From b29759fbfdd8a013e3d0a85b578934ebec028c41 Mon Sep 17 00:00:00 2001 From: jaybinks Date: Tue, 2 Oct 2007 04:39:22 +0000 Subject: Fixed linux compilation. Linux is now running in the main loop fine. * no audio playback or input yet... * Timing hack inplace.. that must be replace * bunch of textures not working.. however the play screen is looking similar to windows builds. I hope this dosnt break windows builds to much. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@460 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/ULyrics.pas | 1094 +++++++++++++++++++++-------------------- 1 file changed, 550 insertions(+), 544 deletions(-) (limited to 'Game/Code/Classes/ULyrics.pas') diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas index 1c2795ce..4fd360b7 100644 --- a/Game/Code/Classes/ULyrics.pas +++ b/Game/Code/Classes/ULyrics.pas @@ -1,544 +1,550 @@ -unit ULyrics; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, UTexture, UThemes, UMusic; - -type - TLyricWord = record - X: Real; //X Pos of the Word - Width: Real; //Width of the Text - TexPos: Real; //Pos of the Word (0 to 1) in the Sentence Texture - TexWidth: Real; //width of the Word in Sentence Texture (0 to 1) - Start: Cardinal; //Start of the Words in Quarters (Beats) - Length: Cardinal; //Length of the Word in Quarters - Text: String; //Text of this Word - Freestyle: Boolean; //Is this Word Freestyle - end; - ALyricWord = array of TLyricWord; - - PLyricLine = ^TLyricLine; - TLyricLine = record - Text: String; //Text of the Line - Tex: glUInt; //Texture of the Text from this Line - Width: Real; //Width of the Lyricline in Tex - Size: Byte; //Size of the Font in the Texture - Words: ALyricWord; //Words from this Line - Start: Cardinal; //Start in Quarters of teh Line - Length: Cardinal; //Length in Quarters (From Start of First Note to the End of Last Note) - Freestyle: Boolean; //Complete Line is Freestyle ? - Players: Byte; //Which Players Sing this Line (1: Player1; 2: Player2; 4: Player3; [..]) - Done: Boolean; //Is Sentence Sung - end; - - TLyricEngine = class - private - EoLastSentence: Real; //When did the Last Sentence End (in Beats) - UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display - LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display - QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished - PUpperLine, PLowerLine, PQueueLine: PLyricLine; - - IndicatorTex: TTexture; //Texture for Lyric Indikator(Bar that indicates when the Line start) - BallTex: TTexture; //Texture of the Ball for cur. Word hover in Ballmode - PlayerIconTex: array[0..5] of //Textures for PlayerIcon Index: Playernum; Index2: Enabled/Disabled - array [0..1] of - TTexture; - - inQueue: Boolean; - LCounter: Word; - - //Some helper Procedures for Lyric Drawing - procedure DrawLyrics (Beat: Real); - procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real); - procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, 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_akt: TRGBA; //Color of teh active Word - FontStyle: Byte; //Font for the Lyric Text - FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen - - HoverEffekt: Byte; //Effekt of Hovering active Word: 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left - FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos - FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards - - UseLinearFilter:Boolean; //Should Linear Tex Filter be used - - //Song specific Settings - BPM: Real; - Resolution: Integer; - - - //properties to easily update this Class within other Parts of Code - property LineinQueue: Boolean read inQueue; //True when there is a Line in Queue - property LineCounter: Word read LCounter; //Lines that was Progressed so far (after last Clear) - - Constructor Create; overload; //Constructor, just get Memory - Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload; - Procedure LoadTextures; //Load Player Textures and Create - - Procedure AddLine(Line: PLine); //Adds a Line to the Queue if there is Space - Procedure Draw (Beat: Real); //Procedure Draws Lyrics; Beat is curent Beat in Quarters - Procedure Clear (const cBPM: Real = 0; const cResolution: Integer = 0); //Clears all cached Song specific Information - - Destructor Free; //Frees Memory - end; - -const LyricTexStart = 2/512; - -implementation -uses SysUtils, USkins, TextGL, UGraphic, UDisplay, dialogs; - -//----------- -//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: TRGBA); overload; -begin - glColor4f(Color.R, Color.G, Color.B, Color.A); -end; - - - -//--------------- -// Create - Constructor, just get Memory -//--------------- -Constructor TLyricEngine.Create; -begin - BPM := 0; - Resolution := 0; - LCounter := 0; - inQueue := False; - - UpperLine.Done := True; - LowerLine.Done := True; - QueueLine.Done := True; - PUpperline:=@UpperLine; - PLowerLine:=@LowerLine; - PQueueLine:=@QueueLine; - - UseLinearFilter := True; -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; - - -//--------------- -// Free - Frees Memory -//--------------- -Destructor TLyricEngine.Free; -begin - -end; - -//--------------- -// Clear - Clears all cached Song specific Information -//--------------- -Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer); -begin - BPM := cBPM; - Resolution := cResolution; - LCounter := 0; - inQueue := False; - - UpperLine.Done := True; - LowerLine.Done := True; - QueueLine.Done := True; - - PUpperline:=@UpperLine; - PLowerLine:=@LowerLine; - PQueueLine:=@QueueLine; -end; - - -//--------------- -// LoadTextures - Load Player Textures and Create Lyric Textures -//--------------- -Procedure TLyricEngine.LoadTextures; -var - I: Integer; - PTexData: Pointer; - - function CreateLineTex: glUint; - begin - GetMem(pTexData, 1024*128*4); //get Memory to save Tex in - - //generate and bind Texture - glGenTextures(1, Result); - glBindTexture(GL_TEXTURE_2D, Result); - - //Get Memory - glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); - - 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; - - //Free now unused Memory - FreeMem(pTexData); - end; -begin - //Load Texture for Lyric Indikator(Bar that indicates when the Line start) - IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); - - //Load Texture of the Ball for cur. Word hover in Ballmode - BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF); - - //Load PlayerTexs - For I := 0 to 1 do - begin - PlayerIconTex[I][0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); - PlayerIconTex[I][1] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); - end; - - //atm just unset other texs - For I := 2 to 5 do - begin - PlayerIconTex[I][0].TexNum := high(Cardinal); //Set to C's -1 - PlayerIconTex[I][1].TexNum := high(Cardinal); - end; - - //Create LineTexs - UpperLine.Tex := CreateLineTex; - LowerLine.Tex := CreateLineTex; - QueueLine.Tex := CreateLineTex; -end; - - -//--------------- -// AddLine - Adds LyricLine to queue -//--------------- -Procedure TLyricEngine.AddLine(Line: PLine); -var - LyricLine: PLyricLine; - I: Integer; - countNotes: Cardinal; - PosX: Real; - Viewport: Array[0..3] of Integer; -begin - //Only Add Lines if there is enough space - If not LineinQueue then - begin - //Set Pointer to Line to Write - If (LineCounter = 0) then - LyricLine := PUpperLine //Set Upper Line - else if (LineCounter = 1) then - LyricLine := PLowerLine //Set Lower Line - else - begin - LyricLine := PQueueLine; //Set Queue Line - inQueue := True; //now there is a Queued Line - end; - end - else - begin - LyricLine:=PUpperLine; - PUpperLine:=PLowerLine; - PLowerLine:=PQueueLine; - PQueueLine:=LyricLine; - end; - - //Check if Sentence has Notes - If (Length(Line.Nuta) > 0) then - begin - //Copy Values from SongLine to LyricLine - CountNotes := high(Line.Nuta); - LyricLine.Start := Line.Nuta[0].Start; - LyricLine.Length := Line.Nuta[CountNotes].Start + Line.Nuta[CountNotes].Dlugosc - LyricLine.Start; - LyricLine.Freestyle := True; //is set by And Notes Freestyle while copying Notes - LyricLine.Text := ''; //Also Set while copying Notes - LyricLine.Players := 127; //All Players for now, no Duett Mode available - //Copy Words - SetLength(LyricLine.Words, CountNotes + 1); - For I := 0 to CountNotes do - begin - LyricLine.Freestyle := LyricLine.Freestyle AND Line.Nuta[I].FreeStyle; - LyricLine.Words[I].Start := Line.Nuta[I].Start; - LyricLine.Words[I].Length := Line.Nuta[I].Dlugosc; - LyricLine.Words[I].Text := Line.Nuta[I].Tekst; - LyricLine.Words[I].Freestyle := Line.Nuta[I].FreeStyle; - LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text - end; - - //Set Font Params - SetFontStyle(FontStyle); - SetFontPos(0, 0); - LyricLine.Size := UpperLineSize; - SetFontSize(LyricLine.Size); - SetFontItalic(False); - glColor4f(1, 1, 1, 1); - - //Change Fontsize to Fit the Screen - While (LyricLine.Width > 508) do - begin - Dec(LyricLine.Size); - - if (LyricLine.Size <=1) then - Break; - - SetFontSize(LyricLine.Size); - LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); - end; - - //Set Word Positions and Line Size - PosX := 2 {LowerLineX + LowerLineW/2 + 80 - LyricLine.Width/2}; - For I := 0 to High(LyricLine.Words) do - begin - LyricLine.Words[I].X := PosX; - LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text)); - LyricLine.Words[I].TexPos := PosX / 512; - LyricLine.Words[I].TexWidth := LyricLine.Words[I].TexWidth / 512; - - PosX := PosX + LyricLine.Words[I].Width; - end; - - //Create LyricTexture - //Prepare Ogl - glGetIntegerv(GL_VIEWPORT, @ViewPort); - glClearColor(0.0,0.0,0.0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - {glMatrixMode(GL_PROJECTION); - glLoadIdentity; - glOrtho(0, 1024, 64, 0, -1, 100); - glMatrixMode(GL_MODELVIEW);} - glViewport(0, 0, 512, 512); - - //Draw Lyrics - SetFontPos(0, 0); - glPrint(PChar(LyricLine.Text)); - - Display.ScreenShot; - //Copy to Texture - glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 448, 512, 64, 0); - - //Clear Buffer - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]); - {glMatrixMode(GL_PROJECTION); - glLoadIdentity; - glOrtho(0, RenderW, RenderH, 0, -1, 100); - glMatrixMode(GL_MODELVIEW); } - end; - - //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); - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_Alpha {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_Alpha); - glBindTexture(GL_TEXTURE_2D, PUpperLine^.Tex); - - glColor4f(1,1,0,1); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(100, 100); - glTexCoord2f(0, 0); glVertex2f(100, 200); - glTexCoord2f(1, 0); glVertex2f(612, 200); - glTexCoord2f(1, 1); glVertex2f(612, 100); - glEnd; - - glBindTexture(GL_TEXTURE_2D, PLowerLine^.Tex); - - glColor4f(1,0,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(100, 200); - glTexCoord2f(0, 0); glVertex2f(100, 300); - glTexCoord2f(1, 0); glVertex2f(612, 300); - glTexCoord2f(1, 1); glVertex2f(612, 200); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - -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(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); -var IEnabled: Byte; -begin - Case Enabled of - True: IEnabled := 0; - False: IEnabled:= 1; - end; - - 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; -//--------------- -// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine -//--------------- -procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real); -var - I: Integer; - CurWord: Integer; - Progress: Real; - LyricX: Real; //Left Corner on X Axis - LyricX2: Real;//Right Corner " " - LyricScale: Real; //Up or Downscale the Lyrics need - IconSize: Real; - IconAlpha: Real; -begin - -{ For I := 0 to High(Line.Words) do - begin - //Set Font Params - SetFontStyle(FontStyle); - SetFontSize(Size); - SetFontItalic(Line.Words[I].Freestyle); - glColor4f(1, 1, 1, 1); - - SetFontPos(Line.Words[I].X, Y); - - glPrint(PChar(Line.Words[I].Text)); - end; } - - LyricScale := Size / Line.Size; - - //Draw Icons - IconSize := (2 * Size); - //IconAlpha := 1; - IconAlpha := Frac(Beat/(Resolution*4)); - - {DrawPlayerIcon (0, True, X, Y, IconSize, IconAlpha); - DrawPlayerIcon (1, True, X + IconSize + 1, Y, IconSize, IconAlpha); - DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y, IconSize, IconAlpha);} - - //Check if a Word in the Sentence is active - if ((Line.Start > Beat) AND (Line.Start + Line.Length < Beat)) then - begin - //Get Start Position: - { Start of Line - Width of all Icons + LineWidth/2 (Center} - LyricX := X + (W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3); - - LyricX2 := LyricX + Line.Width; - - //Draw complete Sentence - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_COLOR); - glBindTexture(GL_TEXTURE_2D, Line.Tex); - - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, Y); - glTexCoord2f(0, 0); glVertex2f(LyricX, Y + 64 * W / 512); - glTexCoord2f(1, 0); glVertex2f(LyricX + LyricX2, Y + 64 * W / 512); - glTexCoord2f(1, 1); glVertex2f(LyricX + LyricX2, Y); - glEnd; - - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end - else - begin - - end; - - {//Search for active Word - For I := 0 to High(Line.Words) do - if (Line.Words[I].Start < Beat) then - begin - CurWord := I - 1; - end; - - if (CurWord < 0) then Exit; - - //Draw Part until cur Word - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}{, GL_ONE_MINUS_SRC_COLOR); - glBindTexture(GL_TEXTURE_2D, Line.Tex); - - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(X, Y); - glTexCoord2f(0, 0); glVertex2f(X, Y + 64 * W / 512); - glTexCoord2f(Line.Words[CurWord].TexPos, 0); glVertex2f(X + W, Y + 64 * W / 512); - glTexCoord2f(Line.Words[CurWord].TexPos, 1); glVertex2f(X + W, Y); - glEnd; - - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D);} -end; - - -end. - +unit ULyrics; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +{$I switches.inc} + +uses OpenGL12, UTexture, UThemes, UMusic; + +type + TLyricWord = record + X: Real; //X Pos of the Word + Width: Real; //Width of the Text + TexPos: Real; //Pos of the Word (0 to 1) in the Sentence Texture + TexWidth: Real; //width of the Word in Sentence Texture (0 to 1) + Start: Cardinal; //Start of the Words in Quarters (Beats) + Length: Cardinal; //Length of the Word in Quarters + Text: String; //Text of this Word + Freestyle: Boolean; //Is this Word Freestyle + end; + ALyricWord = array of TLyricWord; + + PLyricLine = ^TLyricLine; + TLyricLine = record + Text: String; //Text of the Line + Tex: glUInt; //Texture of the Text from this Line + Width: Real; //Width of the Lyricline in Tex + Size: Byte; //Size of the Font in the Texture + Words: ALyricWord; //Words from this Line + Start: Cardinal; //Start in Quarters of teh Line + Length: Cardinal; //Length in Quarters (From Start of First Note to the End of Last Note) + Freestyle: Boolean; //Complete Line is Freestyle ? + Players: Byte; //Which Players Sing this Line (1: Player1; 2: Player2; 4: Player3; [..]) + Done: Boolean; //Is Sentence Sung + end; + + TLyricEngine = class + private + EoLastSentence: Real; //When did the Last Sentence End (in Beats) + UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display + LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display + QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished + PUpperLine, PLowerLine, PQueueLine: PLyricLine; + + IndicatorTex: TTexture; //Texture for Lyric Indikator(Bar that indicates when the Line start) + BallTex: TTexture; //Texture of the Ball for cur. Word hover in Ballmode + PlayerIconTex: array[0..5] of //Textures for PlayerIcon Index: Playernum; Index2: Enabled/Disabled + array [0..1] of + TTexture; + + inQueue: Boolean; + LCounter: Word; + + //Some helper Procedures for Lyric Drawing + procedure DrawLyrics (Beat: Real); + procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real); + procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, 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_akt: TRGBA; //Color of teh active Word + FontStyle: Byte; //Font for the Lyric Text + FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen + + HoverEffekt: Byte; //Effekt of Hovering active Word: 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left + FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos + FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards + + UseLinearFilter:Boolean; //Should Linear Tex Filter be used + + //Song specific Settings + BPM: Real; + Resolution: Integer; + + + //properties to easily update this Class within other Parts of Code + property LineinQueue: Boolean read inQueue; //True when there is a Line in Queue + property LineCounter: Word read LCounter; //Lines that was Progressed so far (after last Clear) + + Constructor Create; overload; //Constructor, just get Memory + Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload; + Procedure LoadTextures; //Load Player Textures and Create + + Procedure AddLine(Line: PLine); //Adds a Line to the Queue if there is Space + Procedure Draw (Beat: Real); //Procedure Draws Lyrics; Beat is curent Beat in Quarters + Procedure Clear (const cBPM: Real = 0; const cResolution: Integer = 0); //Clears all cached Song specific Information + + Destructor Free; //Frees Memory + end; + +const LyricTexStart = 2/512; + +implementation + +uses SysUtils, + USkins, + TextGL, + UGraphic, + UDisplay, + dialogs; + +//----------- +//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: TRGBA); overload; +begin + glColor4f(Color.R, Color.G, Color.B, Color.A); +end; + + + +//--------------- +// Create - Constructor, just get Memory +//--------------- +Constructor TLyricEngine.Create; +begin + BPM := 0; + Resolution := 0; + LCounter := 0; + inQueue := False; + + UpperLine.Done := True; + LowerLine.Done := True; + QueueLine.Done := True; + PUpperline:=@UpperLine; + PLowerLine:=@LowerLine; + PQueueLine:=@QueueLine; + + UseLinearFilter := True; +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; + + +//--------------- +// Free - Frees Memory +//--------------- +Destructor TLyricEngine.Free; +begin + +end; + +//--------------- +// Clear - Clears all cached Song specific Information +//--------------- +Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer); +begin + BPM := cBPM; + Resolution := cResolution; + LCounter := 0; + inQueue := False; + + UpperLine.Done := True; + LowerLine.Done := True; + QueueLine.Done := True; + + PUpperline:=@UpperLine; + PLowerLine:=@LowerLine; + PQueueLine:=@QueueLine; +end; + + +//--------------- +// LoadTextures - Load Player Textures and Create Lyric Textures +//--------------- +Procedure TLyricEngine.LoadTextures; +var + I: Integer; + PTexData: Pointer; + + function CreateLineTex: glUint; + begin + GetMem(pTexData, 1024*128*4); //get Memory to save Tex in + + //generate and bind Texture + glGenTextures(1, @Result); + glBindTexture(GL_TEXTURE_2D, Result); + + //Get Memory + glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); + + 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; + + //Free now unused Memory + FreeMem(pTexData); + end; +begin + //Load Texture for Lyric Indikator(Bar that indicates when the Line start) + IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); + + //Load Texture of the Ball for cur. Word hover in Ballmode + BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF); + + //Load PlayerTexs + For I := 0 to 1 do + begin + PlayerIconTex[I][0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); + PlayerIconTex[I][1] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1))), 'PNG', 'Transparent', 0); + end; + + //atm just unset other texs + For I := 2 to 5 do + begin + PlayerIconTex[I][0].TexNum := high(Cardinal); //Set to C's -1 + PlayerIconTex[I][1].TexNum := high(Cardinal); + end; + + //Create LineTexs + UpperLine.Tex := CreateLineTex; + LowerLine.Tex := CreateLineTex; + QueueLine.Tex := CreateLineTex; +end; + + +//--------------- +// AddLine - Adds LyricLine to queue +//--------------- +Procedure TLyricEngine.AddLine(Line: PLine); +var + LyricLine: PLyricLine; + I: Integer; + countNotes: Cardinal; + PosX: Real; + Viewport: Array[0..3] of Integer; +begin + //Only Add Lines if there is enough space + If not LineinQueue then + begin + //Set Pointer to Line to Write + If (LineCounter = 0) then + LyricLine := PUpperLine //Set Upper Line + else if (LineCounter = 1) then + LyricLine := PLowerLine //Set Lower Line + else + begin + LyricLine := PQueueLine; //Set Queue Line + inQueue := True; //now there is a Queued Line + end; + end + else + begin + LyricLine:=PUpperLine; + PUpperLine:=PLowerLine; + PLowerLine:=PQueueLine; + PQueueLine:=LyricLine; + end; + + //Check if Sentence has Notes + If (Length(Line.Nuta) > 0) then + begin + //Copy Values from SongLine to LyricLine + CountNotes := high(Line.Nuta); + LyricLine.Start := Line.Nuta[0].Start; + LyricLine.Length := Line.Nuta[CountNotes].Start + Line.Nuta[CountNotes].Dlugosc - LyricLine.Start; + LyricLine.Freestyle := True; //is set by And Notes Freestyle while copying Notes + LyricLine.Text := ''; //Also Set while copying Notes + LyricLine.Players := 127; //All Players for now, no Duett Mode available + //Copy Words + SetLength(LyricLine.Words, CountNotes + 1); + For I := 0 to CountNotes do + begin + LyricLine.Freestyle := LyricLine.Freestyle AND Line.Nuta[I].FreeStyle; + LyricLine.Words[I].Start := Line.Nuta[I].Start; + LyricLine.Words[I].Length := Line.Nuta[I].Dlugosc; + LyricLine.Words[I].Text := Line.Nuta[I].Tekst; + LyricLine.Words[I].Freestyle := Line.Nuta[I].FreeStyle; + LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text + end; + + //Set Font Params + SetFontStyle(FontStyle); + SetFontPos(0, 0); + LyricLine.Size := UpperLineSize; + SetFontSize(LyricLine.Size); + SetFontItalic(False); + glColor4f(1, 1, 1, 1); + + //Change Fontsize to Fit the Screen + While (LyricLine.Width > 508) do + begin + Dec(LyricLine.Size); + + if (LyricLine.Size <=1) then + Break; + + SetFontSize(LyricLine.Size); + LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); + end; + + //Set Word Positions and Line Size + PosX := 2 {LowerLineX + LowerLineW/2 + 80 - LyricLine.Width/2}; + For I := 0 to High(LyricLine.Words) do + begin + LyricLine.Words[I].X := PosX; + LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text)); + LyricLine.Words[I].TexPos := PosX / 512; + LyricLine.Words[I].TexWidth := LyricLine.Words[I].TexWidth / 512; + + PosX := PosX + LyricLine.Words[I].Width; + end; + + //Create LyricTexture + //Prepare Ogl + glGetIntegerv(GL_VIEWPORT, @ViewPort); + glClearColor(0.0,0.0,0.0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + {glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, 1024, 64, 0, -1, 100); + glMatrixMode(GL_MODELVIEW);} + glViewport(0, 0, 512, 512); + + //Draw Lyrics + SetFontPos(0, 0); + glPrint(PChar(LyricLine.Text)); + + Display.ScreenShot; + //Copy to Texture + glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 448, 512, 64, 0); + + //Clear Buffer + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]); + {glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, RenderW, RenderH, 0, -1, 100); + glMatrixMode(GL_MODELVIEW); } + end; + + //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); + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_Alpha {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_Alpha); + glBindTexture(GL_TEXTURE_2D, PUpperLine^.Tex); + + glColor4f(1,1,0,1); + glBegin(GL_QUADS); + glTexCoord2f(0, 1); glVertex2f(100, 100); + glTexCoord2f(0, 0); glVertex2f(100, 200); + glTexCoord2f(1, 0); glVertex2f(612, 200); + glTexCoord2f(1, 1); glVertex2f(612, 100); + glEnd; + + glBindTexture(GL_TEXTURE_2D, PLowerLine^.Tex); + + glColor4f(1,0,1,1); + glBegin(GL_QUADS); + glTexCoord2f(0, 1); glVertex2f(100, 200); + glTexCoord2f(0, 0); glVertex2f(100, 300); + glTexCoord2f(1, 0); glVertex2f(612, 300); + glTexCoord2f(1, 1); glVertex2f(612, 200); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + +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(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); +var IEnabled: Byte; +begin + Case Enabled of + True: IEnabled := 0; + False: IEnabled:= 1; + end; + + 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; +//--------------- +// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine +//--------------- +procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: TLyricLine; Beat: Real); +var + I: Integer; + CurWord: Integer; + Progress: Real; + LyricX: Real; //Left Corner on X Axis + LyricX2: Real;//Right Corner " " + LyricScale: Real; //Up or Downscale the Lyrics need + IconSize: Real; + IconAlpha: Real; +begin + +{ For I := 0 to High(Line.Words) do + begin + //Set Font Params + SetFontStyle(FontStyle); + SetFontSize(Size); + SetFontItalic(Line.Words[I].Freestyle); + glColor4f(1, 1, 1, 1); + + SetFontPos(Line.Words[I].X, Y); + + glPrint(PChar(Line.Words[I].Text)); + end; } + + LyricScale := Size / Line.Size; + + //Draw Icons + IconSize := (2 * Size); + //IconAlpha := 1; + IconAlpha := Frac(Beat/(Resolution*4)); + + {DrawPlayerIcon (0, True, X, Y, IconSize, IconAlpha); + DrawPlayerIcon (1, True, X + IconSize + 1, Y, IconSize, IconAlpha); + DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y, IconSize, IconAlpha);} + + //Check if a Word in the Sentence is active + if ((Line.Start > Beat) AND (Line.Start + Line.Length < Beat)) then + begin + //Get Start Position: + { Start of Line - Width of all Icons + LineWidth/2 (Center} + LyricX := X + (W - ((IconSize + 1) * 6))/2 + ((IconSize + 1) * 3); + + LyricX2 := LyricX + Line.Width; + + //Draw complete Sentence + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}, GL_ONE_MINUS_SRC_COLOR); + glBindTexture(GL_TEXTURE_2D, Line.Tex); + + glColorRGB(LineColor_en); + glBegin(GL_QUADS); + glTexCoord2f(0, 1); glVertex2f(LyricX, Y); + glTexCoord2f(0, 0); glVertex2f(LyricX, Y + 64 * W / 512); + glTexCoord2f(1, 0); glVertex2f(LyricX + LyricX2, Y + 64 * W / 512); + glTexCoord2f(1, 1); glVertex2f(LyricX + LyricX2, Y); + glEnd; + + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end + else + begin + + end; + + {//Search for active Word + For I := 0 to High(Line.Words) do + if (Line.Words[I].Start < Beat) then + begin + CurWord := I - 1; + end; + + if (CurWord < 0) then Exit; + + //Draw Part until cur Word + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_COLOR {GL_ONE_MINUS_SRC_COLOR}{, GL_ONE_MINUS_SRC_COLOR); + glBindTexture(GL_TEXTURE_2D, Line.Tex); + + glColorRGB(LineColor_en); + glBegin(GL_QUADS); + glTexCoord2f(0, 1); glVertex2f(X, Y); + glTexCoord2f(0, 0); glVertex2f(X, Y + 64 * W / 512); + glTexCoord2f(Line.Words[CurWord].TexPos, 0); glVertex2f(X + W, Y + 64 * W / 512); + glTexCoord2f(Line.Words[CurWord].TexPos, 1); glVertex2f(X + W, Y); + glEnd; + + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D);} +end; + + +end. + -- cgit v1.2.3