{* 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.