[I].Live <= 0) then
- begin
- kill(I);
- end
- else
- begin
- inc(I);
- end;
- end;
-
- //Draw
- for I := 0 to high(Particle) do
- begin
- Particle[I].Draw;
- end;
-end;
-
-// this method creates just one particle
-function TEffectManager.Spawn(X, Y: real; Screen: integer; Live: byte; StartFrame : integer; RecArrayIndex : integer; StarType : TParticleType; Player: cardinal): cardinal;
-begin
- Result := Length(Particle);
- SetLength(Particle, (Result + 1));
- Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
-end;
-
-// manage Sparkling of GoldenNote Bars
-procedure TEffectManager.SpawnRec();
-var
- Xkatze, Ykatze : real;
- RandomFrame : integer;
- P : integer; // P as seen on TV as Positionman
-begin
-//Spawn a random amount of stars within the given coordinates
-//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
- for P := 0 to high(RecArray) do
- begin
- while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
- begin
- Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
- Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
- RandomFrame := RandomRange(0,14);
- // Spawn a GoldenNote Particle
- Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
- inc(RecArray[P].CurrentStarCount);
- end;
- end;
- draw;
-end;
-
-// kill one particle (with given index in our particle array)
-procedure TEffectManager.Kill(Index: cardinal);
-var
- LastParticleIndex : integer;
-begin
-// delete particle indexed by Index,
-// overwrite it's place in our particle-array with the particle stored at the last array index,
-// shorten array
- LastParticleIndex := high(Particle);
- if not(LastParticleIndex = -1) then // is there still a particle to delete?
- begin
- if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
- dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
- // now get rid of that particle
- Particle[Index].Destroy;
- Particle[Index] := Particle[LastParticleIndex];
- SetLength(Particle, LastParticleIndex);
- end;
-end;
-
-// clean up all particles and management structures
-procedure TEffectManager.KillAll();
-var
- c: cardinal;
-begin
-//It's the kill all kennies rotuine
- while Length(Particle) > 0 do // kill all existing particles
- Kill(0);
- SetLength(RecArray,0); // remove GoldenRec positions
- SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c := 0 to 5 do
- begin
- TwinkleArray[c] := 0; // reset GoldenNoteHit memory
- end;
-end;
-
-procedure TEffectManager.SentenceChange();
-var
- c: cardinal;
-begin
- c := 0;
- while c <= High(Particle) do
- begin
- if Particle[c].SurviveSentenceChange then
- inc(c)
- else
- Kill(c);
- end;
- SetLength(RecArray,0); // remove GoldenRec positions
- SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c := 0 to 5 do
- begin
- TwinkleArray[c] := 0; // reset GoldenNoteHit memory
- end;
-end;
-
-procedure TeffectManager.GoldenNoteTwinkle(Top, Bottom, Right: real; Player: integer);
-//Twinkle stars while golden note hit
-// this is called from UDraw.pas, SingDrawPlayerCzesc
-var
- C, P, XKatze, YKatze, LKatze: integer;
- H: real;
-begin
- // make sure we spawn only one time at one position
- if (TwinkleArray[Player] < Right) then
- for P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
- begin
- H := (Top+Bottom)/2; // helper...
- with RecArray[P] do
- if ((xBottom >= Right) and (xTop <= Right) and
- (yTop <= H) and (yBottom >= H))
- and (Screen = ScreenAct) then
- begin
- TwinkleArray[Player] := Right; // remember twinkle position for this player
- for C := 1 to 10 do
- begin
- Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
- XKatze := RandomRange(-7,3);
- LKatze := RandomRange(7,13);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(4,7);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(4,7);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(1,4);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(1,4);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
-
- exit; // found a matching GoldenRec, did spawning stuff... done
- end;
- end;
-end;
-
-procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: real);
-var
- P : integer; // P like used in Positions
- NewIndex : integer;
-begin
- for P := 0 to high(RecArray) do // Do we already have that "new" position?
- begin
- if (ceil(RecArray[P].xTop) = ceil(Xtop)) and
- (ceil(RecArray[P].yTop) = ceil(Ytop)) and
- (ScreenAct = RecArray[p].Screen) then
- exit; // it's already in the array, so we don't have to create a new one
- end;
-
- // we got a new position, add the new positions to our array
- NewIndex := Length(RecArray);
- SetLength(RecArray, NewIndex + 1);
- RecArray[NewIndex].xTop := Xtop;
- RecArray[NewIndex].yTop := Ytop;
- RecArray[NewIndex].xBottom := Xbottom;
- RecArray[NewIndex].yBottom := Ybottom;
- RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
- RecArray[NewIndex].CurrentStarCount := 0;
- RecArray[NewIndex].Screen := ScreenAct;
-end;
-
-procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: real);
-var
- P : integer; // P like used in Positions
- NewIndex : integer;
- RandomFrame : integer;
- Xkatze, Ykatze : integer;
-begin
- for P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
- begin
- with PerfNoteArray[P] do
- if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and
- (Screen = ScreenAct) then
- exit; // it's already in the array, so we don't have to create a new one
- end; //for
-
- // we got a new position, add the new positions to our array
- NewIndex := Length(PerfNoteArray);
- SetLength(PerfNoteArray, NewIndex + 1);
- PerfNoteArray[NewIndex].xPos := Xtop;
- PerfNoteArray[NewIndex].yPos := Ytop;
- PerfNoteArray[NewIndex].Screen := ScreenAct;
-
- for P := 0 to 2 do
- begin
- Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
- Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
- RandomFrame := RandomRange(0,14);
- Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
- end; //for
-
-end;
-
-procedure TEffectManager.SpawnPerfectLineTwinkle();
-var
- P, I, Life: cardinal;
- Left, Right, Top, Bottom: cardinal;
- cScreen: integer;
-begin
-// calculation of coordinates done with hardcoded values like in UDraw.pas
-// might need to be adjusted if drawing of SingScreen is modified
-// coordinates may still be a bit weird and need adjustment
- if Ini.SingWindow = 0 then
- begin
- Left := 130;
- end
- else
- begin
- Left := 30;
- end;
- Right := 770;
- // spawn effect for every player with a perfect line
- for P := 0 to PlayersPlay-1 do
- if Player[P].LastSentencePerfect then
- begin
- // calculate area where notes of this player are drawn
- case PlayersPlay of
- 1: begin
- Bottom := Skin_P2_NotesB+10;
- Top := Bottom-105;
- cScreen := 1;
- end;
- 2,4: begin
- case P of
- 0,2: begin
- Bottom := Skin_P1_NotesB+10;
- Top := Bottom-105;
- end;
- else begin
- Bottom := Skin_P2_NotesB+10;
- Top := Bottom-105;
- end;
- end;
- case P of
- 0,1: cScreen := 1;
- else cScreen := 2;
- end;
- end;
- 3,6: begin
- case P of
- 0,3: begin
- Top := 130;
- Bottom := Top+85;
- end;
- 1,4: begin
- Top := 255;
- Bottom := Top+85;
- end;
- 2,5: begin
- Top := 380;
- Bottom := Top+85;
- end;
- end;
- case P of
- 0,1,2: cScreen := 1;
- else cScreen := 2;
- end;
- end;
- end;
- // spawn Sparkling Stars inside calculated coordinates
- for I := 0 to 80 do
- begin
- Life := RandomRange(8,16);
- Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
- end;
- end;
-end;
-
-end.
-