{* 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 UMenuBackgroundFade; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UThemes, UTexture, UMenuBackground, UPath; //TMenuBackgroundFade - Background Fade In for Overlay screens //-------- type TMenuBackgroundFade = class (TMenuBackground) private Tex: TTexture; Color: TRGB; Alpha: real; useTexture: boolean; FadeTime: cardinal; public constructor Create(const ThemedSettings: TThemeBackground); override; procedure OnShow; override; procedure Draw; override; destructor Destroy; override; end; const FADEINTIME = 1500; //Time the bg fades in implementation uses sdl, gl, glext, USkins, UCommon, UGraphic; constructor TMenuBackgroundFade.Create(const ThemedSettings: TThemeBackground); var texFilename: IPath; begin inherited; FadeTime := 0; Color := ThemedSettings.Color; Alpha := ThemedSettings.Alpha; if (Length(ThemedSettings.Tex) > 0) then begin texFilename := Skin.GetTextureFileName(ThemedSettings.Tex); Tex := Texture.GetTexture(texFilename, TEXTURE_TYPE_PLAIN); UseTexture := (Tex.TexNum <> 0); end else UseTexture := false; if (not UseTexture) then FreeandNil(Tex); end; destructor TMenuBackgroundFade.Destroy; begin //Why isn't there any Tex.free method? {if UseTexture then FreeandNil(Tex); } inherited; end; procedure TMenuBackgroundFade.OnShow; begin FadeTime := SDL_GetTicks; end; procedure TMenuBackgroundFade.Draw; var Progress: real; begin if FadeTime = 0 then Progress := Alpha else Progress := Alpha * (SDL_GetTicks - FadeTime) / FADEINTIME; if Progress > Alpha then begin FadeTime := 0; Progress := Alpha; end; if (UseTexture) then begin //Draw Texture to Screen if (ScreenAct = 1) then //Clear just once when in dual screen mode glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColorRGB(Color, Progress); glBindTexture(GL_TEXTURE_2D, Tex.TexNum); glBegin(GL_QUADS); glTexCoord2f(Tex.TexX1*Tex.TexW, Tex.TexY1*Tex.TexH); glVertex2f(0, 0); glTexCoord2f(Tex.TexX1*Tex.TexW, Tex.TexY2*Tex.TexH); glVertex2f(0, 600); glTexCoord2f(Tex.TexX2*Tex.TexW, Tex.TexY2*Tex.TexH); glVertex2f(800, 600); glTexCoord2f(Tex.TexX2*Tex.TexW, Tex.TexY1*Tex.TexH); glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end else begin //Clear Screen w/ progress Alpha + Color if (ScreenAct = 1) then //Clear just once when in dual screen mode glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColorRGB(Color, Progress); glBegin(GL_QUADS); glVertex2f(0, 0); glVertex2f(0, 600); glVertex2f(800, 600); glVertex2f(800, 0); glEnd; glDisable(GL_BLEND); end; end; end.