unit UDisplay;
interface
uses Windows, SDL, UMenu, OpenGL12, SysUtils;
type
TDisplay = class
ActualScreen: PMenu;
NextScreen: PMenu;
//fade-to-black-hack
BlackScreen: Boolean;
//popup hack
NextScreenWithCheck: Pmenu;
CheckOK: Boolean;
h_DC: HDC;
h_RC: HGLRC;
Fade: Real;
// fade-mod
doFade: Boolean;
canFade: Boolean;
myFade: integer;
lastTime: Cardinal;
pTexData : Pointer;
pTex : array[1..2] of glUInt;
// end
function Draw: Boolean;
procedure PrintScreen;
constructor Create;
// fade mod
destructor Destroy;
// end
procedure ScreenShot;
end;
var
Display: TDisplay;
implementation
uses UGraphic, UTime, Graphics, Jpeg, UFiles, UTexture, UIni;
constructor TDisplay.Create;
var i: integer;
begin
inherited Create;
//popup hack
CheckOK:=False;
NextScreen:=NIL;
NextScreenWithCheck:=NIL;
BlackScreen:=False;
// fade mod
myfade:=0;
if Ini.ScreenFade=1 then
doFade:=True
else
doFade:=False;
canFade:=True;
// generate texture for fading between screens
GetMem(pTexData, 512*512*3);
if pTexData <> NIL then
for i:= 1 to 2 do
begin
glGenTextures(1, pTex[i]);
if glGetError <> GL_NO_ERROR then canFade := False;
glBindTexture(GL_TEXTURE_2D, pTex[i]);
if glGetError <> GL_NO_ERROR then canFade := False;
glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);
if glGetError <> GL_NO_ERROR then canFade := False;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if glGetError <> GL_NO_ERROR then canFade := False;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if glGetError <> GL_NO_ERROR then canFade := False;
end
else
begin
canFade:=False;
end;
FreeMem(pTexData);
// end
end;
// fade mod
destructor TDisplay.Destroy;
begin
if canFade then
glDeleteTextures(1,@pTex);
inherited Destroy;
end;
// end
function TDisplay.Draw: Boolean;
var
S: integer;
Col: Real;
// fade mod
myFade2: Real;
currentTime: Cardinal;
glError: glEnum;
glErrorStr: String;
// end
begin
Result := True;
Col := 1;
{if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
Col := 0; }
glClearColor(Col, Col, Col , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
for S := 1 to Screens do begin
ScreenAct := S;
// if Screens = 1 then ScreenX := 0;
// if (Screens = 2) and (S = 1) then ScreenX := -1;
// if (Screens = 2) and (S = 2) then ScreenX := 1;
ScreenX := 0;
if S = 2 then TimeSkip := 0 else;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
//popup hack
// check was successful... move on
if CheckOK then
if assigned (NextScreenWithCheck)then
begin
NextScreen:=NextScreenWithCheck;
NextScreenWithCheck := NIL;
CheckOk:=False;
end
else
BlackScreen:=True; // end of game - fade to black before exit
//end popup hack
// ActualScreen.SetAnimationProgress(1);
if (not assigned (NextScreen)) and (not BlackScreen) then begin
ActualScreen.Draw;
//popup mod
if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else
if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw;
//popup end
// fade mod
myfade:=0;
if (Ini.ScreenFade=1) and canFade then
doFade:=True
else if Ini.ScreenFade=0 then
doFade:=False;
// end
end
else
begin
// check if we had an initialization error (canfade=false, dofade=true)
if doFade and not canFade then begin
doFade:=False; //disable fading
ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
end;
if doFade and canFade then
begin
// fade mod
//Create Fading texture if we're just starting
if myfade = 0 then
begin
glViewPort(0, 0, 512, 512);
ActualScreen.Draw;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
glError:=glGetError;
if glError <> GL_NO_ERROR then
begin
canFade := False;
case glError of
GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM';
GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE';
GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION';
GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW';
GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW';
GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY';
else glErrorStr:='unknown error';
end;
ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
end;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
// blackscreen-hack
if not BlackScreen then
NextScreen.onShow;
lastTime:=GetTickCount;
if (S=2) or (Screens = 1) then
myfade:=myfade+1;
end; // end texture creation in first fading step
//do some time-based fading
currentTime:=GetTickCount;
if (currentTime > lastTime+30) and (S=1) then
begin
myfade:=myfade+4;
lastTime:=currentTime;
end;
// LastFade := Fade; // whatever
// Fade := Fade -0.999; // start fading out
// ActualScreen.ShowFinish := false; // no purpose?
// ActualScreen.SetAnimationProgress(Fade-1); // nop?
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
else begin
glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;
// and draw old screen over it... slowly fading out
myfade2:=(myfade*myfade)/10000;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
else
// blackscreen hack
if not BlackScreen then
NextScreen.OnShow;
if (myfade > 40) or (not doFade) or (not canFade) then begin // fade out complete...
myFade:=0;
ActualScreen.onHide;
ActualScreen.ShowFinish:=False;
ActualScreen:=NextScreen;
NextScreen := nil;
if not blackscreen then
begin
ActualScreen.onShowFinish;
ActualScreen.ShowFinish := true;
end
else
Result:=False;
// end of fade mod
end;
end; // if
end; // for
// SwapBuffers(h_DC);
end;
{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
begin
Self.FadeIn := FadeIn;
FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
ActualStep := $FF;
Result := $FF div FadeStep;
end;}
procedure TDisplay.PrintScreen;
var
Bitmap: TBitmap;
Jpeg: TJpegImage;
X, Y: integer;
Num: integer;
FileName: string;
begin
for Num := 1 to 9999 do begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do FileName := '0' + FileName;
FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg';
if not FileExists(FileName) then break
end;
glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]);
Bitmap := TBitmap.Create;
Bitmap.Width := ScreenW;
Bitmap.Height := ScreenH;
for Y := 0 to ScreenH-1 do
for X := 0 to ScreenW-1 do
Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF;
Jpeg := TJpegImage.Create;
Jpeg.Assign(Bitmap);
Bitmap.Free;
Jpeg.CompressionQuality := 95;//90;
Jpeg.SaveToFile(FileName);
Jpeg.Free;
end;
procedure TDisplay.ScreenShot;
var F : file;
FileInfo: BITMAPINFOHEADER;
FileHeader : BITMAPFILEHEADER;
pPicData:Pointer;
FileName: String;
Num: Integer;
begin
//bilddatei Suchen
for Num := 1 to 9999 do begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do FileName := '0' + FileName;
FileName := ScreenshotsPath + FileName + '.BMP';
if not FileExists(FileName) then break
end;
//Speicher f�r die Speicherung der Header-Informationen vorbereiten
ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER));
//Initialisieren der Daten des Headers
FileHeader.bfType := 19778; //$4D42 = 'BM'
FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
//Schreiben der Bitmap-Informationen
FileInfo.biSize := SizeOf(BITMAPINFOHEADER);
FileInfo.biWidth := ScreenW;
FileInfo.biHeight := ScreenH;
FileInfo.biPlanes := 1;
FileInfo.biBitCount := 32;
FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8);
//Gr��enangabe auch in den Header �bernehmen
FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
//Speicher f�r die Bilddaten reservieren
GetMem(pPicData, FileInfo.biSizeImage);
try
//Bilddaten von OpenGL anfordern (siehe oben)
glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData);
//Und den ganzen M�ll in die Datei schieben ;-)
//Moderne Leute nehmen daf�r auch Streams ...
AssignFile(f, Filename);
Rewrite( f,1 );
try
BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER));
BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER));
BlockWrite(F, pPicData^, FileInfo.biSizeImage );
finally
CloseFile(f);
end;
finally
//Und den angeforderten Speicher wieder freigeben ...
FreeMem(pPicData, FileInfo.biSizeImage);
end;
end;
end.