{* 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 UDisplay;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UCommon,
SDL,
UMenu,
gl,
glu,
SysUtils;
type
TDisplay = class
private
//fade-to-black-hack
BlackScreen: boolean;
FadeEnabled: boolean; // true if fading is enabled
FadeFailed: boolean; // true if fading is possible (enough memory, etc.)
FadeState: integer; // fading state, 0 means that the fade texture must be initialized
LastFadeTime: cardinal; // last fade update time
FadeTex: array[1..2] of GLuint;
FPSCounter: cardinal;
LastFPS: cardinal;
NextFPSSwap: cardinal;
OSD_LastError: string;
procedure DrawDebugInformation;
public
NextScreen: PMenu;
CurrentScreen: PMenu;
//popup data
NextScreenWithCheck: Pmenu;
CheckOK: boolean;
// FIXME: Fade is set to 0 in UMain and other files but not used here anymore.
Fade: real;
constructor Create;
destructor Destroy; override;
procedure SaveScreenShot;
function Draw: boolean;
end;
var
Display: TDisplay;
implementation
uses
TextGL,
UCommandLine,
UGraphic,
UIni,
UImage,
ULog,
UMain,
UTexture,
UTime,
UPath;
constructor TDisplay.Create;
var
i: integer;
begin
inherited Create;
//popup hack
CheckOK := false;
NextScreen := nil;
NextScreenWithCheck := nil;
BlackScreen := false;
// fade mod
FadeState := 0;
FadeEnabled := (Ini.ScreenFade = 1);
FadeFailed:= false;
glGenTextures(2, @FadeTex);
for i := 1 to 2 do
begin
glBindTexture(GL_TEXTURE_2D, FadeTex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
end;
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
end;
destructor TDisplay.Destroy;
begin
glDeleteTextures(2, @FadeTex);
inherited Destroy;
end;
function TDisplay.Draw: boolean;
var
S: integer;
FadeStateSquare: real;
currentTime: cardinal;
glError: glEnum;
begin
Result := true;
//We don't need this here anymore,
//Because the background care about cleaning the buffers
//glClearColor(1, 1, 1 , 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;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
// popup hack
// check was successful... move on
if CheckOK then
begin
if assigned(NextScreenWithCheck) then
begin
NextScreen := NextScreenWithCheck;
NextScreenWithCheck := nil;
CheckOk := false;
end
else
begin
// on end of game fade to black before exit
BlackScreen := true;
end;
end;
if (not assigned(NextScreen)) and (not BlackScreen) then
begin
CurrentScreen.Draw;
//popup mod
if (ScreenPopupError <> nil) and ScreenPopupError.Visible then
ScreenPopupError.Draw
else if (ScreenPopupCheck <> nil) and ScreenPopupCheck.Visible then
ScreenPopupCheck.Draw;
// fade mod
FadeState := 0;
if ((Ini.ScreenFade = 1) and (not FadeFailed)) then
FadeEnabled := true
else if (Ini.ScreenFade = 0) then
FadeEnabled := false;
end
else
begin
// disable fading if initialization failed
if (FadeEnabled and FadeFailed) then
begin
FadeEnabled := false;
end;
if (FadeEnabled and not FadeFailed) then
begin
//Create Fading texture if we're just starting
if FadeState = 0 then
begin
// save old viewport and resize to fit texture
glPushAttrib(GL_VIEWPORT_BIT);
glViewPort(0, 0, 512, 512);
// draw screen that will be faded
CurrentScreen.Draw;
// clear OpenGL errors, otherwise fading might be disabled due to some
// older errors in previous OpenGL calls.
glGetError();
// copy screen to texture
glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
glError := glGetError();
if (glError <> GL_NO_ERROR) then
begin
FadeFailed := true;
Log.LogWarn('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw');
end;
// restore viewport
glPopAttrib();
// blackscreen-hack
if not BlackScreen then
NextScreen.onShow;
// update fade state
LastFadeTime := SDL_GetTicks();
if (S = 2) or (Screens = 1) then
FadeState := FadeState + 1;
end; // end texture creation in first fading step
//do some time-based fading
currentTime := SDL_GetTicks();
if (currentTime > LastFadeTime+30) and (S = 1) then
begin
FadeState := FadeState + 4;
LastFadeTime := currentTime;
end;
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
else if ScreenAct = 1 then
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
FadeStateSquare := (FadeState*FadeState)/10000;
glBindTexture(GL_TEXTURE_2D, FadeTex[S]);
glColor4f(1, 1, 1, 1-FadeStateSquare);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glTexCoord2f(0+FadeStateSquare, 0+FadeStateSquare); glVertex2f(0, 600);
glTexCoord2f(0+FadeStateSquare, 1-FadeStateSquare); glVertex2f(0, 0);
glTexCoord2f(1-FadeStateSquare, 1-FadeStateSquare); glVertex2f(800, 0);
glTexCoord2f(1-FadeStateSquare, 0+FadeStateSquare); glVertex2f(800, 600);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
// blackscreen hack
else if not BlackScreen then
begin
NextScreen.OnShow;
end;
if ((FadeState > 40) or (not FadeEnabled) or FadeFailed) and (S = 1) then
begin
// fade out complete...
FadeState := 0;
CurrentScreen.onHide;
CurrentScreen.ShowFinish := false;
CurrentScreen := NextScreen;
NextScreen := nil;
if not BlackScreen then
begin
CurrentScreen.onShowFinish;
CurrentScreen.ShowFinish := true;
end
else
begin
Result := false;
Break;
end;
end;
end; // if
// Draw OSD only on first Screen if Debug Mode is enabled
if ((Ini.Debug = 1) or (Params.Debug)) and (S = 1) then
DrawDebugInformation;
end; // for
end;
procedure TDisplay.SaveScreenShot;
var
Num: integer;
FileName: string;
ScreenData: PChar;
Surface: PSDL_Surface;
Success: boolean;
Align: integer;
RowSize: integer;
begin
// Exit if Screenshot-path does not exist or read-only
if (ScreenshotsPath = '') then
Exit;
for Num := 1 to 9999 do
begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do
FileName := '0' + FileName;
FileName := ScreenshotsPath + 'screenshot' + FileName + '.png';
if not FileExists(FileName) then
break
end;
// we must take the row-alignment (4byte by default) into account
glGetIntegerv(GL_PACK_ALIGNMENT, @Align);
// calc aligned row-size
RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align;
GetMem(ScreenData, RowSize * ScreenH);
glReadPixels(0, 0, ScreenW, ScreenH, GL_RGB, GL_UNSIGNED_BYTE, ScreenData);
// on big endian machines (powerpc) this may need to be changed to
// Needs to be tests. KaMiSchi Sept 2008
// in this case one may have to add " glext, " to the list of used units
// glReadPixels(0, 0, ScreenW, ScreenH, GL_BGR, GL_UNSIGNED_BYTE, ScreenData);
Surface := SDL_CreateRGBSurfaceFrom(
ScreenData, ScreenW, ScreenH, 24, RowSize,
$0000FF, $00FF00, $FF0000, 0);
// Success := WriteJPGImage(FileName, Surface, 95);
// Success := WriteBMPImage(FileName, Surface);
Success := WritePNGImage(FileName, Surface);
if Success then
ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName))
else
ScreenPopupError.ShowPopup('Screenshot failed');
SDL_FreeSurface(Surface);
FreeMem(ScreenData);
end;
//------------
// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
//------------
procedure TDisplay.DrawDebugInformation;
var Ticks: cardinal;
begin
// Some White Background for information
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 0.5);
glBegin(GL_QUADS);
glVertex2f(690, 44);
glVertex2f(690, 0);
glVertex2f(800, 0);
glVertex2f(800, 44);
glEnd;
glDisable(GL_BLEND);
// Set Font Specs
SetFontStyle(0);
SetFontSize(21);
SetFontItalic(false);
glColor4f(0, 0, 0, 1);
// Calculate FPS
Ticks := SDL_GetTicks();
if (Ticks >= NextFPSSwap) then
begin
LastFPS := FPSCounter * 4;
FPSCounter := 0;
NextFPSSwap := Ticks + 250;
end;
Inc(FPSCounter);
// Draw Text
// FPS
SetFontPos(695, 0);
glPrint ('FPS: ' + InttoStr(LastFPS));
// RSpeed
SetFontPos(695, 13);
glPrint ('RSpeed: ' + InttoStr(Round(1000 * TimeMid)));
// LastError
SetFontPos(695, 26);
glColor4f(1, 0, 0, 1);
glPrint (OSD_LastError);
glColor4f(1, 1, 1, 1);
end;
end.