unit ULyrics; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses OpenGL12, UTexture, UThemes, UMusic; type TLyricWord = record X: Real; // left corner Width: Real; // width TexPos: Real; // left corner in texture (0 to 1) TexWidth: Real; // width (0 to 1) Start: Cardinal; // start of the word in quarters (beats) Length: Cardinal; // length of the word in quarters Text: String; // text Freestyle: Boolean; // freestyle? end; ALyricWord = array of TLyricWord; PLyricLine = ^TLyricLine; TLyricLine = record 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: Cardinal; // start of this line in quarters Length: Cardinal; // length in quarters Freestyle: Boolean; // complete line is freestyle? Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4) Done: Boolean; // is sentence already sung? end; TLyricEngine = class private EoLastSentence: Real; // end of the previous sentence (in beats) LastDrawBeat: Real; UpperLine: TLyricLine; // first line displayed (top) LowerLine: TLyricLine; // second lind displayed (bottom) QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished) PUpperLine, PLowerLine, PQueueLine: PLyricLine; IndicatorTex: TTexture; // texture for lyric indikator BallTex: TTexture; // texture of the ball for the lyric effekt inQueue: Boolean; // is line in queue LCounter: Word; // line counter // duet mode - textures for player icons PlayerIconTex: array[0..5] of // player idx array [0..1] of // enabled disabled TTexture; //Some helper Procedures for Lyric Drawing procedure DrawLyrics (Beat: Real); procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); procedure DrawBall(const XBall, YBall: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 HoverEffekt: Byte; //effekt of hovering active words: // 1 - simple (only current word is highlighted) // 2 - zoom (current word is highlighted and zoomed bigger) // 3 - slide (highlight the line up to the current position - like a progress bar) // 4 - ball (current word is highlighted and ball is jumpung over that word) { // currently not used 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 read options of this class property LineinQueue: Boolean read inQueue; // 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 Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information const cResolution: Integer = 0); Constructor Create; overload; Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload; Procedure LoadTextures; Destructor Free; end; implementation uses SysUtils, USkins, TextGL, UGraphic, UDisplay, dialogs, math; //----------- //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; {$IFDEF DARWIN} // eddie: Getting range check error with NAN on OS X: LastDrawBeat:=0; {$ELSE} LastDrawBeat:=NAN; {$ENDIF} end; Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); begin Create; UpperLineX := ULX; UpperLineW := ULW; UpperLineY := ULY; UpperLineSize := Trunc(ULS); LowerLineX := LLX; LowerLineW := LLW; LowerLineY := LLY; LowerLineSize := Trunc(LLS); LoadTextures; end; //--------------- // Free - Frees Memory //--------------- Destructor TLyricEngine.Free; begin end; //--------------- // Clear - Clears all cached Song specific Information //--------------- Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer); begin BPM := cBPM; Resolution := cResolution; LCounter := 0; inQueue := False; UpperLine.Done := True; LowerLine.Done := True; QueueLine.Done := True; PUpperline:=@UpperLine; PLowerLine:=@LowerLine; PQueueLine:=@QueueLine; {$IFDEF DARWIN} // eddie: Getting range check error with NAN on OS X: LastDrawBeat:=0; {$ELSE} LastDrawBeat:=NAN; {$ENDIF} end; //--------------- // LoadTextures - Load Player Textures and Create Lyric Textures //--------------- Procedure TLyricEngine.LoadTextures; var I: Integer; function CreateLineTex: glUint; var PTexData: Pointer; begin // get memory GetMem(pTexData, 1024*64*4); // generate and bind Texture glGenTextures(1, @Result); glBindTexture(GL_TEXTURE_2D, Result); // get texture memeory glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); 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; // free unused memory FreeMem(pTexData); end; begin // lyric indikator (bar that indicates when the line start) IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); // ball for current word hover in ball effekt BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'PNG', 'Transparent', 0); // duet mode: load player icon For I := 0 to 5 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; // create line textures UpperLine.Tex := CreateLineTex; LowerLine.Tex := CreateLineTex; QueueLine.Tex := CreateLineTex; end; //--------------- // AddLine - Adds LyricLine to queue //--------------- Procedure TLyricEngine.AddLine(Line: PLine); var LyricLine: PLyricLine; countNotes: Cardinal; Viewport: Array[0..3] of Integer; PosX: Real; I: Integer; begin // only add lines, if there is space If not LineinQueue then begin // set pointer to line to write If (LineCounter = 0) then LyricLine := PUpperLine else if (LineCounter = 1) then LyricLine := PLowerLine else begin LyricLine := PQueueLine; //now there is a queued line inQueue := True; end; end else begin // rotate lines (round-robin-like) LyricLine := PUpperLine; PUpperLine := PLowerLine; PLowerLine := PQueueLine; PQueueLine := LyricLine; end; // sentence has notes? If (Length(Line.Note) > 0) then begin // copy values from SongLine to LyricLine CountNotes := High(Line.Note); LyricLine.Start := Line.Note[0].Start; LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Lenght - LyricLine.Start; LyricLine.CurWord := -1; // default values - set later LyricLine.Freestyle := True; LyricLine.Text := ''; // duet mode: players of that line LyricLine.Players := 127; //copy words SetLength(LyricLine.Words, CountNotes + 1); For I := 0 to CountNotes do begin LyricLine.Words[I].Start := Line.Note[I].Start; LyricLine.Words[I].Length := Line.Note[I].Lenght; LyricLine.Words[I].Text := Line.Note[I].Text; LyricLine.Words[I].Freestyle := Line.Note[I].FreeStyle; LyricLine.Freestyle := LyricLine.Freestyle AND Line.Note[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 LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); while (LyricLine.Width > UpperLineW) 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 := 0; 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+1) / 1024; LyricLine.Words[I].TexWidth := (LyricLine.Words[I].Width-1) / 1024; PosX := PosX + LyricLine.Words[I].Width; end; // create LyricTexture - prepare OpenGL glGetIntegerv(GL_VIEWPORT, @ViewPort); glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glViewPort(0,0,800,600); //Draw Lyrics SetFontPos(0, 0); glPrint(PChar(LyricLine.Text)); Display.ScreenShot; //Copy to Texture glEnable(GL_ALPHA); glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0); glDisable(GL_ALPHA); //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]); 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); LastDrawBeat := Beat; end; //--------------- // DrawLyrics(private) - Helper for Draw; main Drawing procedure //--------------- procedure TLyricEngine.DrawLyrics (Beat: Real); begin DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat); DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, 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; //--------------- // DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed //--------------- procedure TLyricEngine.DrawBall(const XBall, YBall:Real); begin glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, BallTex.TexNum); glColor3f(1,1,1); 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(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); var CurWordStartTx, CurWordEndTx: Real; // texture-coordinates of start and end of current word CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence Progress: Real; // progress of singing the current word LyricX: Real; // left LyricX2: Real; // right LyricY: Real; // top LyricsHeight: Real; // height the lyrics are displayed {// duet mode IconSize: Real; // size of player icons IconAlpha: Real; // alpha level of player icons } begin // this is actually a bit more than the real font size // it helps adjusting the "zoom-center" LyricsHeight:=30 * (Line^.Size/10)+16; { // 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; LyricX2 := LyricX + Line^.Width/2; LyricX := LyricX - Line^.Width/2; // maybe center smaller lines LyricY := Y; //LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2; // word in the sentence is active? if (Line^.Start < Beat) then begin // if this line just got active, then CurWord is still -1 // this means, we should try to make the first word active // then we check if the current active word is still meant to be active // if not, we proceed to the next word if Line^.CurWord = -1 then Line^.CurWord:=0; if not ((Beat < (Line^.Words[Line^.CurWord].Start+Line^.Words[Line^.CurWord].Length))) then Line^.CurWord:=Line^.CurWord+1; // last word of this line finished, but this line did not hide if (Line^.CurWord > High(Line^.Words)) then begin with Line^.Words[High(Line^.Words)] do begin CurWordStartTx := TexPos + TexWidth; CurWordEndTx := CurWordStartTx; CurWordStart := X + Width; CurWordEnd := CurWordStart; end; end else begin with Line^.Words[Line^.CurWord] do begin Progress:=(Beat-Start)/Length; if Progress >= 1 then Progress := 1; if Progress <= 0 then Progress := 0; CurWordStartTx:=TexPos; CurWordEndTx:=TexPos+TexWidth; CurWordStart:=X; CurWordEnd:=X+Width; // Slide Effect // simply paint the active texture to the current position if HoverEffekt = 3 then begin CurWordStartTx := CurWordStartTx + TexWidth * progress; CurWordEndTx := CurWordStartTx; CurWordStart := CurWordStart + Width * progress; CurWordEnd := CurWordStart; end; 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 if HoverEffekt = 4 then // ball lyric effect - only highlight current word and not that ones before in this line glColorRGB(LineColor_en) else glColorRGB(LineColor_act); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY); glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight); glTexCoord2f(CurWordStartTx, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight); glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY); glEnd; // draw active word: // type 1: simple lyric effect // type 4: ball lyric effect // only change the color of the current word if (HoverEffekt = 1) or (HoverEffekt = 4) then begin { // maybe fade in? glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); glBegin(GL_QUADS); glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y); glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64); glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y); glEnd; } glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b); glBegin(GL_QUADS); glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY); glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64); glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64); glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY); glEnd; end // draw active word: // type 2: zoom lyric effect // change color and zoom current word else if HoverEffekt = 2 then begin glPushMatrix; glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0); glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0); glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); glBegin(GL_QUADS); glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2); glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2); glEnd; glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1); glBegin(GL_QUADS); glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2); glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2); glEnd; glPopMatrix; end; // draw rest of sentence glColorRGB(LineColor_en); glBegin(GL_QUADS); glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY); glTexCoord2f(CurWordEndTx, 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; glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); if HoverEffekt = 4 then DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi)); end else begin // draw complete inactive sentence if line hasn't started but is already shown glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, Line^.Tex); 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; end.