{* UltraStar Deluxe - Karaoke Game * * UltraStar Deluxe is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * * $URL$ * $Id$ *} unit UGraphic; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses SDL, gl, glext, UTexture, TextGL, UConfig, ULog, SysUtils, ULyrics, UImage, UMusic, UScreenLoading, UScreenMain, UScreenName, UScreenLevel, UScreenOptions, UScreenOptionsGame, UScreenOptionsGraphics, UScreenOptionsSound, UScreenOptionsLyrics, UScreenOptionsThemes, UScreenOptionsRecord, UScreenOptionsAdvanced, UScreenSong, UScreenSing, UScreenScore, UScreenJukeBox, UScreenTop5, UScreenEditSub, UScreenEdit, UScreenEditConvert, UScreenEditHeader, UScreenOpen, UThemes, USkins, UScreenSongMenu, UScreenSongJumpto, {Party Screens} UScreenPartyNewRound, UScreenPartyScore, UScreenPartyOptions, UScreenPartyWin, UScreenPartyPlayer, UScreenPartyRounds, {Stats Screens} UScreenStatMain, UScreenStatDetail, {CreditsScreen} UScreenCredits, {Popup for errors, etc.} UScreenPopup; type TRecR = record Top: real; Left: real; Right: real; Bottom: real; end; var Screen: PSDL_Surface; LoadingThread: PSDL_Thread; Mutex: PSDL_Mutex; RenderW: integer; RenderH: integer; ScreenW: integer; ScreenH: integer; Screens: integer; ScreenAct: integer; ScreenX: integer; ScreenLoading: TScreenLoading; ScreenMain: TScreenMain; ScreenName: TScreenName; ScreenLevel: TScreenLevel; ScreenSong: TScreenSong; ScreenSing: TScreenSing; ScreenJukebox: TScreenJukebox; ScreenScore: TScreenScore; ScreenTop5: TScreenTop5; ScreenOptions: TScreenOptions; ScreenOptionsGame: TScreenOptionsGame; ScreenOptionsGraphics: TScreenOptionsGraphics; ScreenOptionsSound: TScreenOptionsSound; ScreenOptionsLyrics: TScreenOptionsLyrics; ScreenOptionsThemes: TScreenOptionsThemes; ScreenOptionsRecord: TScreenOptionsRecord; ScreenOptionsAdvanced: TScreenOptionsAdvanced; ScreenEditSub: TScreenEditSub; ScreenEdit: TScreenEdit; ScreenEditConvert: TScreenEditConvert; ScreenEditHeader: TScreenEditHeader; ScreenOpen: TScreenOpen; ScreenSongMenu: TScreenSongMenu; ScreenSongJumpto: TScreenSongJumpto; //Party Screens //ScreenSingModi: TScreenSingModi; ScreenPartyNewRound: TScreenPartyNewRound; ScreenPartyScore: TScreenPartyScore; ScreenPartyWin: TScreenPartyWin; ScreenPartyOptions: TScreenPartyOptions; ScreenPartyPlayer: TScreenPartyPlayer; ScreenPartyRounds: TScreenPartyRounds; //StatsScreens ScreenStatMain: TScreenStatMain; ScreenStatDetail: TScreenStatDetail; //CreditsScreen ScreenCredits: TScreenCredits; //popup mod ScreenPopupCheck: TScreenPopupCheck; ScreenPopupError: TScreenPopupError; ScreenPopupInfo: TScreenPopupInfo; //Notes Tex_Left: array[1..6] of TTexture; //rename to tex_note_left Tex_Mid: array[1..6] of TTexture; //rename to tex_note_mid Tex_Right: array[1..6] of TTexture; //rename to tex_note_right Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right Tex_Note_Star: TTexture; Tex_Note_Perfect_Star: TTexture; Tex_Ball: TTexture; Tex_Lyric_Help_Bar: TTexture; FullScreen: boolean; Tex_TimeProgress: TTexture; Tex_JukeboxTimeProgress: TTexture; //Sing Bar Mod Tex_SingBar_Back: TTexture; Tex_SingBar_Bar: TTexture; Tex_SingBar_Front: TTexture; //end Singbar Mod //PhrasenBonus - Line Bonus Mod Tex_SingLineBonusBack: array[0..8] of TTexture; //End PhrasenBonus - Line Bonus Mod //ScoreBG Texs Tex_ScoreBG: array [0..5] of TTexture; //Score Screen Textures Tex_Score_NoteBarLevel_Dark : array [1..6] of TTexture; Tex_Score_NoteBarRound_Dark : array [1..6] of TTexture; Tex_Score_NoteBarLevel_Light : array [1..6] of TTexture; Tex_Score_NoteBarRound_Light : array [1..6] of TTexture; Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture; Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture; Tex_Score_Ratings : array [0..7] of TTexture; // arrows for SelectSlide Tex_SelectS_ArrowL: TTexture; Tex_SelectS_ArrowR: TTexture; // textures for software mouse cursor Tex_Cursor_Unpressed: TTexture; Tex_Cursor_Pressed: TTexture; PboSupported: boolean; const Skin_BGColorR = 1; Skin_BGColorG = 1; Skin_BGColorB = 1; Skin_SpectrumR = 0; Skin_SpectrumG = 0; Skin_SpectrumB = 0; Skin_Spectograph1R = 0.6; Skin_Spectograph1G = 0.8; Skin_Spectograph1B = 1; Skin_Spectograph2R = 0; Skin_Spectograph2G = 0; Skin_Spectograph2B = 0.2; Skin_FontR = 0; Skin_FontG = 0; Skin_FontB = 0; Skin_FontHighlightR = 0.3; // 0.3 Skin_FontHighlightG = 0.3; // 0.3 Skin_FontHighlightB = 1; // 1 Skin_TimeR = 0.25; //0,0,0 Skin_TimeG = 0.25; Skin_TimeB = 0.25; Skin_OscR = 0; Skin_OscG = 0; Skin_OscB = 0; Skin_SpectrumT = 470; Skin_SpectrumBot = 570; Skin_SpectrumH = 100; Skin_P1_LinesR = 0.5; // 0.6 0.6 1 Skin_P1_LinesG = 0.5; Skin_P1_LinesB = 0.5; Skin_P2_LinesR = 0.5; // 1 0.6 0.6 Skin_P2_LinesG = 0.5; Skin_P2_LinesB = 0.5; Skin_P1_NotesB = 250; Skin_P2_NotesB = 430; // 430 / 300 Skin_P1_ScoreT = 50; Skin_P1_ScoreL = 20; Skin_P2_ScoreT = 50; Skin_P2_ScoreL = 640; procedure Initialize3D (Title: string); procedure Finalize3D; procedure Reinitialize3D; procedure SwapBuffers; procedure LoadTextures; procedure InitializeScreen; procedure LoadLoadingScreen; procedure LoadScreens(Title: string); procedure UnloadScreens; function LoadingThreadFunction: integer; implementation uses Classes, UMain, UIni, UDisplay, UCommandLine, UPathUtils; procedure LoadFontTextures; begin Log.LogStatus('Building Fonts', 'LoadTextures'); BuildFonts; end; procedure UnloadFontTextures; begin Log.LogStatus('Kill Fonts', 'UnloadFontTextures'); KillFonts; end; procedure LoadTextures; var P: integer; R, G, B: real; Col: integer; begin Log.LogStatus('Loading Textures', 'LoadTextures'); // P1-6 // TODO... do it once for each player... this is a bit crappy !! // can we make it any better !? for P := 1 to 6 do begin LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); { some colors for tests Col := $10000 * Round(0.02*255) + $100 * Round(0.6 *255) + Round(0.8 *255); //blue Col := $10000 * Round(0.8 *255) ; //red Col := $100 * Round(0.85*255) ; //green Col := $10000 * 255 + $100 * Round(0.52*255) ; //orange Col := $10000 * 255 + $100 * 255 ; //yellow Col := $10000 * Round(0.82*255) + 255 ; //purple Col := $10000 * Round(0.22*255) + $100 * Round(0.39*255) + Round(0.64*255); //dark blue Col := $10000 * Round(0 *255) + $100 * Round(0 *255) + Round(0 *255); //black Col := $10000 * Round(1.0 *255) + $100 * Round(0.43*255) + Round(0.70*255); //pink Col := 0; //black Col := $FFFFFF; //white Col := $FF0000; //red Col := $00FF00; //green Col := $002200; //light green Col := $002222; //light greenblue Col := $222200; //light yellow Col := $340000; //red Col := $FF6EB4; //pink Col := $333333; //grey } Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col); Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col); Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col); Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col); Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col); Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col); Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col); Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col); Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col); end; Log.LogStatus('Loading Textures - B', 'LoadTextures'); Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0); Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF); Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); Tex_SelectS_ArrowL := Texture.LoadTexture(Skin.GetTextureFileName('Select_ArrowLeft'), TEXTURE_TYPE_TRANSPARENT, 0); Tex_SelectS_ArrowR := Texture.LoadTexture(Skin.GetTextureFileName('Select_ArrowRight'), TEXTURE_TYPE_TRANSPARENT, 0); Tex_Cursor_Unpressed := Texture.LoadTexture(Skin.GetTextureFileName('Cursor'), TEXTURE_TYPE_TRANSPARENT, 0); if (Skin.GetTextureFileName('Cursor_Pressed').IsSet) then Tex_Cursor_Pressed := Texture.LoadTexture(Skin.GetTextureFileName('Cursor_Pressed'), TEXTURE_TYPE_TRANSPARENT, 0) else Tex_Cursor_Pressed.TexNum := 0; //TimeBar mod Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar')); //eoa TimeBar mod //JukeBox mod Tex_JukeboxTimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('JukeboxTimeBar')); //end Jukebox Mod //SingBar Mod Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0); Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0); Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0); //end Singbar Mod Log.LogStatus('Loading Textures - C', 'LoadTextures'); //Line Bonus PopUp for P := 0 to 8 do begin Case P of 0: begin R := 1; G := 0; B := 0; end; 1..3: begin R := 1; G := (P * 0.25); B := 0; end; 4: begin R := 1; G := 1; B := 0; end; 5..7: begin R := 1-((P-4)*0.25); G := 1; B := 0; end; 8: begin R := 0; G := 1; B := 0; end; End; Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); Tex_SingLineBonusBack[P] := Texture.LoadTexture(Skin.GetTextureFileName('LineBonusBack'), TEXTURE_TYPE_COLORIZED, Col); end; //## backgrounds for the scores ## for P := 0 to 5 do begin LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light'); Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); Tex_ScoreBG[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreBG'), TEXTURE_TYPE_COLORIZED, Col); end; Log.LogStatus('Loading Textures - D', 'LoadTextures'); // ###################### // Score screen textures // ###################### //## the bars that visualize the score ## for P := 1 to 6 do begin //NoteBar ScoreBar LoadColor(R, G, B, 'P' + IntToStr(P) + 'Dark'); Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); Tex_Score_NoteBarLevel_Dark[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Dark'), TEXTURE_TYPE_COLORIZED, Col); Tex_Score_NoteBarRound_Dark[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Dark_Round'), TEXTURE_TYPE_COLORIZED, Col); //LineBonus ScoreBar LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); Tex_Score_NoteBarLevel_Light[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Light'), TEXTURE_TYPE_COLORIZED, Col); Tex_Score_NoteBarRound_Light[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Light_Round'), TEXTURE_TYPE_COLORIZED, Col); //GoldenNotes ScoreBar LoadColor(R, G, B, 'P' + IntToStr(P) + 'Lightest'); Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); Tex_Score_NoteBarLevel_Lightest[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Lightest'), TEXTURE_TYPE_COLORIZED, Col); Tex_Score_NoteBarRound_Lightest[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Lightest_Round'), TEXTURE_TYPE_COLORIZED, Col); end; //## rating pictures that show a picture according to your rate ## for P := 0 to 7 do begin Tex_Score_Ratings[P] := Texture.LoadTexture(Skin.GetTextureFileName('Rating_'+IntToStr(P)), TEXTURE_TYPE_TRANSPARENT, 0); end; Log.LogStatus('Loading Textures - Done', 'LoadTextures'); end; (* * Load OpenGL extensions. Must be called after SDL_SetVideoMode() and each * time the pixel-format or render-context (RC) changes. *) procedure LoadOpenGLExtensions; begin // Load OpenGL 1.2 extensions for OpenGL 1.2 compatibility if (not Load_GL_version_1_2()) then begin Log.LogCritical('Failed loading OpenGL 1.2', 'UGraphic.Initialize3D'); end; // Other extensions e.g. OpenGL 1.3-2.0 or Framebuffer-Object might be loaded here // ... //Load_GL_EXT_framebuffer_object(); // PBO functions are loaded with VBO //PboSupported := Load_GL_ARB_pixel_buffer_object() // and Load_GL_ARB_vertex_buffer_object(); //Log.LogWarn('PBOSupported: ' + BoolToStr(PboSupported, true), 'LoadOpenGLExtensions'); PboSupported := false; end; const WINDOW_ICON = 'icons/ultrastardx-icon.png'; procedure Initialize3D (Title: string); var Icon: PSDL_Surface; begin Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D'); if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then begin Log.LogCritical('SDL_Init Failed', 'UGraphic.Initialize3D'); end; // load icon image (must be 32x32 for win32) Icon := LoadImage(ResourcesPath.Append(WINDOW_ICON)); if (Icon <> nil) then SDL_WM_SetIcon(Icon, nil); SDL_WM_SetCaption(PChar(Title), nil); { center window } SDL_putenv('SDL_VIDEO_WINDOW_POS=center'); { workaround for buggy Intel 3D driver on Linux } SDL_putenv('texture_tiling=false'); SDL_WM_SetCaption(PChar(Title + ' - Initializing screen'), nil); InitializeScreen; SDL_WM_SetCaption(PChar(Title + ' - Initializing texturizer'), nil); Texture := TTextureUnit.Create; // FIXME: this does not seem to be correct as Limit. // Is the max. of either width or height. Texture.Limit := 1024*1024; //LoadTextures; SDL_WM_SetCaption(PChar(Title + ' - Initializing video modules'), nil); // Note: do not initialize video modules earlier. They might depend on some // SDL video functions or OpenGL extensions initialized in InitializeScreen() InitializeVideo(); SDL_WM_SetCaption(PChar(Title + ' - Initializing 3D'), nil); Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D'); Display := TDisplay.Create; //Display.SetCursor; SDL_WM_SetCaption(PChar(Title + ' - Loading font textures'), nil); Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D'); LoadFontTextures(); // Show the Loading Screen SDL_WM_SetCaption(PChar(Title + ' - Loading first screen'), nil); Log.LogStatus('Loading Loading Screen', 'UGraphic.Initialize3D'); LoadLoadingScreen; SDL_WM_SetCaption(PChar(Title + ' - Loading textures'), nil); Log.LogStatus(' Loading Textures', 'UGraphic.Initialize3D'); LoadTextures; // now that we have something to display while loading, // start thread that loads the rest of ultrastar //Mutex := SDL_CreateMutex; //SDL_UnLockMutex(Mutex); // does not work this way because the loading thread tries to access opengl. // See comment below //LoadingThread := SDL_CreateThread(@LoadingThread, nil); // this would be run in the loadingthread SDL_WM_SetCaption(PChar(Title + ' - Loading screens'), nil); Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D'); LoadScreens(Title); // TODO: // here should be a loop which // * draws the loading screen (form time to time) // * controlls the "process of the loading screen" // * checks if the loadingthread has loaded textures (check mutex) and // * load the textures into opengl // * tells the loadingthread, that the memory for the texture can be reused // to load the netx texture (over another mutex) // * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex) // // therefor loadtexture have to be changed, that it, instat of caling some opengl functions // for itself, it should change mutex // the mainthread have to know somehow what opengl function have to be called with which parameters like // texturetype, textureobjekt, textur-buffer-adress, ... // wait for loading thread to finish // currently does not work this way // SDL_WaitThread(LoadingThread, I); // SDL_DestroyMutex(Mutex); SDL_WM_SetCaption(PChar(Title), nil); Display.CurrentScreen^.FadeTo( @ScreenMain ); Log.BenchmarkEnd(2); Log.LogBenchmark('--> Loading Screens', 2); Log.LogStatus('Finish', 'Initialize3D'); end; procedure SwapBuffers; begin SDL_GL_SwapBuffers; glMatrixMode(GL_PROJECTION); glLoadIdentity; glOrtho(0, RenderW, RenderH, 0, -1, 100); glMatrixMode(GL_MODELVIEW); end; procedure Finalize3D; begin // TODO: finalize other stuff UnloadFontTextures; SDL_QuitSubSystem(SDL_INIT_VIDEO); end; procedure Reinitialize3D; begin InitializeScreen; end; procedure InitializeScreen; var S: string; I: integer; W, H: integer; Depth: Integer; Fullscreen: boolean; Split: boolean; begin if (Params.Screens <> -1) then Screens := Params.Screens + 1 else Screens := Ini.Screens + 1; case Params.Split of spmSplit: Split := True; spmNoSplit: Split := False; else Split := Ini.Split = 1; end; // case // Set minimum color component sizes // Note: do not request an alpha plane with SDL_GL_ALPHA_SIZE here as // some cards/implementations do not support them (SDL_SetVideoMode fails). // We do not the alpha plane anymore since offscreen rendering in back-buffer // was removed. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // Z-Buffer depth SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // VSYNC works for windows only at the moment. SDL_GL_SWAP_CONTROL under // linux uses GLX_MESA_swap_control which is not supported by nvidea cards. // Maybe use glXSwapIntervalSGI(1) from the GLX_SGI_swap_control extension instead. //SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); // VSYNC (currently Windows only) // If there is a resolution in Parameters, use it, else use the Ini value I := Params.Resolution; if (I <> -1) then S := IResolution[I] else S := IResolution[Ini.Resolution]; I := Pos('x', S); W := StrToInt(Copy(S, 1, I-1)); H := StrToInt(Copy(S, I+1, 1000)); if ((Screens > 1) and not Split) then W := W * Screens; if (Params.Depth <> -1) then Depth := Params.Depth else Depth := Ini.Depth; Log.LogStatus('SDL_SetVideoMode', 'Initialize3D'); // check whether to start in fullscreen or windowed mode. // The command-line parameters take precedence over the ini settings. Fullscreen := ((Ini.FullScreen = 1) or (Params.ScreenMode = scmFullscreen)) and not (Params.ScreenMode = scmWindowed); if Fullscreen then begin Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Full Screen'); screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN ); end else begin Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Windowed'); screen := SDL_SetVideoMode(W, H, 0, SDL_OPENGL or SDL_RESIZABLE); end; SDL_ShowCursor(0); if (screen = nil) then begin Log.LogCritical('SDL_SetVideoMode Failed', 'Initialize3D'); end; LoadOpenGLExtensions(); // define virtual (Render) and real (Screen) screen size RenderW := 800; RenderH := 600; ScreenW := W; ScreenH := H; // clear screen once window is being shown // Note: SwapBuffers uses RenderW/H, so they must be defined before glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); SwapBuffers; end; procedure LoadLoadingScreen; begin ScreenLoading := TScreenLoading.Create; ScreenLoading.OnShow; Display.CurrentScreen := @ScreenLoading; SwapBuffers; ScreenLoading.Draw; Display.Draw; SwapBuffers; end; procedure LoadScreens(Title: string); begin { ScreenLoading := TScreenLoading.Create; ScreenLoading.OnShow; Display.CurrentScreen := @ScreenLoading; ScreenLoading.Draw; Display.Draw; SwapBuffers; } SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenMain & ScreenName'), nil); ScreenMain := TScreenMain.Create; ScreenName := TScreenName.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenLevel & ScreenSong'), nil); ScreenLevel := TScreenLevel.Create; ScreenSong := TScreenSong.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenSongMenu & ScreenJukebox'), nil); ScreenSongMenu := TScreenSongMenu.Create; ScreenJukebox := TScreenJukebox.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenSing & ScreenScore & ScreenTop5'), nil); ScreenSing := TScreenSing.Create; ScreenScore := TScreenScore.Create;; ScreenTop5 := TScreenTop5.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenOptions & ScreenOptionsGame'), nil); ScreenOptions := TScreenOptions.Create; ScreenOptionsGame := TScreenOptionsGame.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenOptionsGraphics & ScreenOptionsSound'), nil); ScreenOptionsGraphics := TScreenOptionsGraphics.Create; ScreenOptionsSound := TScreenOptionsSound.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenOptionsLyrics & ScreenOptionsThemes'), nil); ScreenOptionsLyrics := TScreenOptionsLyrics.Create; ScreenOptionsThemes := TScreenOptionsThemes.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenOptionsRecord & ScreenOptionsAdvanced'), nil); ScreenOptionsRecord := TScreenOptionsRecord.Create; ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenEditSub & ScreenEdit'), nil); ScreenEditSub := TScreenEditSub.Create; ScreenEdit := TScreenEdit.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenEditConvert & ScreenOpen'), nil); ScreenEditConvert := TScreenEditConvert.Create; ScreenOpen := TScreenOpen.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenSongMenu & ScreenSongJumpto'), nil); ScreenSongMenu := TScreenSongMenu.Create; ScreenSongJumpto := TScreenSongJumpto.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenPopupCheck & ScreenPopupError'), nil); ScreenPopupCheck := TScreenPopupCheck.Create; ScreenPopupError := TScreenPopupError.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenPopupInfo & ScreenPartyNewRound'), nil); ScreenPopupInfo := TScreenPopupInfo.Create; ScreenPartyNewRound := TScreenPartyNewRound.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenPartyScore & ScreenPartyWin'), nil); ScreenPartyScore := TScreenPartyScore.Create; ScreenPartyWin := TScreenPartyWin.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenPartyOptions & ScreenPartyPlayer'), nil); ScreenPartyOptions := TScreenPartyOptions.Create; ScreenPartyPlayer := TScreenPartyPlayer.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenPartyRounds & ScreenStatMain'), nil); ScreenPartyRounds := TScreenPartyRounds.Create; ScreenStatMain := TScreenStatMain.Create; SDL_WM_SetCaption(PChar(Title + ' - Loading ScreenStatDetail & ScreenCredits'), nil); ScreenStatDetail := TScreenStatDetail.Create; ScreenCredits := TScreenCredits.Create; SDL_WM_SetCaption(PChar(Title), nil); end; function LoadingThreadFunction: integer; begin LoadScreens(USDXVersionStr); Result:= 1; end; procedure UnloadScreens; begin ScreenMain.Free; ScreenName.Free; ScreenLevel.Free; ScreenSong.Free; ScreenSing.Free; ScreenJukebox.Free; ScreenScore.Free; ScreenTop5.Free; ScreenOptions.Free; ScreenOptionsGame.Free; ScreenOptionsGraphics.Free; ScreenOptionsSound.Free; ScreenOptionsLyrics.Free; // ScreenOptionsThemes.Free; ScreenOptionsRecord.Free; ScreenOptionsAdvanced.Free; ScreenEditSub.Free; ScreenEdit.Free; ScreenEditConvert.Free; ScreenOpen.Free; //ScreenSingModi.Free; ScreenSongMenu.Free; ScreenSongJumpto.Free; ScreenPopupCheck.Free; ScreenPopupError.Free; ScreenPopupInfo.Free; ScreenPartyNewRound.Free; ScreenPartyScore.Free; ScreenPartyWin.Free; ScreenPartyOptions.Free; ScreenPartyPlayer.Free; ScreenPartyRounds.Free; ScreenStatMain.Free; ScreenStatDetail.Free; end; end.