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{* 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;

//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: string;
begin
  inherited;
  FadeTime := 0;

  Color := ThemedSettings.Color;
  Alpha := ThemedSettings.Alpha;
  if (Length(ThemedSettings.Tex) > 0) then
  begin
    texFilename := Skin.GetTextureFileName(ThemedSettings.Tex);
    texFilename := AdaptFilePaths(texFilename);
    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.