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-rw-r--r--src/screens/UScreenSong.pas120
1 files changed, 1 insertions, 119 deletions
diff --git a/src/screens/UScreenSong.pas b/src/screens/UScreenSong.pas
index 1b5e4c41..f632afe0 100644
--- a/src/screens/UScreenSong.pas
+++ b/src/screens/UScreenSong.pas
@@ -110,7 +110,6 @@ type
procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
procedure HideCatTL;// Show Cat in Tob left
procedure Refresh; //Refresh Song Sorting
- procedure DrawEqualizer;
procedure ChangeMusic;
//Party Mode
procedure SelectRandomSong;
@@ -776,13 +775,8 @@ begin
// Randomize Patch
Randomize;
- {//Equalizer
- SetLength(EqualizerBands, Theme.Song.Equalizer.Bands);
- //ClearArray
- For I := low(EqualizerBands) to high(EqualizerBands) do
- EqualizerBands[I] := 3; }
- Equalizer := Tms_Equalizer.Create(AudioPlayback);
+ Equalizer := Tms_Equalizer.Create(AudioPlayback, Theme.Song.Equalizer);
if (Length(CatSongs.Song) > 0) then
Interaction := 0;
@@ -1495,8 +1489,6 @@ begin
for I := 0 to Length(Text) - 1 do
Text[I].Draw;
-
- //Draw Equalizer
Equalizer.Draw;
DrawExtensions;
@@ -1656,116 +1648,6 @@ begin
FixSelected2;
end;
-procedure TScreenSong.DrawEqualizer;
-{var
- I, J: Integer;
- ChansPerBand: byte; // channels per band
- MaxChannel: Integer;
- CurBand: Integer; // current band
- CurTime: Cardinal;
- PosX, PosY: Integer;
- Pos: Real; }
-begin
- { // Nothing to do if no music is played or an equalizer bar consists of no block
- if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then
- Exit;
-
- CurTime := SDL_GetTicks();
-
- // Evaluate FFT-data every 44 ms
- if (CurTime >= EqualizerTime) then
- begin
- EqualizerTime := CurTime + 44;
- AudioPlayback.GetFFTData(EqualizerData);
-
- Pos := 0;
- // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
- ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band
- MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1;
-
- // Change Lengths
- for i := 0 to MaxChannel do
- begin
- // Gain higher freq. data so that the bars are visible
- if i > 35 then
- EqualizerData[i] := EqualizerData[i] * 8
- else if i > 11 then
- EqualizerData[i] := EqualizerData[i] * 4.5
- else
- EqualizerData[i] := EqualizerData[i] * 1.1;
-
- // clamp data
- if (EqualizerData[i] > 1) then
- EqualizerData[i] := 1;
-
- // Get max. pos
- if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then
- Pos := EqualizerData[i] * Theme.Song.Equalizer.Length;
-
- // Check if this is the last channel in the band
- if ((i+1) mod ChansPerBand = 0) then
- begin
- CurBand := i div ChansPerBand;
-
- // Smooth delay if new equalizer is lower than the old one
- if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then
- EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1
- else
- EqualizerBands[CurBand] := Round(Pos);
-
- Pos := 0;
- end;
- end;
-
- end;
-
- // Draw equalizer bands
-
- // Setup OpenGL
- glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- // Set position of the first equalizer bar
- PosY := Theme.Song.Equalizer.Y;
- PosX := Theme.Song.Equalizer.X;
-
- // Draw bars for each band
- for I := 0 to High(EqualizerBands) do
- begin
- // Reset to lower or left position depending on the drawing-direction
- if Theme.Song.Equalizer.Direction then // Vertical bars
- // FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate?
- PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
- else // Horizontal bars
- PosX := Theme.Song.Equalizer.X;
-
- // Draw the bar as a stack of blocks
- for J := 1 to EqualizerBands[I] do
- begin
- // Draw block
- glBegin(GL_QUADS);
- glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
- glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
- glEnd;
-
- // Calc position of the bar's next block
- if Theme.Song.Equalizer.Direction then // Vertical bars
- PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
- else // Horizontal bars
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
- end;
-
- // Calc position of the next bar
- if Theme.Song.Equalizer.Direction then // Vertical bars
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
- else // Horizontal bars
- PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
- end; }
-end;
-
procedure TScreenSong.SelectRandomSong;
var
I, I2: Integer;