unit UDraw; interface {$IFDEF FPC} {$MODE DELPHI} {$ENDIF} uses UThemes, ModiSDK, UGraphicClasses; procedure SingDraw; procedure SingModiDraw (PlayerInfo: TPlayerInfo); procedure SingDrawBackground; procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); // TimeBar procedure SingDrawTimeBar(); //Draw Editor NoteLines procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); type TRecR = record Top: real; Left: real; Right: real; Bottom: real; Width: real; WMid: real; Height: real; HMid: real; Mid: real; end; var NotesW: real; NotesH: real; Starfr: integer; StarfrG: integer; //SingBar TickOld: cardinal; TickOld2:cardinal; const Przedz = 32; implementation uses {$IFDEF Win32} windows, {$ELSE} lclintf, {$ENDIF} OpenGL12, UGraphic, SysUtils, UMusic, URecord, ULog, UScreenSing, UScreenSingModi, ULyrics, UMain, TextGL, UTexture, UDrawTexture, UIni, Math, UDLLManager; procedure SingDrawBackground; var Rec: TRecR; TexRec: TRecR; begin if ScreenSing.Tex_Background.TexNum >= 1 then begin glClearColor (1, 1, 1, 1); glColor4f (1, 1, 1, 1); if (Ini.MovieSize <= 1) then //HalfSize BG begin (* half screen + gradient *) Rec.Top := 110; // 80 Rec.Bottom := Rec.Top + 20; Rec.Left := 0; Rec.Right := 800; TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH; TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; TexRec.Left := 0; TexRec.Right := ScreenSing.Tex_Background.TexW; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); glEnable(GL_BLEND); glBegin(GL_QUADS); (* gradient draw *) (* top *) glColor4f(1, 1, 1, 0); glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); glColor4f(1, 1, 1, 1); glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); (* mid *) Rec.Top := Rec.Bottom; Rec.Bottom := 490 - 20; // 490 - 20 TexRec.Top := TexRec.Bottom; TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); (* bottom *) Rec.Top := Rec.Bottom; Rec.Bottom := 490; // 490 TexRec.Top := TexRec.Bottom; TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); glColor4f(1, 1, 1, 0); glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); glEnd; glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); end else //Full Size BG begin glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); //glEnable(GL_BLEND); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600); glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600); glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0); glEnd; glDisable(GL_TEXTURE_2D); //glDisable(GL_BLEND); end; end; end; procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); var Pet: integer; begin; // Log.LogStatus('Oscilloscope', 'SingDraw'); glColor3f(Skin_OscR, Skin_OscG, Skin_OscB); {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then glColor3f(1, 1, 1); } glBegin(GL_LINE_STRIP); glVertex2f(X, -Sound[NrSound].BufferArray[1] / $10000 * H + Y + H/2); for Pet := 2 to Sound[NrSound].n div 1 do begin glVertex2f(X + (Pet-1) * W / (Sound[NrSound].n - 1), -Sound[NrSound].BufferArray[Pet] / $10000 * H + Y + H/2); end; glEnd; end; procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); var Pet: integer; begin glEnable(GL_BLEND); glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4); glBegin(GL_LINES); for Pet := 0 to 9 do begin glVertex2f(Left, Top + Pet * Space); glVertex2f(Right, Top + Pet * Space); end; glEnd; glDisable(GL_BLEND); end; procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); var Pet: integer; TempR: real; begin TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); glEnable(GL_BLEND); glBegin(GL_LINES); for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then glColor4f(0, 0, 0, 1) else glColor4f(0, 0, 0, 0.3); glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top); glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135); end; glEnd; glDisable(GL_BLEND); end; // draw blank Notebars procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); var Rec: TRecR; Pet: integer; TempR: real; R,G,B: real; PlayerNumber: Integer; GoldenStarPos : real; lTmpA , lTmpB : real; begin // We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero // So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci 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 PlayerNumber := NrCzesci + 1; // Player 1 is 0 NrCzesci := 0; // exploit done glColor3f(1, 1, 1); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); lTmpA := (Right-Left); lTmpB := (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); {$IFDEF FPC} (* writeln( 'UDRAW (Right-Left) : ' + floattostr( lTmpA ) ); writeln( 'UDRAW : ' + floattostr( lTmpB ) ); writeln( '' ); *) {$ENDIF} if ( lTmpA > 0 ) AND ( lTmpB > 0 ) THEN begin TempR := lTmpA / lTmpB; end else begin TempR := 0; end; with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin for Pet := 0 to HighNut do begin with Nuta[Pet] do begin if not FreeStyle then begin if Ini.EffectSing = 0 then // If Golden note Effect of then Change not Color begin case Wartosc of 1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself 2: 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 // Czesci == teil, element == piece, element | koniec == ende, schluss // lewa czesc - left part Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; Rec.Bottom := Rec.Top + 2 * NotesH; glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[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; //We keep the postion of the top left corner b4 it's overwritten GoldenStarPos := Rec.Left; //done // srodkowa czesc - middle part Rec.Left := Rec.Right; Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == l�nge 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; // prawa czesc - 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; // Golden Star Patch if (Wartosc = 2) AND (Ini.EffectSing=1) then begin GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom); end; end; // if not FreeStyle end; // with end; // for end; // with glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end; // draw sung notes procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); var TempR: real; Rec: TRecR; N: integer; R: real; G: real; B: real; A: real; NotesH2: real; begin // Log.LogStatus('Player notes', 'SingDraw'); // if NrGracza = 0 then LoadColor(R, G, B, 'P1Light') // else LoadColor(R, G, B, 'P2Light'); // R := 71/255; // G := 175/255; // B := 247/255; glColor3f(1, 1, 1); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if Player[NrGracza].IlNut > 0 then begin TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote); for N := 0 to Player[NrGracza].HighNut do begin with Player[NrGracza].Nuta[N] do begin // Left part of note Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; // Draw it in half size, if not hit if Hit then begin NotesH2 := NotesH end else begin NotesH2 := int(NotesH * 0.65); end; Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2; Rec.Bottom := Rec.Top + 2 *NotesH2; // draw the left part glColor3f(1, 1, 1); glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].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; // Middle part of the note Rec.Left := Rec.Right; Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; // (nowe) - dunno if (Start+Dlugosc-1 = Czas.AktBeatD) then Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR; // the left note is more right than the right note itself, sounds weird - so we fix that xD if Rec.Right <= Rec.Left then Rec.Right := Rec.Left; // draw the middle part glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].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; glColor3f(1, 1, 1); // the right part of the note Rec.Left := Rec.Right; Rec.Right := Rec.Right + NotesW; glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].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; // Perfect note is stored if Perfect and (Ini.EffectSing=1) then begin A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc)); if not (Start+Dlugosc-1 = Czas.AktBeatD) then //Star animation counter //inc(Starfr); //Starfr := Starfr mod 128; GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top); end; end; // with end; // for // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit // singen schon weiter w�ren, als bei Rec.Right, _auch, wenn nicht gesungen wird_ // passing on NrGracza... hope this is really something like the player-number, not only // some kind of weird index into a colour-table if (Ini.EffectSing=1) then GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza); end; // if end; //draw Note glow procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); var Rec: TRecR; Pet: integer; TempR: real; R,G,B: real; X1, X2, X3, X4: real; W, H: real; lTmpA , lTmpB : real; begin if (Player[NrGracza].ScoreTotalI >= 0) then begin glColor4f(1, 1, 1, sqrt((1+sin(Music.Position * 3))/4)/ 2 + 0.5 ); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); lTmpA := (Right-Left); lTmpB := (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); {$IFDEF FPC} {* writeln( 'UDRAW (Right-Left) : ' + floattostr( lTmpA ) ); writeln( 'UDRAW : ' + floattostr( lTmpB ) ); writeln( '' ); *} {$ENDIF} if ( lTmpA > 0 ) AND ( lTmpB > 0 ) THEN begin TempR := lTmpA / lTmpB; end else begin TempR := 0; end; with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin for Pet := 0 to HighNut do begin with Nuta[Pet] do begin if not FreeStyle then begin // begin: 14, 20 // easy: 6, 11 W := NotesW * 2 + 2; H := NotesH * 1.5 + 3.5; X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie X1 := X2-W; X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie X4 := X3+W; // left Rec.Left := X1; Rec.Right := X2; Rec.Top := Top - (Ton-BaseNote)*Space/2 - H; Rec.Bottom := Rec.Top + 2 * H; glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].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; // srodkowa czesc Rec.Left := X2; Rec.Right := X3; glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].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; // prawa czesc Rec.Left := X3; Rec.Right := X4; glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].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; end; // if not FreeStyle end; // with end; // for end; // with glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end; end; procedure SingDraw; var Pet: integer; Pet2: integer; TempR: real; Rec: TRecR; TexRec: TRecR; NR: TRecR; FS: real; BarFrom: integer; BarAlpha: real; BarWspol: real; TempCol: real; Tekst: string; PetCz: integer; begin // positions if Ini.SingWindow = 0 then begin NR.Left := 120; end else begin NR.Left := 20; end; NR.Right := 780; NR.Width := NR.Right - NR.Left; NR.WMid := NR.Width / 2; NR.Mid := NR.Left + NR.WMid; // background //BG Fullsize Mod //SingDrawBackground; //TimeBar mod SingDrawTimeBar(); //eoa TimeBar mod // rysuje paski pod nutami if PlayersPlay = 1 then SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); if (PlayersPlay = 2) or (PlayersPlay = 4) 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); end; if (PlayersPlay = 3) or (PlayersPlay = 6) 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); end; // Draw Lyrics ScreenSing.Lyrics.Draw(Czas.MidBeat); // todo: Lyrics { // rysuje pasek, podpowiadajacy poczatek spiwania w scenie FS := 1.3; BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; if BarFrom > 40 then BarFrom := 40; if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; Rec.Left := NR.Left + BarWspol * // (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50); (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; Rec.Right := Rec.Left + 50; Rec.Top := Skin_LyricsT + 3; Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; { // zapalanie BarAlpha := (BarWspol*10) * 0.5; if BarAlpha > 0.5 then BarAlpha := 0.5; // gaszenie if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}{ //Change fuer Crazy Joker glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); glBegin(GL_QUADS); glColor4f(1, 1, 1, 0); glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); glColor4f(1, 1, 1, 0.5); glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); glEnd; glDisable(GL_BLEND); end; } // oscilloscope if Ini.Oscilloscope = 1 then begin if PlayersPlay = 1 then SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); if PlayersPlay = 2 then begin SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); end; if PlayersPlay = 4 then begin if ScreenAct = 1 then begin SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); end; if ScreenAct = 2 then begin SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); end; end; if PlayersPlay = 3 then begin SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); end; if PlayersPlay = 6 then begin if ScreenAct = 1 then begin SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); end; if ScreenAct = 2 then begin SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); end; end; end; // Set the note heights according to the difficulty level case Ini.Difficulty of 0: begin NotesH := 11; // 9 NotesW := 6; // 5 end; 1: begin NotesH := 8; // 7 NotesW := 4; // 4 end; 2: begin NotesH := 5; NotesW := 3; end; end; // Draw the Notes if PlayersPlay = 1 then begin SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes end; if (PlayersPlay = 2) then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); end; if PlayersPlay = 3 then begin NotesW := NotesW * 0.8; NotesH := NotesH * 0.8; SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); end; if PlayersPlay = 4 then begin if ScreenAct = 1 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); end; if ScreenAct = 2 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); end; if ScreenAct = 1 then begin SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); end; if ScreenAct = 2 then begin SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15); end; if ScreenAct = 1 then begin SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); end; if ScreenAct = 2 then begin SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); end; end; if PlayersPlay = 6 then begin NotesW := NotesW * 0.8; NotesH := NotesH * 0.8; if ScreenAct = 1 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); end; if ScreenAct = 2 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); end; if ScreenAct = 1 then begin SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); end; if ScreenAct = 2 then begin SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12); SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12); SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12); end; if ScreenAct = 1 then begin SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); end; if ScreenAct = 2 then begin SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); end; end; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end; // q'n'd for using the game mode dll's procedure SingModiDraw (PlayerInfo: TPlayerInfo); var Pet: integer; Pet2: integer; TempR: real; Rec: TRecR; TexRec: TRecR; NR: TRecR; FS: real; BarFrom: integer; BarAlpha: real; BarWspol: real; TempCol: real; Tekst: string; PetCz: integer; begin // positions if Ini.SingWindow = 0 then begin NR.Left := 120; end else begin NR.Left := 20; end; NR.Right := 780; NR.Width := NR.Right - NR.Left; NR.WMid := NR.Width / 2; NR.Mid := NR.Left + NR.WMid; // time bar SingDrawTimeBar(); if DLLMan.Selected.ShowNotes then begin if PlayersPlay = 1 then SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); if (PlayersPlay = 2) or (PlayersPlay = 4) 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); end; if (PlayersPlay = 3) or (PlayersPlay = 6) 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); end; end; // Draw Lyrics ScreenSingModi.Lyrics.Draw(Czas.MidBeat); // todo: Lyrics { // rysuje pasek, podpowiadajacy poczatek spiwania w scenie FS := 1.3; BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; if BarFrom > 40 then BarFrom := 40; if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; Rec.Right := Rec.Left + 50; Rec.Top := Skin_LyricsT + 3; Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); glBegin(GL_QUADS); glColor4f(1, 1, 1, 0); glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); glColor4f(1, 1, 1, 0.5); glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); glEnd; glDisable(GL_BLEND); end; } // oscilloscope | the thing that moves when you yell into your mic (imho) if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin if PlayersPlay = 1 then if PlayerInfo.Playerinfo[0].Enabled then SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); if PlayersPlay = 2 then begin if PlayerInfo.Playerinfo[0].Enabled then SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); if PlayerInfo.Playerinfo[1].Enabled then SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); end; if PlayersPlay = 4 then begin if ScreenAct = 1 then begin if PlayerInfo.Playerinfo[0].Enabled then SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); if PlayerInfo.Playerinfo[1].Enabled then SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); end; if ScreenAct = 2 then begin if PlayerInfo.Playerinfo[2].Enabled then SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); if PlayerInfo.Playerinfo[3].Enabled then SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); end; end; if PlayersPlay = 3 then begin if PlayerInfo.Playerinfo[0].Enabled then SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); if PlayerInfo.Playerinfo[1].Enabled then SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); if PlayerInfo.Playerinfo[2].Enabled then SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); end; if PlayersPlay = 6 then begin if ScreenAct = 1 then begin if PlayerInfo.Playerinfo[0].Enabled then SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); if PlayerInfo.Playerinfo[1].Enabled then SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); if PlayerInfo.Playerinfo[2].Enabled then SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); end; if ScreenAct = 2 then begin if PlayerInfo.Playerinfo[3].Enabled then SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); if PlayerInfo.Playerinfo[4].Enabled then SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); if PlayerInfo.Playerinfo[5].Enabled then SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); end; end; end; // resize the notes according to the difficulty level case Ini.Difficulty of 0: begin NotesH := 11; // 9 NotesW := 6; // 5 end; 1: begin NotesH := 8; // 7 NotesW := 4; // 4 end; 2: begin NotesH := 5; NotesW := 3; end; end; if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then begin if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); end; if (PlayersPlay = 2) then begin if PlayerInfo.Playerinfo[0].Enabled then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); end; if PlayerInfo.Playerinfo[1].Enabled then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); end; end; if PlayersPlay = 3 then begin NotesW := NotesW * 0.8; NotesH := NotesH * 0.8; if PlayerInfo.Playerinfo[0].Enabled then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); end; if PlayerInfo.Playerinfo[1].Enabled then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); end; if PlayerInfo.Playerinfo[2].Enabled then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); end; end; if PlayersPlay = 4 then begin if ScreenAct = 1 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); end; if ScreenAct = 2 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); end; SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); if ScreenAct = 1 then begin SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); end; if ScreenAct = 2 then begin SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); end; end; if PlayersPlay = 6 then begin NotesW := NotesW * 0.8; NotesH := NotesH * 0.8; if ScreenAct = 1 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); end; if ScreenAct = 2 then begin SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); end; SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); if ScreenAct = 1 then begin SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); end; if ScreenAct = 2 then begin SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); end; end; end; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end; {//SingBar Mod procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); var R: Real; G: Real; B: Real; A: cardinal; I: Integer; begin; //SingBar Background glColor4f(1, 1, 1, 0.8); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(X, Y); glTexCoord2f(0, 1); glVertex2f(X, Y+H); glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); glTexCoord2f(1, 0); glVertex2f(X+W, Y); glEnd; //SingBar coloured Bar Case Percent of 0..22: begin R := 1; G := 0; B := 0; end; 23..42: begin R := 1; G := ((Percent-23)/100)*5; B := 0; end; 43..57: begin R := 1; G := 1; B := 0; end; 58..77: begin R := 1-(Percent - 58)/100*5; G := 1; B := 0; end; 78..99: begin R := 0; G := 1; B := 0; end; End; //Case glColor4f(R, G, B, 1); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum); //Size= Player[PlayerNum].ScorePercent of W glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(X, Y); glTexCoord2f(0, 1); glVertex2f(X, Y+H); glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H); glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y); glEnd; //SingBar Front glColor4f(1, 1, 1, 0.6); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(X, Y); glTexCoord2f(0, 1); glVertex2f(X, Y+H); glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); glTexCoord2f(1, 0); glVertex2f(X+W, Y); glEnd; end; //end Singbar Mod //PhrasenBonus - Line Bonus Pop Up procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer); var Length, X2: Real; //Length of Text Size: Integer; //Size of Popup begin if Alpha <> 0 then begin //Set Font Propertys SetFontStyle(2); //Font: Outlined1 if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6); SetFontItalic(False); //Check Font Size Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^ //Text SetFontPos (X + 50 - (Length / 2), Y + 12); //Position if Age < 5 then Size := Age * 10 else Size := 50; //Draw Background //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color glColor4f(1, 1, 1, Alpha); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //New Method, Not Variable glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2)); glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2)); glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2)); glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2)); glEnd; glColor4f(1, 1, 1, Alpha); //Set Color //Draw Text glPrint (PChar(Text)); end; end; //PhrasenBonus - Line Bonus Mod} // Draw Note Bars for Editor //There are 11 Resons for a new Procdedure: // 1. It don't look good when you Draw the Golden Note Star Effect in the Editor // 2. You can see the Freestyle Notes in the Editor SemiTransparent // 3. Its easier and Faster then changing the old Procedure procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); var Rec: TRecR; Pet: integer; TempR: real; begin glColor3f(1, 1, 1); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin for Pet := 0 to HighNut do begin with Nuta[Pet] do begin // Golden Note Patch case Wartosc of 0: glColor4f(1, 1, 1, 0.35); 1: glColor4f(1, 1, 1, 0.85); 2: glColor4f(1, 1, 0.3, 0.85); end; // case // lewa czesc - left part Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; Rec.Bottom := Rec.Top + 2 * NotesH; glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].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; // srodkowa czesc - middle part Rec.Left := Rec.Right; Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].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; // prawa czesc - right part Rec.Left := Rec.Right; Rec.Right := Rec.Right + NotesW; glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].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; end; // with end; // for end; // with glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end; procedure SingDrawTimeBar(); var x,y: real; width, height: real; begin x := Theme.Sing.StaticTimeProgress.x; y := Theme.Sing.StaticTimeProgress.y; width:= Theme.Sing.StaticTimeProgress.w; height:= Theme.Sing.StaticTimeProgress.h; glColor4f(Theme.Sing.StaticTimeProgress.ColR, Theme.Sing.StaticTimeProgress.ColG, Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(x,y); glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y); glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height); glTexCoord2f(0, 1); glVertex2f(x, y+height); glEnd; glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glcolor4f(1,1,1,1); end; end.