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+unit ULyrics;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ gl,
+ glext,
+ UTexture,
+ UThemes,
+ UMusic;
+
+type
+ // stores two textures for enabled/disabled states
+ TPlayerIconTex = array [0..1] of TTexture;
+
+ PLyricWord = ^TLyricWord;
+ TLyricWord = record
+ X: Real; // left corner
+ Width: Real; // width
+ Start: Cardinal; // start of the word in quarters (beats)
+ Length: Cardinal; // length of the word in quarters
+ Text: String; // text
+ Freestyle: Boolean; // is freestyle?
+ end;
+ ALyricWord = array of TLyricWord;
+
+ TLyricLine = class
+ public
+ Text: String; // text
+ Tex: glUInt; // texture of the text
+ Width: Real; // width
+ Size: Byte; // fontsize
+ Words: ALyricWord; // words in this line
+ CurWord: Integer; // current active word idx (only valid if line is active)
+ Start: Integer; // start of this line in quarters (Note: negative start values are possible due to gap)
+ StartNote: Integer; // start of the first note of this line in quarters
+ Length: Integer; // length in quarters (from start of first to the end of the last note)
+ HasFreestyle: Boolean; // one or more word are freestyle?
+ CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
+ Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
+ LastLine: Boolean; // is this the last line of the song?
+
+ constructor Create();
+ destructor Destroy(); override;
+ procedure Reset();
+ end;
+
+ TLyricEngine = class
+ private
+ LastDrawBeat: Real;
+ UpperLine: TLyricLine; // first line displayed (top)
+ LowerLine: TLyricLine; // second lind displayed (bottom)
+ QueueLine: TLyricLine; // third line (will be displayed when lower line is finished)
+
+ IndicatorTex: TTexture; // texture for lyric indikator
+ BallTex: TTexture; // texture of the ball for the lyric effect
+
+ QueueFull: Boolean; // set to true if the queue is full and a line will be replaced with the next AddLine
+ LCounter: Word; // line counter
+
+ // duet mode - textures for player icons
+ // FIXME: do not use a fixed player count, use MAX_PLAYERS instead
+ PlayerIconTex: array[0..5] of TPlayerIconTex;
+
+ //Some helper Procedures for Lyric Drawing
+ procedure DrawLyrics (Beat: Real);
+ procedure DrawLyricsLine(X, W, Y: Real; Size: Byte; Line: TLyricLine; Beat: Real);
+ procedure DrawPlayerIcon(Player: Byte; Enabled: Boolean; X, Y, Size, Alpha: Real);
+ procedure DrawBall(XBall, YBall, 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
+
+ { // currently not used
+ FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
+ FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
+ }
+
+ UseLinearFilter: Boolean; //Should Linear Tex Filter be used
+
+ // song specific settings
+ BPM: Real;
+ Resolution: Integer;
+
+ // properties to easily read options of this class
+ property IsQueueFull: Boolean read QueueFull; // line in queue?
+ property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
+
+ procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
+ procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
+
+ // clears all cached song specific information
+ procedure Clear(cBPM: Real = 0; cResolution: Integer = 0);
+
+ function GetUpperLine(): TLyricLine;
+ function GetLowerLine(): TLyricLine;
+
+ function GetUpperLineIndex(): Integer;
+
+ constructor Create; overload;
+ constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS: Real); overload;
+ procedure LoadTextures;
+ destructor Destroy; override;
+ end;
+
+implementation
+
+uses SysUtils,
+ USkins,
+ TextGL,
+ UGraphic,
+ UDisplay,
+ ULog,
+ math,
+ UIni;
+
+//-----------
+//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: TRGB; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Alpha);
+end;
+
+procedure glColorRGB(Color: TRGBA); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Color.A);
+end;
+
+procedure glColorRGB(Color: TRGBA; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha));
+end;
+
+{ TLyricLine }
+
+constructor TLyricLine.Create();
+begin
+ inherited;
+ Reset();
+end;
+
+destructor TLyricLine.Destroy();
+begin
+ SetLength(Words, 0);
+ inherited;
+end;
+
+procedure TLyricLine.Reset();
+begin
+ Start := 0;
+ StartNote := 0;
+ Length := 0;
+ LastLine := False;
+
+ Text := '';
+ Width := 0;
+
+ // duet mode: players of that line (default: all)
+ Players := $FF;
+
+ SetLength(Words, 0);
+ CurWord := -1;
+
+ HasFreestyle := False;
+ CountFreestyle := 0;
+end;
+
+
+{ TLyricEngine }
+
+//---------------
+// Create - Constructor, just get Memory
+//---------------
+constructor TLyricEngine.Create;
+begin
+ inherited;
+
+ BPM := 0;
+ Resolution := 0;
+ LCounter := 0;
+ QueueFull := False;
+
+ UpperLine := TLyricLine.Create;
+ LowerLine := TLyricLine.Create;
+ QueueLine := TLyricLine.Create;
+
+ UseLinearFilter := True;
+ LastDrawBeat := 0;
+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;
+
+
+//---------------
+// Destroy - Frees Memory
+//---------------
+destructor TLyricEngine.Destroy;
+begin
+ UpperLine.Free;
+ LowerLine.Free;
+ QueueLine.Free;
+ inherited;
+end;
+
+//---------------
+// Clear - Clears all cached Song specific Information
+//---------------
+procedure TLyricEngine.Clear(cBPM: Real; cResolution: Integer);
+begin
+ BPM := cBPM;
+ Resolution := cResolution;
+ LCounter := 0;
+ QueueFull := False;
+
+ LastDrawBeat:=0;
+end;
+
+
+//---------------
+// LoadTextures - Load Player Textures and Create Lyric Textures
+//---------------
+procedure TLyricEngine.LoadTextures;
+var
+ I: Integer;
+
+ function CreateLineTex: glUint;
+ begin
+ // generate and bind Texture
+ glGenTextures(1, @Result);
+ glBindTexture(GL_TEXTURE_2D, Result);
+
+ 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;
+ end;
+
+begin
+
+ // lyric indicator (bar that indicates when the line start)
+ IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+
+ // ball for current word hover in ball effect
+ BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ // duet mode: load player icon
+ for I := 0 to 5 do
+ begin
+ PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+
+ // create line textures
+ UpperLine.Tex := CreateLineTex;
+ LowerLine.Tex := CreateLineTex;
+ QueueLine.Tex := CreateLineTex;
+end;
+
+
+//---------------
+// AddLine - Adds LyricLine to queue
+// The LyricEngine stores three lines in its queue:
+// UpperLine: the upper line displayed in the lyrics
+// LowerLine: the lower line displayed in the lyrics
+// QueueLine: an offscreen line that precedes LowerLine
+// If the queue is full the next call to AddLine will replace UpperLine with
+// LowerLine, LowerLine with QueueLine and QueueLine with the Line parameter.
+//---------------
+procedure TLyricEngine.AddLine(Line: PLine);
+var
+ LyricLine: TLyricLine;
+ PosX: Real;
+ I: Integer;
+ CurWord: PLyricWord;
+ RenderPass: Integer;
+
+ function CalcWidth(LyricLine: TLyricLine): Real;
+ begin
+ Result := glTextWidth(PChar(LyricLine.Text));
+
+ Result := Result + (LyricLine.CountFreestyle * 10);
+
+ // if the line ends with a freestyle not, then leave the place to finish to draw the text italic
+ if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
+ Result := Result + 12;
+ end;
+
+begin
+ // only add lines, if there is space
+ if not IsQueueFull then
+ begin
+ // set LyricLine to line to write to
+ if (LineCounter = 0) then
+ LyricLine := UpperLine
+ else if (LineCounter = 1) then
+ LyricLine := LowerLine
+ else
+ begin
+ // now the queue is full
+ LyricLine := QueueLine;
+ QueueFull := True;
+ end;
+ end
+ else
+ begin // rotate lines (round-robin-like)
+ LyricLine := UpperLine;
+ UpperLine := LowerLine;
+ LowerLine := QueueLine;
+ QueueLine := LyricLine;
+ end;
+
+ // reset line state
+ LyricLine.Reset();
+
+ // check if sentence has notes
+ if (Line <> nil) and (Length(Line.Note) > 0) then
+ begin
+ // copy values from SongLine to LyricLine
+ LyricLine.Start := Line.Start;
+ LyricLine.StartNote := Line.Note[0].Start;
+ LyricLine.Length := Line.Note[High(Line.Note)].Start +
+ Line.Note[High(Line.Note)].Length -
+ Line.Note[0].Start;
+ LyricLine.LastLine := Line.LastLine;
+
+ // copy words
+ SetLength(LyricLine.Words, Length(Line.Note));
+ for I := 0 to High(Line.Note) do
+ begin
+ LyricLine.Words[I].Start := Line.Note[I].Start;
+ LyricLine.Words[I].Length := Line.Note[I].Length;
+ LyricLine.Words[I].Text := Line.Note[I].Text;
+ LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
+
+ LyricLine.HasFreestyle := LyricLine.HasFreestyle or LyricLine.Words[I].Freestyle;
+ LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
+
+ if (I > 0) and
+ LyricLine.Words[I-1].Freestyle and
+ not LyricLine.Words[I].Freestyle then
+ begin
+ Inc(LyricLine.CountFreestyle);
+ end;
+ end;
+
+ // set font params
+ SetFontStyle(FontStyle);
+ SetFontPos(0, 0);
+ LyricLine.Size := UpperLineSize;
+ SetFontSize(LyricLine.Size);
+ SetFontItalic(False);
+ SetFontReflection(False, 0);
+ glColor4f(1, 1, 1, 1);
+
+ // change fontsize to fit the screen
+ LyricLine.Width := CalcWidth(LyricLine);
+ while (LyricLine.Width > UpperLineW) do
+ begin
+ Dec(LyricLine.Size);
+
+ if (LyricLine.Size <=1) then
+ Break;
+
+ SetFontSize(LyricLine.Size);
+ LyricLine.Width := CalcWidth(LyricLine);
+ end;
+
+ // Offscreen rendering of LyricTexture:
+ // First we will create a white transparent background to draw on.
+ // If the text was simply drawn to the screen with blending, the translucent
+ // parts of the text would be merged with the current color of the background.
+ // This would result in a texture that partly contains the screen we are
+ // drawing on. This will be visible in the fonts outline when the LyricTexture
+ // is drawn to the screen later.
+ // So we have to draw the text in TWO passes.
+ // At the first pass we copy the characters to the back-buffer in such a way
+ // that preceding characters are not repainted by following chars (otherwise
+ // some characters would be blended twice in the 2nd pass).
+ // To achieve this we disable blending and enable the depth-test. The z-buffer
+ // is used as a mask or replacement for the missing stencil-buffer. A z-value
+ // of 1 means the pixel was not assigned yet, whereas 0 stands for a pixel
+ // that was already drawn on. In addition we set the depth-func in such a way
+ // that assigned pixels (0) will not be drawn a second time.
+ // At the second pass we draw the text with blending and without depth-test.
+ // This will blend overlapping characters but not the background as it was
+ // repainted in the first pass.
+
+ glPushAttrib(GL_VIEWPORT_BIT or GL_DEPTH_BUFFER_BIT);
+ glViewPort(0, 0, 800, 600);
+ glClearColor(0, 0, 0, 0);
+ glDepthRange(0, 1);
+ glClearDepth(1);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ SetFontZ(0);
+
+ // assure blending is off and the correct depth-func is enabled
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LESS);
+
+ // we need two passes to draw the font onto the screen.
+ for RenderPass := 0 to 1 do
+ begin
+ if (RenderPass = 0) then
+ begin
+ // first pass: simply copy each character to the screen without overlapping.
+ SetFontBlend(false);
+ glEnable(GL_DEPTH_TEST);
+ end
+ else
+ begin
+ // second pass: now we will blend overlapping characters.
+ SetFontBlend(true);
+ glDisable(GL_DEPTH_TEST);
+ end;
+
+ PosX := 0;
+
+ // set word positions and line size and draw the line to the back-buffer
+ for I := 0 to High(LyricLine.Words) do
+ begin
+ CurWord := @LyricLine.Words[I];
+
+ SetFontItalic(CurWord.Freestyle);
+
+ CurWord.X := PosX;
+
+ // Draw Lyrics
+ SetFontPos(PosX, 0);
+ glPrint(PChar(CurWord.Text));
+
+ CurWord.Width := glTextWidth(PChar(CurWord.Text));
+ if CurWord.Freestyle then
+ begin
+ if (I < High(LyricLine.Words)) and not LyricLine.Words[I+1].Freestyle then
+ CurWord.Width := CurWord.Width + 10
+ else if (I = High(LyricLine.Words)) then
+ CurWord.Width := CurWord.Width + 12;
+ end;
+ PosX := PosX + CurWord.Width;
+ end;
+ end;
+
+ // copy back-buffer to texture
+ glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
+ // FIXME: this does not work this way
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
+ if (glGetError() <> GL_NO_ERROR) then
+ Log.LogError('Creation of Lyrics-texture failed', 'TLyricEngine.AddLine');
+
+ // restore OpenGL state
+ glPopAttrib();
+
+ // clear buffer (use white to avoid flimmering if no cover/video is available)
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end; // if (Line <> nil) and (Length(Line.Note) > 0)
+
+ // 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, Upperline, Beat);
+ DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, Lowerline, Beat);
+end;
+
+//---------------
+// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
+//---------------
+procedure TLyricEngine.DrawPlayerIcon(Player: Byte; Enabled: Boolean; X, Y, Size, Alpha: Real);
+var
+ IEnabled: Byte;
+begin
+ if Enabled then
+ IEnabled := 0
+ else
+ IEnabled := 1;
+
+ 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;
+
+//---------------
+// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
+//---------------
+procedure TLyricEngine.DrawBall(XBall, YBall, Alpha: Real);
+begin
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
+
+ glColor4f(1, 1, 1, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
+ glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
+ glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
+ glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+//---------------
+// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
+//---------------
+procedure TLyricEngine.DrawLyricsLine(X, W, Y: Real; Size: Byte; Line: TLyricLine; Beat: Real);
+var
+ CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
+ FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
+ Progress: Real; // progress of singing the current word
+ LyricX: Real; // left
+ LyricX2: Real; // right
+ LyricY: Real; // top
+ LyricsHeight: Real; // height the lyrics are displayed
+ Alpha: Real; // alphalevel to fade out at end
+ CurWord, LastWord: PLyricWord; // current word
+
+ {// duet mode
+ IconSize: Real; // size of player icons
+ IconAlpha: Real; // alpha level of player icons
+ }
+begin
+ // do not draw empty lines
+ // Note: lines with no words in it do not have a valid texture
+ if (Length(Line.Words) = 0) or
+ (Line.Width <= 0) then
+ begin
+ Exit;
+ end;
+
+ // this is actually a bit more than the real font size
+ // it helps adjusting the "zoom-center"
+ LyricsHeight := 30.5 * (Line.Size/10);
+
+ {
+ // duet mode
+ IconSize := (2 * Size);
+ IconAlpha := Frac(Beat/(Resolution*4));
+
+ DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
+ DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ }
+
+ LyricX := X + W/2 - Line.Width/2;
+ LyricX2 := LyricX + Line.Width;
+
+ // maybe center smaller lines
+ //LyricY := Y;
+ LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
+
+ Alpha := 1;
+
+ // check if this line is active (at least its first note must be active)
+ if (Beat >= Line.StartNote) then
+ begin
+ // if this line just got active, CurWord is -1,
+ // this means we should try to make the first word active
+ if (Line.CurWord = -1) then
+ Line.CurWord := 0;
+
+ // check if the current active word is still active.
+ // Otherwise proceed to the next word if there is one in this line.
+ // Note: the max. value of Line.CurWord is High(Line.Words)
+ if (Line.CurWord < High(Line.Words)) and
+ (Beat >= Line.Words[Line.CurWord + 1].Start) then
+ begin
+ Inc(Line.CurWord);
+ end;
+
+ FreestyleDiff := 0;
+
+ // determine current and last word in this line.
+ // If the end of the line is reached use the last word as current word.
+ LastWord := @Line.Words[High(Line.Words)];
+ CurWord := @Line.Words[Line.CurWord];
+
+ // calc the progress of the lyrics effect
+ Progress := (Beat - CurWord.Start) / CurWord.Length;
+ if Progress >= 1 then
+ Progress := 1;
+ if Progress <= 0 then
+ Progress := 0;
+
+ // last word of this line finished, but this line did not hide -> fade out
+ if Line.LastLine and
+ (Beat > LastWord.Start + LastWord.Length) then
+ begin
+ Alpha := 1 - (Beat - (LastWord.Start + LastWord.Length)) / 15;
+ if (Alpha < 0) then
+ Alpha := 0;
+ end;
+
+ // determine the start-/end positions of the fragment of the current word
+ CurWordStart := CurWord.X;
+ CurWordEnd := CurWord.X + CurWord.Width;
+
+ // Slide Effect
+ // simply paint the active texture to the current position
+ if Ini.LyricsEffect = 2 then
+ begin
+ CurWordStart := CurWordStart + CurWord.Width * Progress;
+ CurWordEnd := CurWordStart;
+ end;
+
+ if CurWord.Freestyle then
+ begin
+ if (Line.CurWord < High(Line.Words)) and
+ (not Line.Words[Line.CurWord + 1].Freestyle) then
+ begin
+ FreestyleDiff := 2;
+ end
+ else
+ begin
+ FreestyleDiff := 12;
+ CurWordStart := CurWordStart - 1;
+ CurWordEnd := CurWordEnd - 2;
+ end;
+ end;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, Line.Tex);
+
+ // draw sentence up to current word
+ // type 0: simple lyric effect
+ // type 3: ball lyric effect
+ // type 4: shift lyric effect
+ if (Ini.LyricsEffect in [0, 3, 4]) then
+ // ball lyric effect - only highlight current word and not that ones before in this line
+ glColorRGB(LineColor_en, Alpha)
+ else
+ glColorRGB(LineColor_act, Alpha);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1);
+ glVertex2f(LyricX, LyricY);
+
+ glTexCoord2f(0, 1-LyricsHeight/64);
+ glVertex2f(LyricX, LyricY + LyricsHeight);
+
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64);
+ glVertex2f(LyricX + CurWordStart, LyricY + LyricsHeight);
+
+ glTexCoord2f((CurWordStart + FreestyleDiff)/1024, 1);
+ glVertex2f(LyricX + CurWordStart + FreestyleDiff, LyricY);
+ glEnd;
+
+ // draw rest of sentence
+ glColorRGB(LineColor_en, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordEnd + FreestyleDiff)/1024, 1);
+ glVertex2f(LyricX + CurWordEnd + FreestyleDiff, LyricY);
+
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64);
+ glVertex2f(LyricX + CurWordEnd, LyricY + LyricsHeight);
+
+ glTexCoord2f(Line.Width/1024, 1-LyricsHeight/64);
+ glVertex2f(LyricX2, LyricY + LyricsHeight);
+
+ glTexCoord2f(Line.Width/1024, 1);
+ glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ // draw active word:
+ // type 0: simple lyric effect
+ // type 3: ball lyric effect
+ // type 4: shift lyric effect
+ // only change the color of the current word
+ if (Ini.LyricsEffect in [0, 3, 4]) then
+ begin
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY - 8 * (1-Progress);
+
+ glColor4f(LineColor_act.r, LineColor_act.g, LineColor_act.b, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart + FreestyleDiff)/1024, 1);
+ glVertex2f(LyricX + CurWordStart + FreestyleDiff, LyricY);
+
+ glTexCoord2f(CurWordStart/1024, 0);
+ glVertex2f(LyricX + CurWordStart, LyricY + 64);
+
+ glTexCoord2f(CurWordEnd/1024, 0);
+ glVertex2f(LyricX + CurWordEnd, LyricY + 64);
+
+ glTexCoord2f((CurWordEnd + FreestyleDiff)/1024, 1);
+ glVertex2f(LyricX + CurWordEnd + FreestyleDiff, LyricY);
+ glEnd;
+
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY + 8 * (1-Progress);
+ end
+
+ // draw active word:
+ // type 1: zoom lyric effect
+ // change color and zoom current word
+ else if Ini.LyricsEffect = 1 then
+ begin
+ glPushMatrix;
+
+ glTranslatef(LyricX + CurWordStart + (CurWordEnd-CurWordStart)/2,
+ LyricY + LyricsHeight/2, 0);
+
+ // set current zoom factor
+ glScalef(1.0 + (1-Progress) * 0.5, 1.0 + (1-Progress) * 0.5, 1.0);
+
+ glColor4f(LineColor_act.r, LineColor_act.g, LineColor_act.b, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart + FreestyleDiff)/1024, 1);
+ glVertex2f(-(CurWordEnd-CurWordStart)/2 + FreestyleDiff, -LyricsHeight/2);
+
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64);
+ glVertex2f(-(CurWordEnd-CurWordStart)/2, LyricsHeight/2);
+
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64);
+ glVertex2f((CurWordEnd-CurWordStart)/2, LyricsHeight/2);
+
+ glTexCoord2f((CurWordEnd + FreestyleDiff)/1024, 1);
+ glVertex2f((CurWordEnd-CurWordStart)/2 + FreestyleDiff, -LyricsHeight/2);
+ glEnd;
+
+ glPopMatrix;
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // type 3: ball lyric effect
+ if Ini.LyricsEffect = 3 then
+ begin
+ DrawBall(LyricX + CurWordStart + (CurWordEnd-CurWordStart) * Progress,
+ LyricY - 15 - 15*sin(Progress * Pi), Alpha);
+ end;
+ end
+ else
+ begin
+ // this section is called if the whole line can be drawn at once and no
+ // word has to be emphasized.
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Line.Tex);
+
+ // enable the upper, disable the lower line
+ if (Line = UpperLine) then
+ glColorRGB(LineColor_en)
+ else
+ glColorRGB(LineColor_dis);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1);
+ glVertex2f(LyricX, LyricY);
+
+ glTexCoord2f(0, 1-LyricsHeight/64);
+ glVertex2f(LyricX, LyricY + LyricsHeight);
+
+ glTexCoord2f(Line.Width/1024, 1-LyricsHeight/64);
+ glVertex2f(LyricX2, LyricY + LyricsHeight);
+
+ glTexCoord2f(Line.Width/1024, 1);
+ glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+//---------------
+// GetUpperLine() - Returns a reference to the upper line
+//---------------
+function TLyricEngine.GetUpperLine(): TLyricLine;
+begin
+ Result := UpperLine;
+end;
+
+//---------------
+// GetLowerLine() - Returns a reference to the lower line
+//---------------
+function TLyricEngine.GetLowerLine(): TLyricLine;
+begin
+ Result := LowerLine;
+end;
+
+//---------------
+// GetUpperLineIndex() - Returns the index of the upper line
+//---------------
+function TLyricEngine.GetUpperLineIndex(): Integer;
+const
+ QUEUE_SIZE = 3;
+begin
+ // no line in queue
+ if (LineCounter <= 0) then
+ Result := -1
+ // no line has been removed from queue yet
+ else if (LineCounter <= QUEUE_SIZE) then
+ Result := 0
+ // lines have been removed from queue already
+ else
+ Result := LineCounter - QUEUE_SIZE;
+end;
+
+end.
+