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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-06 11:36:03 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-06 11:36:03 +0000
commitb2a824d8f4fcf4d9038e2a360ac586fb0279e739 (patch)
tree79c473600e6ada136c7b2e63c8725565f8c4c521
parentda94f9cb1798038b5bbf898b1a92ab03c3a1628e (diff)
downloadusdx-b2a824d8f4fcf4d9038e2a360ac586fb0279e739.tar.gz
usdx-b2a824d8f4fcf4d9038e2a360ac586fb0279e739.tar.xz
usdx-b2a824d8f4fcf4d9038e2a360ac586fb0279e739.zip
removed lazarus dependencies
- added an implementation of AllocateHWnd/DeallocateHWnd to UCommon for the Win32 only units DirWatch and Midi... (do not use AllocateHWnd somewhere else) - added an own implementation of ShowMessage to UCommon (uses MessageBox in Windows, console-output otherwise) - linux still needs lresources for the lrs-file (will be removed soon) - the FPC windows version uses windows resources now (instead of lrs ones). compile them with windres (in FPC's "bin" dir) or delphi (a batch-file for windres will follow soon) - changed path-separator from '\' to '/' in RC-file for windres compatibility git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1006 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r--Game/Code/Classes/TextGL.pas7
-rw-r--r--Game/Code/Classes/UCommon.pas593
-rw-r--r--Game/Code/Classes/ULyrics.pas6
-rw-r--r--Game/Code/Classes/UPlatformWindows.pas55
-rw-r--r--Game/Code/Classes/UTextClasses.pas1
-rw-r--r--Game/Code/Classes/UTexture.pas14
-rw-r--r--Game/Code/Classes/UVideo.pas17
-rw-r--r--Game/Code/Classes/UXMLSong.pas2
-rw-r--r--Game/Code/Menu/UDisplay.pas978
-rw-r--r--Game/Code/Screens/UScreenCredits.pas2803
-rw-r--r--Game/Code/Screens/UScreenSong.pas32
-rw-r--r--Game/Code/UltraStar.dpr19
-rw-r--r--Game/Code/UltraStar.lpr87
-rw-r--r--Game/Code/UltraStar.rc66
-rw-r--r--Game/Code/lib/midi/MidiFile.pas15
-rw-r--r--Game/Code/lib/midi/Midiin.pas4
-rw-r--r--Game/Code/lib/midi/Midiout.pas5
-rw-r--r--Game/Code/lib/other/DirWatch.pas6
-rw-r--r--Game/Code/switches.inc275
19 files changed, 2452 insertions, 2533 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
index 9d9a4be7..c4399a7a 100644
--- a/Game/Code/Classes/TextGL.pas
+++ b/Game/Code/Classes/TextGL.pas
@@ -14,7 +14,6 @@ uses
SDL,
UTexture,
Classes,
- dialogs,
SDL_ttf,
ULog;
@@ -78,7 +77,7 @@ uses
UMain,
UCommon,
SysUtils,
- {$IFDEF LAZARUS}
+ {$IFDEF LCL}
LResources,
{$ENDIF}
{$IFDEF DARWIN}
@@ -89,7 +88,7 @@ uses
procedure BuildFont; // Build Our Bitmap Font
procedure loadfont( aID : integer; aType, aResourceName : String);
- {$IFDEF LAZARUS}
+ {$IFDEF LCL}
var
lLazRes : TLResource;
lResData : TStringStream;
@@ -106,7 +105,6 @@ procedure BuildFont; // Build Our Bitmap Font
freeandnil( lResData );
end;
end;
-
{$ELSE}
var
Reg: TResourceStream;
@@ -387,6 +385,7 @@ begin
begin
Log.LogStatus('ERROR Could not find font in ' + FileName , '');
ShowMessage( 'ERROR Could not find font in ' + FileName );
+ Result := nil;
end;
end;
diff --git a/Game/Code/Classes/UCommon.pas b/Game/Code/Classes/UCommon.pas
index 62d7df65..dce11ea0 100644
--- a/Game/Code/Classes/UCommon.pas
+++ b/Game/Code/Classes/UCommon.pas
@@ -1,293 +1,300 @@
-unit UCommon;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SysUtils,
-{$IFDEF LAZARUS}
- lResources,
-{$ENDIF}
- ULog,
-{$IFDEF DARWIN}
- messages,
-{$ENDIF}
-{$IFDEF win32}
- windows;
-{$ELSE}
- lcltype,
- messages;
-{$ENDIF}
-
-{$IFNDEF win32}
-type
- hStream = THandle;
- HGLRC = THandle;
- TLargeInteger = Int64;
- TWin32FindData = LongInt;
-{$ENDIF}
-
-{$IFDEF LAZARUS}
- function LazFindResource( const aName, aType : String ): TLResource;
-{$ENDIF}
-
-{$IFDEF DARWIN}
- procedure ShowMessage( const msg : String );
-{$ENDIF}
-
-{$IFDEF FPC}
-
-function RandomRange(aMin: Integer; aMax: Integer) : Integer;
-
-function MaxValue(const Data: array of Double): Double;
-function MinValue(const Data: array of Double): Double;
-
- {$IFDEF WIN32}
- type
- TWndMethod = procedure(var Message: TMessage) of object;
- function AllocateHWnd(Method: TWndMethod): HWND;
- procedure DeallocateHWnd(Wnd: HWND);
- {$ENDIF} // Win32
-
-{$ENDIF} // FPC Only
-
-function StringReplaceW(text : WideString; search, rep: WideChar):WideString;
-function AdaptFilePaths( const aPath : widestring ): widestring;
-
-
-{$IFNDEF win32}
-(*
- function QueryPerformanceCounter(lpPerformanceCount:TLARGEINTEGER):Bool;
- function QueryPerformanceFrequency(lpFrequency:TLARGEINTEGER):Bool;
-*)
- procedure ZeroMemory( Destination: Pointer; Length: DWORD );
-{$ENDIF}
-
-// eddie: FindFirstW etc are now in UPlatformWindows.pas
-
-(*
- * Character classes
- *)
-
-function IsAlphaChar(ch: WideChar): boolean;
-function IsNumericChar(ch: WideChar): boolean;
-function IsAlphaNumericChar(ch: WideChar): boolean;
-function IsPunctuationChar(ch: WideChar): boolean;
-function IsControlChar(ch: WideChar): boolean;
-
-
-implementation
-
-function StringReplaceW(text : WideString; search, rep: WideChar):WideString;
-var
- iPos : integer;
-// sTemp : WideString;
-begin
-(*
- result := text;
- iPos := Pos(search, result);
- while (iPos > 0) do
- begin
- sTemp := copy(result, iPos + length(search), length(result));
- result := copy(result, 1, iPos - 1) + rep + sTEmp;
- iPos := Pos(search, result);
- end;
-*)
- result := text;
-
- if search = rep then
- exit;
-
- for iPos := 0 to length( result ) - 1 do
- begin
- if result[ iPos ] = search then
- result[ iPos ] := rep;
- end;
-end;
-
-function AdaptFilePaths( const aPath : widestring ): widestring;
-begin
- result := StringReplaceW( aPath, '\', PathDelim );//, [rfReplaceAll] );
-end;
-
-
-{$IFNDEF win32}
-procedure ZeroMemory( Destination: Pointer; Length: DWORD );
-begin
- FillChar( Destination^, Length, 0 );
-end; //ZeroMemory
-
-(*
-function QueryPerformanceCounter(lpPerformanceCount:TLARGEINTEGER):Bool;
-
- // From http://en.wikipedia.org/wiki/RDTSC
- function RDTSC: Int64; register;
- asm
- rdtsc
- end;
-
-begin
- // Use clock_gettime here maybe ... from libc
- lpPerformanceCount := RDTSC();
- result := true;
-end;
-
-function QueryPerformanceFrequency(lpFrequency:TLARGEINTEGER):Bool;
-begin
- lpFrequency := 0;
- result := true;
-end;
-*)
-{$ENDIF}
-
-
-{$IFDEF LAZARUS}
-
-function LazFindResource( const aName, aType : String ): TLResource;
-var
- iCount : Integer;
-begin
- result := nil;
-
- for iCount := 0 to LazarusResources.count -1 do
- begin
- if ( LazarusResources.items[ iCount ].Name = aName ) AND
- ( LazarusResources.items[ iCount ].ValueType = aType ) THEN
- begin
- result := LazarusResources.items[ iCount ];
- exit;
- end;
- end;
-end;
-{$ENDIF}
-
-{$IFDEF FPC}
-// FIXME: already exists in FPC
-function MaxValue(const Data: array of Double): Double;
-var
- I: Integer;
-begin
- Result := Data[Low(Data)];
- for I := Low(Data) + 1 to High(Data) do
- if Result < Data[I] then
- Result := Data[I];
-end;
-
-// FIXME: already exists in FPC
-function MinValue(const Data: array of Double): Double;
-var
- I: Integer;
-begin
- Result := Data[Low(Data)];
- for I := Low(Data) + 1 to High(Data) do
- if Result > Data[I] then
- Result := Data[I];
-end;
-
-function RandomRange(aMin: Integer; aMax: Integer) : Integer;
-begin
-RandomRange := Random(aMax-aMin) + aMin ;
-end;
-
-
-// NOTE !!!!!!!!!!
-// AllocateHWnd is in lclintfh.inc
-
-{$IFDEF MSWINDOWS}
-// TODO : JB this is dodgey and bad... find a REAL solution !
-function AllocateHWnd(Method: TWndMethod): HWND;
-var
- TempClass: TWndClass;
- ClassRegistered: Boolean;
-begin
- Result := CreateWindowEx(WS_EX_TOOLWINDOW, '', '', WS_POPUP , 0, 0, 0, 0, 0, 0, HInstance, nil);
-end;
-
-procedure DeallocateHWnd(Wnd: HWND);
-var
- Instance: Pointer;
-begin
- Instance := Pointer(GetWindowLong(Wnd, GWL_WNDPROC));
- DestroyWindow(Wnd);
-end;
-{$ENDIF}
-{$IFDEF DARWIN}
-// TODO : Situation for the mac isn't better !
-function AllocateHWnd(Method: TWndMethod): HWND;
-begin
-end;
-
-procedure DeallocateHWnd(Wnd: HWND);
-begin
-end;
-{$ENDIF} // IFDEF DARWIN
-
-{$ENDIF} // IFDEF FPC
-
-{$IFDEF DARWIN}
-procedure ShowMessage( const msg : String );
-begin
- //eddie: what to do here?
-end;
-{$ENDIF}
-
-
-function IsAlphaChar(ch: WideChar): boolean;
-begin
- // TODO: add chars > 255 when unicode-fonts work?
- case ch of
- 'A'..'Z', // A-Z
- 'a'..'z', // a-z
- #170,#181,#186,
- #192..#214,
- #216..#246,
- #248..#255:
- Result := true;
- else
- Result := false;
- end;
-end;
-
-function IsNumericChar(ch: WideChar): boolean;
-begin
- case ch of
- '0'..'9':
- Result := true;
- else
- Result := false;
- end;
-end;
-
-function IsAlphaNumericChar(ch: WideChar): boolean;
-begin
- Result := (IsAlphaChar(ch) or IsNumericChar(ch));
-end;
-
-function IsPunctuationChar(ch: WideChar): boolean;
-begin
- // TODO: add chars outside of Latin1 basic (0..127)?
- case ch of
- ' '..'/',':'..'@','['..'`','{'..'~':
- Result := true;
- else
- Result := false;
- end;
-end;
-
-function IsControlChar(ch: WideChar): boolean;
-begin
- case ch of
- #0..#31,
- #127..#159:
- Result := true;
- else
- Result := false;
- end;
-end;
-
-end.
+unit UCommon;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SysUtils,
+ Classes,
+ Messages,
+{$IFDEF LCL}
+ lResources,
+{$ENDIF}
+{$IFDEF win32}
+ Windows,
+{$ENDIF}
+ ULog;
+
+{$IFNDEF DARWIN}
+// FIXME: remove this if it is not needed anymore
+type
+ hStream = THandle;
+ HGLRC = THandle;
+ TLargeInteger = Int64;
+ TWin32FindData = LongInt;
+{$ENDIF}
+
+{$IFDEF LCL}
+ function LazFindResource( const aName, aType : String ): TLResource;
+{$ENDIF}
+
+procedure ShowMessage( const msg : String );
+
+{$IFDEF FPC}
+function RandomRange(aMin: Integer; aMax: Integer) : Integer;
+{$ENDIF}
+
+{$IF Defined(MSWINDOWS) and Defined(FPC)}
+function AllocateHWnd(Method: TWndMethod): HWND;
+procedure DeallocateHWnd(hWnd: HWND);
+{$IFEND}
+
+function StringReplaceW(text : WideString; search, rep: WideChar):WideString;
+function AdaptFilePaths( const aPath : widestring ): widestring;
+
+
+{$IFNDEF win32}
+ procedure ZeroMemory( Destination: Pointer; Length: DWORD );
+{$ENDIF}
+
+(*
+ * Character classes
+ *)
+
+function IsAlphaChar(ch: WideChar): boolean;
+function IsNumericChar(ch: WideChar): boolean;
+function IsAlphaNumericChar(ch: WideChar): boolean;
+function IsPunctuationChar(ch: WideChar): boolean;
+function IsControlChar(ch: WideChar): boolean;
+
+
+implementation
+
+uses
+{$IFDEF Delphi}
+ Dialogs,
+{$ENDIF}
+ UConfig;
+
+function StringReplaceW(text : WideString; search, rep: WideChar):WideString;
+var
+ iPos : integer;
+// sTemp : WideString;
+begin
+(*
+ result := text;
+ iPos := Pos(search, result);
+ while (iPos > 0) do
+ begin
+ sTemp := copy(result, iPos + length(search), length(result));
+ result := copy(result, 1, iPos - 1) + rep + sTEmp;
+ iPos := Pos(search, result);
+ end;
+*)
+ result := text;
+
+ if search = rep then
+ exit;
+
+ for iPos := 0 to length( result ) - 1 do
+ begin
+ if result[ iPos ] = search then
+ result[ iPos ] := rep;
+ end;
+end;
+
+function AdaptFilePaths( const aPath : widestring ): widestring;
+begin
+ result := StringReplaceW( aPath, '\', PathDelim );//, [rfReplaceAll] );
+end;
+
+
+{$IFNDEF win32}
+procedure ZeroMemory( Destination: Pointer; Length: DWORD );
+begin
+ FillChar( Destination^, Length, 0 );
+end; //ZeroMemory
+
+(*
+function QueryPerformanceCounter(lpPerformanceCount:TLARGEINTEGER):Bool;
+
+ // From http://en.wikipedia.org/wiki/RDTSC
+ function RDTSC: Int64; register;
+ asm
+ rdtsc
+ end;
+
+begin
+ // Use clock_gettime here maybe ... from libc
+ lpPerformanceCount := RDTSC();
+ result := true;
+end;
+
+function QueryPerformanceFrequency(lpFrequency:TLARGEINTEGER):Bool;
+begin
+ lpFrequency := 0;
+ result := true;
+end;
+*)
+{$ENDIF}
+
+
+{$IFDEF LCL}
+function LazFindResource( const aName, aType : String ): TLResource;
+var
+ iCount : Integer;
+begin
+ result := nil;
+
+ for iCount := 0 to LazarusResources.count -1 do
+ begin
+ if ( LazarusResources.items[ iCount ].Name = aName ) AND
+ ( LazarusResources.items[ iCount ].ValueType = aType ) THEN
+ begin
+ result := LazarusResources.items[ iCount ];
+ exit;
+ end;
+ end;
+end;
+{$ENDIF}
+
+{$IFDEF FPC}
+function RandomRange(aMin: Integer; aMax: Integer) : Integer;
+begin
+ RandomRange := Random(aMax-aMin) + aMin ;
+end;
+{$ENDIF}
+
+{$IF Defined(MSWINDOWS) and Defined(FPC)}
+function AllocateHWndCallback(hWnd: HWND; uMsg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
+var
+ Msg: TMessage;
+ MethodPtr: ^TWndMethod;
+begin
+ FillChar(Msg, SizeOf(Msg), 0);
+ Msg.msg := uMsg;
+ Msg.wParam := wParam;
+ Msg.lParam := lParam;
+
+ MethodPtr := Pointer(GetWindowLongPtr(hwnd, GWL_USERDATA));
+ if Assigned(MethodPtr) then
+ MethodPtr^(Msg);
+
+ Result := DefWindowProc(hwnd, uMsg, wParam, lParam);
+end;
+
+function AllocateHWnd(Method: TWndMethod): HWND;
+var
+ ClassExists: Boolean;
+ WndClass, OldClass: TWndClass;
+ MethodPtr: ^TMethod;
+begin
+ Result := 0;
+
+ // setup class-info
+ FillChar(WndClass, SizeOf(TWndClass), 0);
+ WndClass.hInstance := HInstance;
+ // Important: do not enable AllocateHWndCallback before the msg-handler method is assigned,
+ // otherwise race-conditions might occur
+ WndClass.lpfnWndProc := @DefWindowProc;
+ WndClass.lpszClassName:= 'USDXUtilWindowClass';
+
+ // check if class is already registered
+ ClassExists := GetClassInfo(HInstance, WndClass.lpszClassName, OldClass);
+ // create window-class shared by all windows created by AllocateHWnd()
+ if (not ClassExists) or (@OldClass.lpfnWndProc <> @DefWindowProc) then
+ begin
+ if ClassExists then
+ UnregisterClass(WndClass.lpszClassName, HInstance);
+ if (RegisterClass(WndClass) = 0) then
+ Exit;
+ end;
+ // create window
+ Result := CreateWindowEx(WS_EX_TOOLWINDOW, WndClass.lpszClassName, '',
+ WS_POPUP, 0, 0, 0, 0, 0, 0, HInstance, nil);
+ if (Result = 0) then
+ Exit;
+ // assign individual callback procedure to the window
+ if Assigned(Method) then
+ begin
+ // TMethod contains two pointers but we can pass just one as USERDATA
+ GetMem(MethodPtr, SizeOf(TMethod));
+ MethodPtr^ := TMethod(Method);
+ SetWindowLongPtr(Result, GWL_USERDATA, LONG_PTR(MethodPtr));
+ end;
+ // now enable AllocateHWndCallback for this window
+ SetWindowLongPtr(Result, GWL_WNDPROC, LONG_PTR(@AllocateHWndCallback));
+end;
+
+procedure DeallocateHWnd(hWnd: HWND);
+var
+ MethodPtr: ^TMethod;
+begin
+ if (hWnd <> 0) then
+ begin
+ MethodPtr := Pointer(GetWindowLongPtr(hWnd, GWL_USERDATA));
+ DestroyWindow(hWnd);
+ if Assigned(MethodPtr) then
+ FreeMem(MethodPtr);
+ end;
+end;
+{$IFEND}
+
+procedure ShowMessage( const msg : String );
+begin
+{$IF Defined(MSWINDOWS)}
+ MessageBox(0, PChar(msg), PChar(USDXVersionStr()), MB_ICONINFORMATION);
+{$ELSE}
+ debugwriteln(msg);
+{$IFEND}
+end;
+
+function IsAlphaChar(ch: WideChar): boolean;
+begin
+ // TODO: add chars > 255 when unicode-fonts work?
+ case ch of
+ 'A'..'Z', // A-Z
+ 'a'..'z', // a-z
+ #170,#181,#186,
+ #192..#214,
+ #216..#246,
+ #248..#255:
+ Result := true;
+ else
+ Result := false;
+ end;
+end;
+
+function IsNumericChar(ch: WideChar): boolean;
+begin
+ case ch of
+ '0'..'9':
+ Result := true;
+ else
+ Result := false;
+ end;
+end;
+
+function IsAlphaNumericChar(ch: WideChar): boolean;
+begin
+ Result := (IsAlphaChar(ch) or IsNumericChar(ch));
+end;
+
+function IsPunctuationChar(ch: WideChar): boolean;
+begin
+ // TODO: add chars outside of Latin1 basic (0..127)?
+ case ch of
+ ' '..'/',':'..'@','['..'`','{'..'~':
+ Result := true;
+ else
+ Result := false;
+ end;
+end;
+
+function IsControlChar(ch: WideChar): boolean;
+begin
+ case ch of
+ #0..#31,
+ #127..#159:
+ Result := true;
+ else
+ Result := false;
+ end;
+end;
+
+end.
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index 09031cb5..505c69f9 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -122,7 +122,6 @@ uses SysUtils,
TextGL,
UGraphic,
UDisplay,
- dialogs,
math,
UIni;
@@ -436,8 +435,9 @@ begin
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(0,0,800,600);
end;
-
- Display.ScreenShot;
+
+ //for debugging, is this used anymore?
+ //Display.ScreenShot;
//Copy to Texture
glEnable(GL_ALPHA);
diff --git a/Game/Code/Classes/UPlatformWindows.pas b/Game/Code/Classes/UPlatformWindows.pas
index 3d1713ee..a0192b57 100644
--- a/Game/Code/Classes/UPlatformWindows.pas
+++ b/Game/Code/Classes/UPlatformWindows.pas
@@ -23,15 +23,14 @@ type
procedure halt;
function GetLogPath : WideString;
- function GetGameSharedPath : WideString;
- function GetGameUserPath : WideString;
+ function GetGameSharedPath : WideString;
+ function GetGameUserPath : WideString;
end;
implementation
uses SysUtils,
- Windows,
- Forms;
+ Windows;
type
@@ -198,30 +197,30 @@ begin
end;
function TPlatformWindows.GetLogPath : WideString;
-begin
- result := ExtractFilePath(ParamStr(0));
-end;
-
-function TPlatformWindows.GetGameSharedPath : WideString;
-begin
- result := ExtractFilePath(ParamStr(0));
-end;
-
-function TPlatformWindows.GetGameUserPath : WideString;
-begin
- result := ExtractFilePath(ParamStr(0));
-end;
-
- function TPlatformWindows.FindSongFile(Dir, Mask: widestring): widestring;
- var
- SR: TSearchRec; // for parsing song directory
-begin
- Result := '';
- if SysUtils.FindFirst(Dir + Mask, faDirectory, SR) = 0 then begin
- Result := SR.Name;
- end; // if
- SysUtils.FindClose(SR);
-end;
+begin
+ result := ExtractFilePath(ParamStr(0));
+end;
+
+function TPlatformWindows.GetGameSharedPath : WideString;
+begin
+ result := ExtractFilePath(ParamStr(0));
+end;
+
+function TPlatformWindows.GetGameUserPath : WideString;
+begin
+ result := ExtractFilePath(ParamStr(0));
+end;
+
+function TPlatformWindows.FindSongFile(Dir, Mask: widestring): widestring;
+var
+ SR: TSearchRec; // for parsing song directory
+begin
+ Result := '';
+ if SysUtils.FindFirst(Dir + Mask, faDirectory, SR) = 0 then begin
+ Result := SR.Name;
+ end; // if
+ SysUtils.FindClose(SR);
+end;
end.
diff --git a/Game/Code/Classes/UTextClasses.pas b/Game/Code/Classes/UTextClasses.pas
index a09456b8..42c206a9 100644
--- a/Game/Code/Classes/UTextClasses.pas
+++ b/Game/Code/Classes/UTextClasses.pas
@@ -8,7 +8,6 @@ uses OpenGL12,
SDL,
UTexture,
Classes,
- dialogs,
SDL_ttf,
ULog;
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index afc62455..f9f0cc10 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -17,7 +17,6 @@ uses OpenGL12,
Math,
Classes,
SysUtils,
- Graphics,
UCommon,
SDL,
sdlutils,
@@ -132,14 +131,13 @@ uses ULog,
{$ifdef LINUX}
fileutil,
{$endif}
- {$IFDEF LAZARUS}
+ {$IFDEF LCL}
LResources,
{$ENDIF}
{$IFDEF DARWIN}
MacResources,
{$ENDIF}
- StrUtils,
- dialogs;
+ StrUtils;
const
fmt_rgba: TSDL_Pixelformat = (
@@ -272,7 +270,7 @@ var
TexRWops: PSDL_RWops;
dHandle: THandle;
- {$IFDEF LAZARUS}
+ {$IFDEF LCL}
lLazRes : TLResource;
lResData : TStringStream;
{$ELSE}
@@ -311,7 +309,7 @@ begin
Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
// load from resource stream
- {$IFDEF LAZARUS}
+ {$IFDEF LCL}
lLazRes := LazFindResource( Identifier, 'TEX' );
if lLazRes <> nil then
begin
@@ -969,11 +967,11 @@ begin
Exit;
end;
end;
- Log.LogError('Unknown texture-type: ' + TypeStr, 'ParseTextureType');
+ Log.LogError('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
Result := TEXTURE_TYPE_PLAIN;
end;
-{$IFDEF LAZARUS}
+{$IFDEF LCL}
initialization
{$I UltraStar.lrs}
{$ENDIF}
diff --git a/Game/Code/Classes/UVideo.pas b/Game/Code/Classes/UVideo.pas
index 3be06c9e..5faf3a06 100644
--- a/Game/Code/Classes/UVideo.pas
+++ b/Game/Code/Classes/UVideo.pas
@@ -48,11 +48,7 @@ uses SDL,
dialogs,
{$endif}
{$ENDIF}
- (* FIXME
- {$ifdef UseFFMpegAudio}
- UAudioDecoder_FFMpeg,
- {$endif}
- *)
+ UCommon,
UIni,
ULog,
UMusic,
@@ -122,17 +118,6 @@ type
const
SDL_AUDIO_BUFFER_SIZE = 1024;
-{$ifdef DebugDisplay}
-//{$ifNdef win32}
-
-procedure showmessage( aMessage : String );
-begin
- debugwriteln( aMessage );
-end;
-
-//{$endif}
-{$ENDIF}
-
{ ------------------------------------------------------------------------------
asdf
------------------------------------------------------------------------------ }
diff --git a/Game/Code/Classes/UXMLSong.pas b/Game/Code/Classes/UXMLSong.pas
index e45fa837..ddcb173a 100644
--- a/Game/Code/Classes/UXMLSong.pas
+++ b/Game/Code/Classes/UXMLSong.pas
@@ -81,7 +81,7 @@ const
DS_Both = 3;
implementation
-uses SysUtils, StrUtils, Dialogs;
+uses SysUtils, StrUtils;
Constructor TParser.Create;
begin
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index 86b8910d..896e7656 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -1,488 +1,490 @@
-unit UDisplay;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- ucommon,
- SDL,
- UMenu,
- OpenGL12,
- SysUtils;
-
-type
- TDisplay = class
- private
- //fade-to-black-hack
- BlackScreen: Boolean;
-
- doFade : Boolean;
- canFade : Boolean;
- myFade : integer;
- lastTime : Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
-
- FPSCounter : Cardinal;
- LastFPS : Cardinal;
- NextFPSSwap : Cardinal;
-
- OSD_LastError : String;
-
- PrintScreenData: array[0..1024*768-1] of longword;
-
- procedure DrawDebugInformation;
- public
- NextScreen : PMenu;
- CurrentScreen : PMenu;
-
- //popup hack
- NextScreenWithCheck: Pmenu;
- CheckOK : Boolean;
-
- Fade : Real;
-
- constructor Create;
- destructor Destroy; override;
-
- procedure PrintScreen;
- procedure ScreenShot;
-
- function Draw: Boolean;
- end;
-
-var
- Display: TDisplay;
-
-implementation
-
-uses
- {$IFDEF LAZARUS}
- ulazjpeg,
- {$ELSE}
- JPEG,
- {$ENDIF}
- graphics,
- TextGL,
-// ULog,
- UMain,
- UTexture,
- UIni,
- UGraphic,
- UTime,
- UCommandLine;
-
-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*4);
-
- 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, 4, 512, 512, 0, GL_RGBA, 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);
-
- //Set LastError for OSD to No Error
- OSD_LastError := 'No Errors';
-end;
-
-destructor TDisplay.Destroy;
-begin
- if canFade then
- glDeleteTextures(1,@pTex);
-
- inherited Destroy;
-end;
-
-function TDisplay.Draw: Boolean;
-var
- S: integer;
- Col: Real;
- myFade2: Real;
- currentTime: Cardinal;
- glError: glEnum;
- glErrorStr: String;
-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
- begin
- if assigned (NextScreenWithCheck)then
- begin
- NextScreen:=NextScreenWithCheck;
- NextScreenWithCheck := NIL;
- CheckOk:=False;
- end
- else
- begin
- BlackScreen:=True; // end of game - fade to black before exit
- end;
- end;
-
-// CurrentScreen.SetAnimationProgress(1);
- 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
- myfade:=0;
- if (Ini.ScreenFade=1) and canFade then
- doFade:=True
- else if Ini.ScreenFade=0 then
- doFade:=False;
- 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);
- CurrentScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
- glError:=glGetError;
- if (glError <> GL_NO_ERROR) then
- begin
- canFade := False;
- glErrorStr := gluErrorString(glError);
-// 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:=SDL_GetTicks();
- if (S=2) or (Screens = 1) then
- myfade:=myfade+1;
- end; // end texture creation in first fading step
-
- //do some time-based fading
- currentTime:=SDL_GetTicks();
- 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
-
-
-// CurrentScreen.ShowFinish := false; // no purpose?
-
-// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
-
- // 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
- 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
- // blackscreen hack
- else if not BlackScreen then
- begin
- NextScreen.OnShow;
- end;
-
- if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
- begin // fade out complete...
- myFade:=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 of fade mod
- 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
-
- // SDL_GL_SwapBuffers();
-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
- // FIXME: something broken in here... quick fix... disabled it
- Exit;
-{
- // search image-file
- 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;
-
- // prepare header memory
- ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
- ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER));
-
- // initialize header-data
- FileHeader.bfType := 19778; // $4D42 = 'BM'
- FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
-
- // write bitmap info
- 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);
-
- // copy size-info to header
- FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
-
- // reserve memory for image-data
- GetMem(pPicData, FileInfo.biSizeImage);
- try
- // retrieve image-data from OpenGL (see above)
- glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData);
-
- // and move the whole stuff into the file ;-)
- // up-to-date guys use streams for this purpose ...
- 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
- // free allocated data ...
- FreeMem(pPicData, FileInfo.biSizeImage);
- end;
-}
-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(7);
- 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 (PChar('FPS: ' + InttoStr(LastFPS)));
-
- //RSpeed
- SetFontPos(695, 13);
- glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
-
- //LastError
- SetFontPos(695, 26);
- glColor4f(1, 0, 0, 1);
- glPrint (PChar(OSD_LastError));
-
- glColor4f(1, 1, 1, 1);
-end;
-
-end.
+unit UDisplay;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ ucommon,
+ SDL,
+ UMenu,
+ OpenGL12,
+ SysUtils;
+
+type
+ TDisplay = class
+ private
+ //fade-to-black-hack
+ BlackScreen: Boolean;
+
+ doFade : Boolean;
+ canFade : Boolean;
+ myFade : integer;
+ lastTime : Cardinal;
+ pTexData : Pointer;
+ pTex : array[1..2] of glUInt;
+
+ FPSCounter : Cardinal;
+ LastFPS : Cardinal;
+ NextFPSSwap : Cardinal;
+
+ OSD_LastError : String;
+
+ PrintScreenData: array[0..1024*768-1] of longword;
+
+ procedure DrawDebugInformation;
+ public
+ NextScreen : PMenu;
+ CurrentScreen : PMenu;
+
+ //popup hack
+ NextScreenWithCheck: Pmenu;
+ CheckOK : Boolean;
+
+ Fade : Real;
+
+ constructor Create;
+ destructor Destroy; override;
+
+ procedure PrintScreen;
+ procedure ScreenShot;
+
+ function Draw: Boolean;
+ end;
+
+var
+ Display: TDisplay;
+
+implementation
+
+uses
+ {$IFDEF Delphi}
+ JPEG,
+ graphics,
+ {$ENDIF}
+ TextGL,
+// ULog,
+ UMain,
+ UTexture,
+ UIni,
+ UGraphic,
+ UTime,
+ UCommandLine;
+
+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*4);
+
+ 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, 4, 512, 512, 0, GL_RGBA, 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);
+
+ //Set LastError for OSD to No Error
+ OSD_LastError := 'No Errors';
+end;
+
+destructor TDisplay.Destroy;
+begin
+ if canFade then
+ glDeleteTextures(1,@pTex);
+
+ inherited Destroy;
+end;
+
+function TDisplay.Draw: Boolean;
+var
+ S: integer;
+ Col: Real;
+ myFade2: Real;
+ currentTime: Cardinal;
+ glError: glEnum;
+ glErrorStr: String;
+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
+ begin
+ if assigned (NextScreenWithCheck)then
+ begin
+ NextScreen:=NextScreenWithCheck;
+ NextScreenWithCheck := NIL;
+ CheckOk:=False;
+ end
+ else
+ begin
+ BlackScreen:=True; // end of game - fade to black before exit
+ end;
+ end;
+
+// CurrentScreen.SetAnimationProgress(1);
+ 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
+ myfade:=0;
+ if (Ini.ScreenFade=1) and canFade then
+ doFade:=True
+ else if Ini.ScreenFade=0 then
+ doFade:=False;
+ 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);
+ CurrentScreen.Draw;
+ glBindTexture(GL_TEXTURE_2D, pTex[S]);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
+ glError:=glGetError;
+ if (glError <> GL_NO_ERROR) then
+ begin
+ canFade := False;
+ glErrorStr := gluErrorString(glError);
+// 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:=SDL_GetTicks();
+ if (S=2) or (Screens = 1) then
+ myfade:=myfade+1;
+ end; // end texture creation in first fading step
+
+ //do some time-based fading
+ currentTime:=SDL_GetTicks();
+ 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
+
+
+// CurrentScreen.ShowFinish := false; // no purpose?
+
+// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
+
+ // 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
+ 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
+ // blackscreen hack
+ else if not BlackScreen then
+ begin
+ NextScreen.OnShow;
+ end;
+
+ if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
+ begin // fade out complete...
+ myFade:=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 of fade mod
+ 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
+
+ // SDL_GL_SwapBuffers();
+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
+ // FIXME: something broken in here... quick fix... disabled it
+ Exit;
+{
+ // search image-file
+ 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;
+
+ // prepare header memory
+ ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
+ ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER));
+
+ // initialize header-data
+ FileHeader.bfType := 19778; // $4D42 = 'BM'
+ FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
+
+ // write bitmap info
+ 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);
+
+ // copy size-info to header
+ FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
+
+ // reserve memory for image-data
+ GetMem(pPicData, FileInfo.biSizeImage);
+ try
+ // retrieve image-data from OpenGL (see above)
+ glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData);
+
+ // and move the whole stuff into the file ;-)
+ // up-to-date guys use streams for this purpose ...
+ 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
+ // free allocated data ...
+ FreeMem(pPicData, FileInfo.biSizeImage);
+ end;
+}
+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(7);
+ 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 (PChar('FPS: ' + InttoStr(LastFPS)));
+
+ //RSpeed
+ SetFontPos(695, 13);
+ glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
+
+ //LastError
+ SetFontPos(695, 26);
+ glColor4f(1, 0, 0, 1);
+ glPrint (PChar(OSD_LastError));
+
+ glColor4f(1, 1, 1, 1);
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas
index f2e30b63..d26e0e44 100644
--- a/Game/Code/Screens/UScreenCredits.pas
+++ b/Game/Code/Screens/UScreenCredits.pas
@@ -1,1405 +1,1398 @@
-unit UScreenCredits;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-
-uses
- UMenu,
- SDL,
- SDL_Image,
- UDisplay,
- UTexture,
- OpenGL12,
- UMusic,
- UFiles,
- SysUtils,
- UThemes,
- //ULCD,
- //ULight,
- UGraphicClasses;
-
-type
- TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
-
- TScreenCredits = class(TMenu)
- public
-
- Credits_X: Real;
- Credits_Time: Cardinal;
- Credits_Alpha: Cardinal;
- CTime: Cardinal;
- CTime_hold: Cardinal;
- ESC_Alpha: Integer;
-
- credits_entry_tex: TTexture;
- credits_entry_dx_tex: TTexture;
- credits_bg_tex: TTexture;
- credits_bg_ovl: TTexture;
-// credits_bg_logo: TTexture;
- credits_bg_scrollbox_left: TTexture;
- credits_blindguard: TTexture;
- credits_blindy: TTexture;
- credits_canni: TTexture;
- credits_commandio: TTexture;
- credits_lazyjoker: TTexture;
- credits_mog: TTexture;
- credits_mota: TTexture;
- credits_skillmaster: TTexture;
- credits_whiteshark: TTexture;
- intro_layer01: TTexture;
- intro_layer02: TTexture;
- intro_layer03: TTexture;
- intro_layer04: TTexture;
- intro_layer05: TTexture;
- intro_layer06: TTexture;
- intro_layer07: TTexture;
- intro_layer08: TTexture;
- intro_layer09: TTexture;
- outro_bg: TTexture;
- outro_esc: TTexture;
- outro_exd: TTexture;
-
- deluxe_slidein: cardinal;
-
- CurrentScrollText: String;
- NextScrollUpdate: Real;
- EndofLastScrollingPart: Cardinal;
- CurrentScrollStart, CurrentScrollEnd: Integer;
-
- CRDTS_Stage: TCreditsStages;
-
- myTex: glUint;
- mysdlimage,myconvertedsdlimage: PSDL_Surface;
-
- Fadeout: boolean;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure DrawCredits;
- procedure Draw_FunkyText;
- end;
-
-const
- Funky_Text: AnsiString =
- 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
- 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
- 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
- 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
-
-
- Timings: array[0..21] of Cardinal=(
- 20, // 0 Delay vor Start
-
- 149, // 1 Ende erster Intro Zoom
- 155, // 2 Start 2. Action im Intro
- 170, // 3 Ende Separation im Intro
- 271, // 4 Anfang Zoomout im Intro
- 0, // 5 unused
- 261, // 6 Start fade-to-white im Intro
-
- 271, // 7 Start Main Part
- 280, // 8 Start On-Beat-Sternchen Main Part
-
- 396, // 9 Start BlindGuard
- 666, // 10 Start blindy
- 936, // 11 Start Canni
- 1206, // 12 Start Commandio
- 1476, // 13 Start LazyJoker
- 1746, // 14 Start Mog
- 2016, // 15 Start Mota
- 2286, // 16 Start SkillMaster
- 2556, // 17 Start WhiteShark
- 2826, // 18 Ende Whiteshark
- 3096, // 19 Start FadeOut Mainscreen
- 3366, // 20 Ende Credits Tune
- 60); // 21 start flare im intro
-
-
- sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
- BitsPerPixel: 32;
- BytesPerPixel: 4;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 24;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $ff000000;
- colorkey: 0;
- alpha: 255 );
-
-
-implementation
-
-uses
- ULog,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math,
- dialogs;
-
-
-function TScreenCredits.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- FadeTo(@ScreenMain);
- AudioPlayback.PlaySound(SoundLib.Back);
- end;
-{ SDLK_SPACE:
- begin
- setlength(CTime_hold,length(CTime_hold)+1);
- CTime_hold[high(CTime_hold)]:=CTime;
- end;
-}
- end;//esac
- end; //fi
-end;
-
-constructor TScreenCredits.Create;
-begin
- inherited Create;
-
- credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', TEXTURE_TYPE_PLAIN, 0);
- credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', TEXTURE_TYPE_TRANSPARENT, 0);
-
- credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', TEXTURE_TYPE_TRANSPARENT, 0);
- credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', TEXTURE_TYPE_TRANSPARENT, 0);
-
- intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', TEXTURE_TYPE_TRANSPARENT, 0);
- intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', TEXTURE_TYPE_TRANSPARENT, 0);
-
- outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', TEXTURE_TYPE_PLAIN, 0);
- outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', TEXTURE_TYPE_TRANSPARENT, 0);
- outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', TEXTURE_TYPE_TRANSPARENT, 0);
-
- CRDTS_Stage:=InitialDelay;
-end;
-
-function TScreenCredits.Draw: boolean;
-begin
- DrawCredits;
- Draw:=true;
-end;
-
-function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
-begin
- if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
- (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
- (fmt1.Rloss = fmt2.Rloss) and
- (fmt1.Gloss = fmt2.Gloss) and
- (fmt1.Bloss = fmt2.Bloss) and
- (fmt1.Rmask = fmt2.Rmask) and
- (fmt1.Gmask = fmt2.Gmask) and
- (fmt1.Bmask = fmt2.Bmask) and
- (fmt1.Rshift = fmt2.Rshift) and
- (fmt1.Gshift = fmt2.Gshift) and
- (fmt1.Bshift = fmt2.Bshift)
- then
- pixfmt_eq:=True
- else
- pixfmt_eq:=False;
-end;
-
-function inttohexstr(i: cardinal):pchar;
-var helper, i2, c:cardinal;
- tmpstr: string;
-begin
- helper:=0;
- i2:=i;
- tmpstr:='';
- for c:=1 to 8 do
- begin
- helper:=(helper shl 4) or (i2 and $f);
- i2:=i2 shr 4;
- end;
- for c:=1 to 8 do
- begin
- i2:=helper and $f;
- helper := helper shr 4;
- case i2 of
- 0: tmpstr:=tmpstr+'0';
- 1: tmpstr:=tmpstr+'1';
- 2: tmpstr:=tmpstr+'2';
- 3: tmpstr:=tmpstr+'3';
- 4: tmpstr:=tmpstr+'4';
- 5: tmpstr:=tmpstr+'5';
- 6: tmpstr:=tmpstr+'6';
- 7: tmpstr:=tmpstr+'7';
- 8: tmpstr:=tmpstr+'8';
- 9: tmpstr:=tmpstr+'9';
- 10: tmpstr:=tmpstr+'a';
- 11: tmpstr:=tmpstr+'b';
- 12: tmpstr:=tmpstr+'c';
- 13: tmpstr:=tmpstr+'d';
- 14: tmpstr:=tmpstr+'e';
- 15: tmpstr:=tmpstr+'f';
- end;
- end;
- inttohexstr:=pchar(tmpstr);
-end;
-
-procedure TScreenCredits.onShow;
-begin
- inherited;
-
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit
- AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-
- mysdlimage:=IMG_Load('test.png');
- if assigned(mysdlimage) then
- begin
- {$IFNDEF FPC}
- showmessage('opened image via SDL_Image'+#13#10+
- 'Width: '+inttostr(mysdlimage^.w)+#13#10+
- 'Height: '+inttostr(mysdlimage^.h)+#13#10+
- 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
- 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
- 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
- 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
- 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
- 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
- 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
- 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
- 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
- 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
- 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
- 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
- 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
- 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
- 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
- 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
-
- if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
- showmessage('equal pixelformats')
- else
- showmessage('different pixelformats');
- {$ENDIF}
-
- myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
- glGenTextures(1,@myTex);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
- SDL_FreeSurface(mysdlimage);
- SDL_FreeSurface(myconvertedsdlimage);
- end
- else
- {$IFDEF FPC}
- debugWriteln( 'could not open file - test.png');
- {$ELSE}
- showmessage('could not open file - test.png');
- {$ENDIF}
-
-end;
-
-procedure TScreenCredits.onHide;
-begin
- AudioPlayback.Stop;
-end;
-
-Procedure TScreenCredits.Draw_FunkyText;
-var
- S: Integer;
- X,Y,A: Real;
- visibleText: PChar;
-begin
- SetFontSize(10);
- //Init ScrollingText
- if (CTime = Timings[7]) then
- begin
- //Set Position of Text
- Credits_X := 600;
- CurrentScrollStart:=1;
- CurrentScrollEnd:=1;
- end;
-
- if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
- begin
- X:=0;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- for S := 0 to length(visibleText)-1 do begin
- Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
- SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
- A:=0;
- if (Credits_X+X < 15) then A:=0;
- if (Credits_X+X >=15) then A:=Credits_X+X-15;
- if Credits_X+X > 32 then A:=17;
- glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
- glPrintLetter(visibleText[S]);
- X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end;
- if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
- Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- inc(CurrentScrollStart);
- end;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
- inc(CurrentScrollEnd);
- end;
- end;
-{ // timing hack
- X:=5;
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=pchar(inttostr(CTime_hold[S]));
- SetFontPos (500, X);
- glPrint (Addr(visibleText[0]));
- X:=X+20;
- end;}
-end;
-
-procedure Start3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPushMatrix;
- glLoadIdentity;
- glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
-end;
-procedure End3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPopMatrix;
- glMatrixMode(GL_MODELVIEW);
-end;
-
-procedure TScreenCredits.DrawCredits;
-var
-T{*, I*}: Cardinal; // Auto Removed, Unused Variable (I) // Auto Removed, Unused Variable (I)
-// X: Real; // Auto Removed, Unused Variable
-// Ver: PChar; // Auto Removed, Unused Variable
-// RuntimeStr: AnsiString; // Auto Removed, Unused Variable
- Data: TFFTData;
- j,k,l:cardinal;
-f,g{*, h*}: Real; // Auto Removed, Unused Variable (h) // Auto Removed, Unused Variable (h)
- STime:cardinal;
- Delay:cardinal;
-
-// myPixel: longword; // Auto Removed, Unused Variable
-// myColor: Cardinal; // Auto Removed, Unused Variable
- myScale: Real;
- myAngle: Real;
-
-
-const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
- (154,31),(156,58),(168,32),(203,36),
- (258,34),(251,50),(274,93),(294,84),
- (232,54),(278,62),(319,34),(336,92),
- (347,23),(374,32),(377,58),(361,83),
- (385,91),(405,91),(429,35),(423,51),
- (450,32),(485,34),(444,91),(486,93));
-
-begin
- //dis does teh muiwk y0r
- AudioPlayback.GetFFTData(Data);
-
- Log.LogStatus('',' JB-1');
-
- T := SDL_GetTicks() div 33;
- if T <> Credits_Time then
- begin
- Credits_Time := T;
- inc(CTime);
- inc(CTime_hold);
- Credits_X := Credits_X-2;
-
- Log.LogStatus('',' JB-2');
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
- begin
-// CTime:=Timings[20];
-// CRDTS_Stage:=Outro;
-
- CRDTS_Stage:=Intro;
- CTime:=0;
- AudioPlayback.Play;
-
- end;
- if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
- begin
- CRDTS_Stage:=MainPart;
- end;
- if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
- begin
- CRDTS_Stage:=Outro;
- end;
- end;
-
- Log.LogStatus('',' JB-3');
-
- //draw background
- if CRDTS_Stage=InitialDelay then
- begin
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end
- else
- if CRDTS_Stage=Intro then
- begin
- Start3D;
- glPushMatrix;
-
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- if CTime < Timings[1] then begin
- myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
- myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
- end else begin // this is the part when the logo stands still
- myScale:=0.5;
- myAngle:=0;
- end;
- if CTime > Timings[2] then begin
- myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
- myAngle:=0;
- end;
-// if CTime > Timings[3] then myScale:=1; // keep the space between layers
- glTranslatef(0,0,-5+0.5*myScale);
- if CTime > Timings[3] then myScale:=1; // keep the space between layers
- if CTime > Timings[3] then begin // make logo rotate left and grow
-// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
- glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
- glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
- end;
- if CTime < Timings[2] then
- glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
-// glScalef(0.5,0.5,0.5);
- glScalef(4/3,-1,1);
- glColor4f(1, 1, 1, 1);
-
- glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
- glEnd;
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- glPopMatrix;
- End3D;
-
- // do some sparkling effects
- if (CTime < Timings[1]) and (CTime > Timings[21]) then
- begin
- for k:=1 to 3 do begin
- l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
- j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
- GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
- end;
- end;
-
- // fade to white at end
- if Ctime > Timings[6] then
- begin
- glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
-
- end;
- if (CRDTS_Stage=MainPart) then
- // main credits screen background, scroller, logo and girl
- begin
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // draw scroller
- Draw_FunkyText;
-
-//#########################################################################
-// draw credits names
-
-
-Log.LogStatus('',' JB-4');
-
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - (rotate in from upper left, rotate out to lower right)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(0,329,0);
- if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
- gltranslatef(223,0,0);
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- gltranslatef(223,0,0);
- glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) - (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+20) and (CTime<=STime+22) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+20 then begin
- j:=CTime-Stime;
- glscalef(j*j/400,j*j/400,j*j/400);
- glrotatef(j*18.0,0,0,1);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(f*3,-f,0);
- glscalef(1+j/10,1+j/10,1+j/10);
- glrotatef(j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Canni (von links reinschieben, nach rechts oben rausschieben) - (shift in from left, shift out to upper right)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(((CTime-STime)*21.0)-210,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=(CTime-(STime+Delay-10))*21;
- gltranslatef(j,-j/2,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Commandio (von unten reinklappen, nach rechts oben rausklappen) - (flip in from down, flip out to upper right)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=258.0-25.8*(CTime-STime)
- else
- f:=0;
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
- glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
- glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
- STime:=Timings[13]-35;
- Delay:=Timings[14]-Timings[13]+5;
- if CTime > STime then
- begin
- k:=0;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
- ESC_Alpha:=10;
- f:=CTime-STime;
- if CTime <=STime+40 then j:=CTime-STime else j:=40;
- if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
-
- glPushMatrix;
- gltranslatef(180+(f-70),329,0);
- glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mog (von links reinklappen, nach rechts unten rausklappen) - (flip in from right, flip out to lower right)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
- glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
- glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - (rotate in from upper right, shift out to lower left while shrinking and rotateing)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(223,0,0);
- glrotatef((10-(CTime-STime))*9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(-f*2,-f,0);
- glscalef(1-j/10,1-j/10,1-j/10);
- glrotatef(-j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) - (shift in from lower right, rotate out to upper right)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- j:=STime+10-CTime;
- f:=j*10.0;
- gltranslatef(+f*2,+f/2,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- gltranslatef(0,-223,0);
- glrotatef(integer(j)*-9,0,0,1);
- gltranslatef(0,223,0);
- glrotatef(j*9,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) - (flip in from lower left, flip out to upper right)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- if (CTime >= STime+Delay-10) and (CTime <= STime+Delay) then
- begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end
- else
- begin
- g:=0;
- end;
-
- glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
- glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
- glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
- glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-
- Log.LogStatus('',' JB-103');
-
-// ####################################################################
-// do some twinkle stuff (kinda on beat)
- if (CTime > Timings[8] ) and
- (CTime < Timings[19] ) then
- begin
- k := 0;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- if Data[k]>0.2 then
- begin
- l := RandomRange(6,16);
- j := RandomRange(0,27);
-
- GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
- end;
- end;
-
-//#################################################
-// draw the rest of the main screen (girl and logo
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-393, 0);
- glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
- glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
- glTexCoord2f(393/512,0);glVertex2f(800, 0);
- glEnd;
-{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,112/128);glVertex2f(0, 112);
- glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
- glTexCoord2f(497/512,0);glVertex2f(497, 0);
- glEnd;
-}
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- // fade out at end of main part
- if Ctime > Timings[19] then
- begin
- glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- end
- else
- if (CRDTS_Stage=Outro) then
- begin
- if CTime=Timings[20] then begin
- CTime_hold:=0;
- AudioPlayback.Stop;
- AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
- AudioPlayback.Play;
- AudioPlayback.SetVolume(20);
- AudioPlayback.SetLoop(True);
- end;
- if CTime_hold > 231 then begin
- AudioPlayback.Play;
- Ctime_hold:=0;
- end;
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- // do something useful
- // outro background
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
-
- //outro overlays
- glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
- glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,223/256);glVertex2f(0, 223);
- glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
- glTexCoord2f(487/512,0);glVertex2f(487, 0);
- glEnd;
-
- ESC_Alpha:=20;
- if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
- ESC_Alpha:=0
- else inc(ESC_Alpha);
- if ESC_Alpha > 20 then ESC_Alpha:=20;
- glColor4f(1, 1, 1, ESC_Alpha/20);
- glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
- glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
- glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
- glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // outro scrollers?
- // ...
- end;
-
-{ // draw credits runtime counter
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- SetFontPos (5, 5);
- glColor4f(1, 1, 1, 1);
-// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
- RuntimeStr:='CTime: '+inttostr(CTime);
- glPrint (Addr(RuntimeStr[1]));
-}
-
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(100, 100);
- glTexCoord2f(0,1);glVertex2f(100, 200);
- glTexCoord2f(1,1); glVertex2f(200, 200);
- glTexCoord2f(1,0);glVertex2f(200, 100);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
-
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses
+ UMenu,
+ SDL,
+ SDL_Image,
+ UDisplay,
+ UTexture,
+ OpenGL12,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes,
+ //ULCD,
+ //ULight,
+ UGraphicClasses;
+
+type
+ TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
+
+ TScreenCredits = class(TMenu)
+ public
+
+ Credits_X: Real;
+ Credits_Time: Cardinal;
+ Credits_Alpha: Cardinal;
+ CTime: Cardinal;
+ CTime_hold: Cardinal;
+ ESC_Alpha: Integer;
+
+ credits_entry_tex: TTexture;
+ credits_entry_dx_tex: TTexture;
+ credits_bg_tex: TTexture;
+ credits_bg_ovl: TTexture;
+// credits_bg_logo: TTexture;
+ credits_bg_scrollbox_left: TTexture;
+ credits_blindguard: TTexture;
+ credits_blindy: TTexture;
+ credits_canni: TTexture;
+ credits_commandio: TTexture;
+ credits_lazyjoker: TTexture;
+ credits_mog: TTexture;
+ credits_mota: TTexture;
+ credits_skillmaster: TTexture;
+ credits_whiteshark: TTexture;
+ intro_layer01: TTexture;
+ intro_layer02: TTexture;
+ intro_layer03: TTexture;
+ intro_layer04: TTexture;
+ intro_layer05: TTexture;
+ intro_layer06: TTexture;
+ intro_layer07: TTexture;
+ intro_layer08: TTexture;
+ intro_layer09: TTexture;
+ outro_bg: TTexture;
+ outro_esc: TTexture;
+ outro_exd: TTexture;
+
+ deluxe_slidein: cardinal;
+
+ CurrentScrollText: String;
+ NextScrollUpdate: Real;
+ EndofLastScrollingPart: Cardinal;
+ CurrentScrollStart, CurrentScrollEnd: Integer;
+
+ CRDTS_Stage: TCreditsStages;
+
+ myTex: glUint;
+ mysdlimage,myconvertedsdlimage: PSDL_Surface;
+
+ Fadeout: boolean;
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure DrawCredits;
+ procedure Draw_FunkyText;
+ end;
+
+const
+ Funky_Text: AnsiString =
+ 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
+ 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
+ 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
+ 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
+
+
+ Timings: array[0..21] of Cardinal=(
+ 20, // 0 Delay vor Start
+
+ 149, // 1 Ende erster Intro Zoom
+ 155, // 2 Start 2. Action im Intro
+ 170, // 3 Ende Separation im Intro
+ 271, // 4 Anfang Zoomout im Intro
+ 0, // 5 unused
+ 261, // 6 Start fade-to-white im Intro
+
+ 271, // 7 Start Main Part
+ 280, // 8 Start On-Beat-Sternchen Main Part
+
+ 396, // 9 Start BlindGuard
+ 666, // 10 Start blindy
+ 936, // 11 Start Canni
+ 1206, // 12 Start Commandio
+ 1476, // 13 Start LazyJoker
+ 1746, // 14 Start Mog
+ 2016, // 15 Start Mota
+ 2286, // 16 Start SkillMaster
+ 2556, // 17 Start WhiteShark
+ 2826, // 18 Ende Whiteshark
+ 3096, // 19 Start FadeOut Mainscreen
+ 3366, // 20 Ende Credits Tune
+ 60); // 21 start flare im intro
+
+
+ sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
+ BitsPerPixel: 32;
+ BytesPerPixel: 4;
+ Rloss: 0;
+ Gloss: 0;
+ Bloss: 0;
+ Aloss: 0;
+ Rshift: 0;
+ Gshift: 8;
+ Bshift: 16;
+ Ashift: 24;
+ Rmask: $000000ff;
+ Gmask: $0000ff00;
+ Bmask: $00ff0000;
+ Amask: $ff000000;
+ colorkey: 0;
+ alpha: 255 );
+
+
+implementation
+
+uses
+ ULog,
+ UGraphic,
+ UMain,
+ UIni,
+ USongs,
+ Textgl,
+ ULanguage,
+ UCommon,
+ Math;
+
+
+function TScreenCredits.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ FadeTo(@ScreenMain);
+ AudioPlayback.PlaySound(SoundLib.Back);
+ end;
+{ SDLK_SPACE:
+ begin
+ setlength(CTime_hold,length(CTime_hold)+1);
+ CTime_hold[high(CTime_hold)]:=CTime;
+ end;
+}
+ end;//esac
+ end; //fi
+end;
+
+constructor TScreenCredits.Create;
+begin
+ inherited Create;
+
+ credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', TEXTURE_TYPE_PLAIN, 0);
+ credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', TEXTURE_TYPE_TRANSPARENT, 0);
+
+ credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', TEXTURE_TYPE_TRANSPARENT, 0);
+ credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', TEXTURE_TYPE_TRANSPARENT, 0);
+
+ intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', TEXTURE_TYPE_TRANSPARENT, 0);
+
+ outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', TEXTURE_TYPE_PLAIN, 0);
+ outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', TEXTURE_TYPE_TRANSPARENT, 0);
+ outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', TEXTURE_TYPE_TRANSPARENT, 0);
+
+ CRDTS_Stage:=InitialDelay;
+end;
+
+function TScreenCredits.Draw: boolean;
+begin
+ DrawCredits;
+ Draw:=true;
+end;
+
+function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
+begin
+ if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
+ (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
+ (fmt1.Rloss = fmt2.Rloss) and
+ (fmt1.Gloss = fmt2.Gloss) and
+ (fmt1.Bloss = fmt2.Bloss) and
+ (fmt1.Rmask = fmt2.Rmask) and
+ (fmt1.Gmask = fmt2.Gmask) and
+ (fmt1.Bmask = fmt2.Bmask) and
+ (fmt1.Rshift = fmt2.Rshift) and
+ (fmt1.Gshift = fmt2.Gshift) and
+ (fmt1.Bshift = fmt2.Bshift)
+ then
+ pixfmt_eq:=True
+ else
+ pixfmt_eq:=False;
+end;
+
+function inttohexstr(i: cardinal):pchar;
+var helper, i2, c:cardinal;
+ tmpstr: string;
+begin
+ helper:=0;
+ i2:=i;
+ tmpstr:='';
+ for c:=1 to 8 do
+ begin
+ helper:=(helper shl 4) or (i2 and $f);
+ i2:=i2 shr 4;
+ end;
+ for c:=1 to 8 do
+ begin
+ i2:=helper and $f;
+ helper := helper shr 4;
+ case i2 of
+ 0: tmpstr:=tmpstr+'0';
+ 1: tmpstr:=tmpstr+'1';
+ 2: tmpstr:=tmpstr+'2';
+ 3: tmpstr:=tmpstr+'3';
+ 4: tmpstr:=tmpstr+'4';
+ 5: tmpstr:=tmpstr+'5';
+ 6: tmpstr:=tmpstr+'6';
+ 7: tmpstr:=tmpstr+'7';
+ 8: tmpstr:=tmpstr+'8';
+ 9: tmpstr:=tmpstr+'9';
+ 10: tmpstr:=tmpstr+'a';
+ 11: tmpstr:=tmpstr+'b';
+ 12: tmpstr:=tmpstr+'c';
+ 13: tmpstr:=tmpstr+'d';
+ 14: tmpstr:=tmpstr+'e';
+ 15: tmpstr:=tmpstr+'f';
+ end;
+ end;
+ inttohexstr:=pchar(tmpstr);
+end;
+
+procedure TScreenCredits.onShow;
+begin
+ inherited;
+
+ CRDTS_Stage:=InitialDelay;
+ Credits_X := 580;
+ deluxe_slidein := 0;
+ Credits_Alpha := 0;
+ //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit
+ AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü
+// Music.Play;
+ CTime:=0;
+// setlength(CTime_hold,0);
+
+ mysdlimage:=IMG_Load('test.png');
+ if assigned(mysdlimage) then
+ begin
+ showmessage('opened image via SDL_Image'+#13#10+
+ 'Width: '+inttostr(mysdlimage^.w)+#13#10+
+ 'Height: '+inttostr(mysdlimage^.h)+#13#10+
+ 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
+ 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
+ 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
+ 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
+ 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
+ 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
+ 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
+ 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
+ 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
+ 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
+ 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
+ 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
+ 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
+ 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
+ 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
+ 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
+
+ if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
+ showmessage('equal pixelformats')
+ else
+ showmessage('different pixelformats');
+
+ myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
+ glGenTextures(1,@myTex);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
+ SDL_FreeSurface(mysdlimage);
+ SDL_FreeSurface(myconvertedsdlimage);
+ end
+ else
+ showmessage('could not open file - test.png');
+
+end;
+
+procedure TScreenCredits.onHide;
+begin
+ AudioPlayback.Stop;
+end;
+
+Procedure TScreenCredits.Draw_FunkyText;
+var
+ S: Integer;
+ X,Y,A: Real;
+ visibleText: PChar;
+begin
+ SetFontSize(10);
+ //Init ScrollingText
+ if (CTime = Timings[7]) then
+ begin
+ //Set Position of Text
+ Credits_X := 600;
+ CurrentScrollStart:=1;
+ CurrentScrollEnd:=1;
+ end;
+
+ if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
+ begin
+ X:=0;
+ visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
+ for S := 0 to length(visibleText)-1 do begin
+ Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
+ SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
+ A:=0;
+ if (Credits_X+X < 15) then A:=0;
+ if (Credits_X+X >=15) then A:=Credits_X+X-15;
+ if Credits_X+X > 32 then A:=17;
+ glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
+ glPrintLetter(visibleText[S]);
+ X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ end;
+ if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
+ Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ inc(CurrentScrollStart);
+ end;
+ visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
+ if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
+ inc(CurrentScrollEnd);
+ end;
+ end;
+{ // timing hack
+ X:=5;
+ SetFontStyle (2);
+ SetFontItalic(False);
+ SetFontSize(9);
+ glColor4f(1, 1, 1, 1);
+ for S:=0 to high(CTime_hold) do begin
+ visibleText:=pchar(inttostr(CTime_hold[S]));
+ SetFontPos (500, X);
+ glPrint (Addr(visibleText[0]));
+ X:=X+20;
+ end;}
+end;
+
+procedure Start3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix;
+ glLoadIdentity;
+ glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity;
+end;
+procedure End3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix;
+ glMatrixMode(GL_MODELVIEW);
+end;
+
+procedure TScreenCredits.DrawCredits;
+var
+T{*, I*}: Cardinal; // Auto Removed, Unused Variable (I) // Auto Removed, Unused Variable (I)
+// X: Real; // Auto Removed, Unused Variable
+// Ver: PChar; // Auto Removed, Unused Variable
+// RuntimeStr: AnsiString; // Auto Removed, Unused Variable
+ Data: TFFTData;
+ j,k,l:cardinal;
+f,g{*, h*}: Real; // Auto Removed, Unused Variable (h) // Auto Removed, Unused Variable (h)
+ STime:cardinal;
+ Delay:cardinal;
+
+// myPixel: longword; // Auto Removed, Unused Variable
+// myColor: Cardinal; // Auto Removed, Unused Variable
+ myScale: Real;
+ myAngle: Real;
+
+
+const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
+ (154,31),(156,58),(168,32),(203,36),
+ (258,34),(251,50),(274,93),(294,84),
+ (232,54),(278,62),(319,34),(336,92),
+ (347,23),(374,32),(377,58),(361,83),
+ (385,91),(405,91),(429,35),(423,51),
+ (450,32),(485,34),(444,91),(486,93));
+
+begin
+ //dis does teh muiwk y0r
+ AudioPlayback.GetFFTData(Data);
+
+ Log.LogStatus('',' JB-1');
+
+ T := SDL_GetTicks() div 33;
+ if T <> Credits_Time then
+ begin
+ Credits_Time := T;
+ inc(CTime);
+ inc(CTime_hold);
+ Credits_X := Credits_X-2;
+
+ Log.LogStatus('',' JB-2');
+ if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
+ begin
+// CTime:=Timings[20];
+// CRDTS_Stage:=Outro;
+
+ CRDTS_Stage:=Intro;
+ CTime:=0;
+ AudioPlayback.Play;
+
+ end;
+ if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
+ begin
+ CRDTS_Stage:=MainPart;
+ end;
+ if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
+ begin
+ CRDTS_Stage:=Outro;
+ end;
+ end;
+
+ Log.LogStatus('',' JB-3');
+
+ //draw background
+ if CRDTS_Stage=InitialDelay then
+ begin
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end
+ else
+ if CRDTS_Stage=Intro then
+ begin
+ Start3D;
+ glPushMatrix;
+
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ if CTime < Timings[1] then begin
+ myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
+ myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
+ end else begin // this is the part when the logo stands still
+ myScale:=0.5;
+ myAngle:=0;
+ end;
+ if CTime > Timings[2] then begin
+ myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
+ myAngle:=0;
+ end;
+// if CTime > Timings[3] then myScale:=1; // keep the space between layers
+ glTranslatef(0,0,-5+0.5*myScale);
+ if CTime > Timings[3] then myScale:=1; // keep the space between layers
+ if CTime > Timings[3] then begin // make logo rotate left and grow
+// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
+ glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
+ glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
+ end;
+ if CTime < Timings[2] then
+ glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
+// glScalef(0.5,0.5,0.5);
+ glScalef(4/3,-1,1);
+ glColor4f(1, 1, 1, 1);
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
+ glEnd;
+ glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
+ glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
+ glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
+ glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
+ glEnd;
+ gldisable(gl_texture_2d);
+ glDisable(GL_BLEND);
+
+ glPopMatrix;
+ End3D;
+
+ // do some sparkling effects
+ if (CTime < Timings[1]) and (CTime > Timings[21]) then
+ begin
+ for k:=1 to 3 do begin
+ l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
+ j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
+ GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
+ end;
+ end;
+
+ // fade to white at end
+ if Ctime > Timings[6] then
+ begin
+ glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f(0,0);
+ glVertex2f(0,600);
+ glVertex2f(800,600);
+ glVertex2f(800,0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+
+ end;
+ if (CRDTS_Stage=MainPart) then
+ // main credits screen background, scroller, logo and girl
+ begin
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(0, 600);
+ glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(800/1024,0);glVertex2f(800, 0);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // draw scroller
+ Draw_FunkyText;
+
+//#########################################################################
+// draw credits names
+
+
+Log.LogStatus('',' JB-4');
+
+// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - (rotate in from upper left, rotate out to lower right)
+ STime:=Timings[9]-10;
+ Delay:=Timings[10]-Timings[9];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(0,329,0);
+ if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
+ gltranslatef(223,0,0);
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ gltranslatef(223,0,0);
+ glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
+ gltranslatef(-223,0,0);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) - (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
+ STime:=Timings[10]-10;
+ Delay:=Timings[11]-Timings[10]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+20) and (CTime<=STime+22) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+20 then begin
+ j:=CTime-Stime;
+ glscalef(j*j/400,j*j/400,j*j/400);
+ glrotatef(j*18.0,0,0,1);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ f:=j*10.0;
+ gltranslatef(f*3,-f,0);
+ glscalef(1+j/10,1+j/10,1+j/10);
+ glrotatef(j*9.0,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Canni (von links reinschieben, nach rechts oben rausschieben) - (shift in from left, shift out to upper right)
+ STime:=Timings[11]-10;
+ Delay:=Timings[12]-Timings[11]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ gltranslatef(((CTime-STime)*21.0)-210,0,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=(CTime-(STime+Delay-10))*21;
+ gltranslatef(j,-j/2,0);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Commandio (von unten reinklappen, nach rechts oben rausklappen) - (flip in from down, flip out to upper right)
+ STime:=Timings[12]-10;
+ Delay:=Timings[13]-Timings[12];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=258.0-25.8*(CTime-STime)
+ else
+ f:=0;
+ g:=0;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
+ glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
+ glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
+ glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
+ STime:=Timings[13]-35;
+ Delay:=Timings[14]-Timings[13]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
+ ESC_Alpha:=10;
+ f:=CTime-STime;
+ if CTime <=STime+40 then j:=CTime-STime else j:=40;
+ if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
+
+ glPushMatrix;
+ gltranslatef(180+(f-70),329,0);
+ glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Mog (von links reinklappen, nach rechts unten rausklappen) - (flip in from right, flip out to lower right)
+ STime:=Timings[14]-10;
+ Delay:=Timings[15]-Timings[14]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=326.0-32.6*(CTime-STime)
+ else
+ f:=0;
+
+ g:=0;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
+ glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
+ glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
+ glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - (rotate in from upper right, shift out to lower left while shrinking and rotateing)
+ STime:=Timings[15]-10;
+ Delay:=Timings[16]-Timings[15]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ gltranslatef(223,0,0);
+ glrotatef((10-(CTime-STime))*9,0,0,1);
+ gltranslatef(-223,0,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ f:=j*10.0;
+ gltranslatef(-f*2,-f,0);
+ glscalef(1-j/10,1-j/10,1-j/10);
+ glrotatef(-j*9.0,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) - (shift in from lower right, rotate out to upper right)
+ STime:=Timings[16]-10;
+ Delay:=Timings[17]-Timings[16]+5;
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then begin
+ j:=STime+10-CTime;
+ f:=j*10.0;
+ gltranslatef(+f*2,+f/2,0);
+ end;
+ if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ gltranslatef(0,-223,0);
+ glrotatef(integer(j)*-9,0,0,1);
+ gltranslatef(0,223,0);
+ glrotatef(j*9,0,0,1);
+ end;
+ glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163, -129);
+ glTexCoord2f(0,1);glVertex2f(-163, 129);
+ glTexCoord2f(1,1); glVertex2f(163, 129);
+ glTexCoord2f(1,0);glVertex2f(163, -129);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) - (flip in from lower left, flip out to upper right)
+ STime:=Timings[17]-10;
+ Delay:=Timings[18]-Timings[17];
+ if CTime > STime then
+ begin
+ k:=0;
+ ESC_Alpha:=20;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+
+ if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
+ if ESC_Alpha >20 then ESC_Alpha:=20;
+ if ((CTime-STime)<20) then ESC_Alpha:=20;
+ if CTime <=STime+10 then j:=CTime-STime else j:=10;
+ if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
+ glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
+
+ if (CTime >= STime+10) and (CTime<=STime+12) then begin
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ glPushMatrix;
+ gltranslatef(223,329,0);
+ if CTime <= STime+10 then
+ f:=326.0-32.6*(CTime-STime)
+ else
+ f:=0;
+
+ if (CTime >= STime+Delay-10) and (CTime <= STime+Delay) then
+ begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end
+ else
+ begin
+ g:=0;
+ end;
+
+ glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
+ glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
+ glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
+ glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+
+ Log.LogStatus('',' JB-103');
+
+// ####################################################################
+// do some twinkle stuff (kinda on beat)
+ if (CTime > Timings[8] ) and
+ (CTime < Timings[19] ) then
+ begin
+ k := 0;
+
+ try
+ for j:=0 to 40 do
+ begin
+ if ( j < length( Data ) ) AND
+ ( k < length( Data ) ) then
+ begin
+ if Data[j] >= Data[k] then
+ k:=j;
+ end;
+ end;
+ except
+ end;
+
+ if Data[k]>0.2 then
+ begin
+ l := RandomRange(6,16);
+ j := RandomRange(0,27);
+
+ GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
+ end;
+ end;
+
+//#################################################
+// draw the rest of the main screen (girl and logo
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(800-393, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
+ glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(393/512,0);glVertex2f(800, 0);
+ glEnd;
+{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,112/128);glVertex2f(0, 112);
+ glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
+ glTexCoord2f(497/512,0);glVertex2f(497, 0);
+ glEnd;
+}
+ gldisable(gl_texture_2d);
+ glDisable(GL_BLEND);
+
+ // fade out at end of main part
+ if Ctime > Timings[19] then
+ begin
+ glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f(0,0);
+ glVertex2f(0,600);
+ glVertex2f(800,600);
+ glVertex2f(800,0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+ end
+ else
+ if (CRDTS_Stage=Outro) then
+ begin
+ if CTime=Timings[20] then begin
+ CTime_hold:=0;
+ AudioPlayback.Stop;
+ AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
+ AudioPlayback.Play;
+ AudioPlayback.SetVolume(20);
+ AudioPlayback.SetLoop(True);
+ end;
+ if CTime_hold > 231 then begin
+ AudioPlayback.Play;
+ Ctime_hold:=0;
+ end;
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ // do something useful
+ // outro background
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,600/1024);glVertex2f(0, 600);
+ glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
+ glTexCoord2f(800/1024,0);glVertex2f(800, 0);
+ glEnd;
+
+ //outro overlays
+ glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
+ glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(0, 0);
+ glTexCoord2f(0,223/256);glVertex2f(0, 223);
+ glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
+ glTexCoord2f(487/512,0);glVertex2f(487, 0);
+ glEnd;
+
+ ESC_Alpha:=20;
+ if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
+ ESC_Alpha:=0
+ else inc(ESC_Alpha);
+ if ESC_Alpha > 20 then ESC_Alpha:=20;
+ glColor4f(1, 1, 1, ESC_Alpha/20);
+ glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
+ glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
+ glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
+ glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // outro scrollers?
+ // ...
+ end;
+
+{ // draw credits runtime counter
+ SetFontStyle (2);
+ SetFontItalic(False);
+ SetFontSize(9);
+ SetFontPos (5, 5);
+ glColor4f(1, 1, 1, 1);
+// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
+ RuntimeStr:='CTime: '+inttostr(CTime);
+ glPrint (Addr(RuntimeStr[1]));
+}
+
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, myTex);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(100, 100);
+ glTexCoord2f(0,1);glVertex2f(100, 200);
+ glTexCoord2f(1,1); glVertex2f(200, 200);
+ glTexCoord2f(1,0);glVertex2f(200, 100);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+
+ // make the stars shine
+ GoldenRec.Draw;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index d36fdd48..27c137f7 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -18,6 +18,7 @@ uses
UDisplay,
USongs,
SysUtils,
+ UCommon,
ULog,
UThemes,
UTexture,
@@ -131,11 +132,6 @@ uses UGraphic,
UCovers,
math,
OpenGL12,
- {$IFDEF win32}
- windows,
- {$ELSE}
- lclintf,
- {$ENDIF}
USkins,
UDLLManager,
UParty,
@@ -527,7 +523,6 @@ begin
//I := CatSongs.VisibleIndex(Interaction);
CatSongs.ClickCategoryButton(Interaction);
- }
{I2 := CatSongs.VisibleIndex(Interaction);
SongCurrent := SongCurrent - I + I2;
SongTarget := SongTarget - I + I2; }
@@ -795,8 +790,7 @@ var
Pet: integer;
Label CreateSongButtons;
begin
- (*
- if (length(CatSongs.Song) > 0) then
+ {if (length(CatSongs.Song) > 0) then
begin
//Set Length of Button Array one Time Instead of one time for every Song
SetButtonLength(Length(CatSongs.Song));
@@ -854,14 +848,7 @@ begin
try
AddButton(300 + Pet*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
except
- {$IFDEF MSWINDOWS}{
- Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
- {$ELSE} {
-
- // TODO : JB_linux - better handle this message and display to user..
- writeln( 'Cover Image is damaged. Could not Workaround Song Loading, Ultrastar will exit now.');
- Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' );
- {$ENDIF} {
+ ShowMessage('"No Cover" image is damaged. Ultrastar will exit now.');
Halt;
end;
I := Pet + 1;
@@ -871,8 +858,7 @@ begin
if (I <> -1) then
GoTo CreateSongButtons;
- end;
- *)
+ end; }
end;
procedure TScreenSong.SetScroll;
@@ -1078,7 +1064,7 @@ begin
if Interaction = High(Button) then
Button[0].X := 300 + 260;
end;
- }
+
// kolowe
{ for B := 0 to High(Button) do begin
Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
@@ -1105,7 +1091,7 @@ begin
else
Button[B].Visible := True;
end;
-}
+
{ if Length(Button) >= 3 then begin
if Interaction = 0 then
Button[High(Button)].X := 300 - 260;
@@ -1130,7 +1116,6 @@ var
Z, Z2: real;
VS: integer;
begin
-(*
{VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
// kolowe
@@ -1154,7 +1139,6 @@ begin
Button[B].H := Button[B].W;
end;
end;}
-*)
end;
(*
@@ -1250,7 +1234,6 @@ var
X: Real;
helper: real;
begin
-(*
{VS := CatSongs.VisibleSongs; // cache Visible Songs
{Vars
Theme.Song.CoverW: Radius des Kreises
@@ -1340,7 +1323,6 @@ begin
end;
end; }
-*)
end;
procedure TScreenSong.SetScroll6; // rotate (slotmachine style)
@@ -1354,7 +1336,6 @@ var
Wsp: real;
Z, Z2: real;
begin
-(*
{VS := CatSongs.VisibleSongs; // cache Visible Songs
if VS <=5 then begin
// kolowe
@@ -1447,7 +1428,6 @@ begin
end;
end;
end; }
-*)
end;
diff --git a/Game/Code/UltraStar.dpr b/Game/Code/UltraStar.dpr
index 42502802..5f1ba7e1 100644
--- a/Game/Code/UltraStar.dpr
+++ b/Game/Code/UltraStar.dpr
@@ -1,12 +1,19 @@
{$IFNDEF FPC} // This is here, so linux & MacOS X Versions can simply include the uses
- // from the dpr. Saves dupicating the uses clause.
+ // from the dpr. Saves duplicating the uses clause.
program UltraStar;
+{$IFDEF MSWINDOWS}
{$R 'UltraStar.res' 'UltraStar.rc'}
- {$I switches.inc}
+{$ENDIF}
+
+{$I switches.inc}
uses
{$ENDIF}
+ {$IFDEF Unix} // http://wiki.lazarus.freepascal.org/Multithreaded_Application_Tutorial
+ cthreads, // THIS MUST be the first used unit in FPC!!
+ cwstring, // Enable Unicode support
+ {$ENDIF}
//------------------------------
//Includes - 3rd Party Libraries
@@ -32,7 +39,6 @@ uses
{$IFDEF MSWINDOWS}
midiout in 'lib\midi\midiout.pas',
- midiin in 'lib\midi\midiin.pas',
CIRCBUF in 'lib\midi\CIRCBUF.PAS',
MidiType in 'lib\midi\MidiType.PAS',
MidiDefs in 'lib\midi\MidiDefs.PAS',
@@ -140,11 +146,6 @@ uses
UPlatformLinux in 'Classes\UPlatformLinux.pas',
{$ENDIF}
-{$IFDEF FPC}
- ulazjpeg in 'Classes\Ulazjpeg.pas',
-{$ENDIF}
-
-
//------------------------------
//Includes - Media support classes....
// Make sure UMedia always first, then UMedia_dummy
@@ -239,8 +240,6 @@ uses
{$IFNDEF FPC}
begin
- //Core := TCore.Create('lol', 1234);
Main;
- //Core.Run;
end.
{$ENDIF}
diff --git a/Game/Code/UltraStar.lpr b/Game/Code/UltraStar.lpr
index 847b3d10..9a4c2676 100644
--- a/Game/Code/UltraStar.lpr
+++ b/Game/Code/UltraStar.lpr
@@ -1,56 +1,31 @@
-program UltraStar;
-
-{$MODE DELPHI}
-{$I switches.inc}
-
-uses
- {$ifdef unix} // http://wiki.lazarus.freepascal.org/Multithreaded_Application_Tutorial
- cthreads, // THIS MUST be the first used unit !!
- cwstring,
- {$endif}
- {$ifdef MSWINDOWS} // do not initialize the widgets in linux -> see below
- {$ifdef LCL}
- Interfaces, // Initialize Lazarus LCL (necessary for usage of LCLIntf, etc.)
- // WARNING: in linux (with the gtk2 interface) this will change the locale
- // settings like LC_NUMERIC (which cannot be reverted, can it? At least I have not managed to do so.).
- // As a result external libs like projectM might not be able to parse
- // floating-point values anymore (because ',' might be used as decimal-seperator in atof() or strtod()).
- // As a result, projectM does not work anymore and crashes because of access violations.
- // Not initializing Interfaces crashes USDX when widgets should be shown, as done with
- // MessageBox(). In addition LCL assigns itself as a Signal-handler for almost every
- // exception (FPE, SEGV, etc.) and wants to show a message-box with some info on
- // the exception that occured. It will crash a second time because of the missing
- // widget-set binding (error in winapi.pp).
- //
- // Removing the lazarus widget stuff seems to be the only solution but even if just
- // the LCLIntf unit is included, lazarus catches signals and tries to show the exception-info.
- // -> So we have to remove all the lazarus stuff except LResources (hope this doesn't influence the signal-handler too)
- // We can leave the windows-only LCL-stuff in DirWatch and the Midi-classes.
- {$endif}
- {$endif}
-
- {$I UltraStar.dpr}
-
- // ***************************************************************************
- //
- // Developers PLEASE NOTE !!!!!!!
- //
- // As of september 2007, I am working towards porting Ultrastar-DX to run
- // on Linux. I will be modifiying the source to make it compile in lazarus
- // on windows & linux and I will make sure that it compiles in delphi still
- // To help me in this endevour, please can you make a point of remembering
- // that linux is CASE SENSATIVE, and file / unit names must be as per
- // the filename exactly.
- //
- // EG : opengl12.pas must not be OpenGL in the uses cluase.
- //
- // thanks for your help...
- //
- // ***************************************************************************
-
- // Interesting stuff... :)
- // http://burningsmell.org/sdl_audioin/
-
-begin
- main();
-end.
+// ***************************************************************************
+//
+// Developers PLEASE NOTE !!!!!!!
+//
+// As of september 2007, I am working towards porting Ultrastar-DX to run
+// on Linux. I will be modifiying the source to make it compile in lazarus
+// on windows & linux and I will make sure that it compiles in delphi still
+// To help me in this endevour, please can you make a point of remembering
+// that linux is CASE SENSATIVE, and file / unit names must be as per
+// the filename exactly.
+//
+// EG : opengl12.pas must not be OpenGL in the uses cluase.
+//
+// thanks for your help...
+//
+// ***************************************************************************
+program UltraStar;
+
+{$MODE DELPHI}
+{$I switches.inc}
+
+{$IFDEF MSWINDOWS}
+ {$R 'UltraStar.res' 'UltraStar.rc'}
+{$ENDIF}
+
+uses
+ {$I UltraStar.dpr}
+
+begin
+ main();
+end.
diff --git a/Game/Code/UltraStar.rc b/Game/Code/UltraStar.rc
index 4bd9145d..622d0135 100644
--- a/Game/Code/UltraStar.rc
+++ b/Game/Code/UltraStar.rc
@@ -1,38 +1,38 @@
-Font TEX "..\Fonts\Normal\eurostar_regular.png"
-Font FNT "..\Fonts\Normal\eurostar_regular.dat"
+Font TEX "../Fonts/Normal/eurostar_regular.png"
+Font FNT "../Fonts/Normal/eurostar_regular.dat"
-FontB TEX "..\Fonts\Bold\eurostar_regular_bold.png"
-FontB FNT "..\Fonts\Bold\eurostar_regular_bold.dat"
+FontB TEX "../Fonts/Bold/eurostar_regular_bold.png"
+FontB FNT "../Fonts/Bold/eurostar_regular_bold.dat"
-FontO TEX "..\Fonts\Outline 1\Outline 1.png"
-FontO FNT "..\Fonts\Outline 1\Outline 1.dat"
+FontO TEX "../Fonts/Outline 1/Outline 1.png"
+FontO FNT "../Fonts/Outline 1/Outline 1.dat"
-FontO2 TEX "..\Fonts\Outline 2\Outline 2.png"
-FontO2 FNT "..\Fonts\Outline 2\Outline 2.dat"
+FontO2 TEX "../Fonts/Outline 2/Outline 2.png"
+FontO2 FNT "../Fonts/Outline 2/Outline 2.dat"
-MAINICON ICON "..\Graphics\ustar-icon_v01.ico"
-//MAINICON ICON "..\Graphics\us.ico"
+MAINICON ICON "../Graphics/ustar-icon_v01.ico"
+//MAINICON ICON "../Graphics/us.ico"
-CRDTS_BG TEX "..\Graphics\credits_v5_bg.png"
-CRDTS_OVL TEX "..\Graphics\credits_v5_overlay.png"
-CRDTS_blindguard TEX "..\Graphics\names_blindguard.png"
-CRDTS_blindy TEX "..\Graphics\names_blindy.png"
-CRDTS_canni TEX "..\Graphics\names_canni.png"
-CRDTS_commandio TEX "..\Graphics\names_commandio.png"
-CRDTS_lazyjoker TEX "..\Graphics\names_lazyjoker.png"
-CRDTS_mog TEX "..\Graphics\names_mog.png"
-CRDTS_mota TEX "..\Graphics\names_mota.png"
-CRDTS_skillmaster TEX "..\Graphics\names_skillmaster.png"
-CRDTS_whiteshark TEX "..\Graphics\names_whiteshark.png"
-INTRO_L01 TEX "..\Graphics\intro-l-01.png"
-INTRO_L02 TEX "..\Graphics\intro-l-02.png"
-INTRO_L03 TEX "..\Graphics\intro-l-03.png"
-INTRO_L04 TEX "..\Graphics\intro-l-04.png"
-INTRO_L05 TEX "..\Graphics\intro-l-05.png"
-INTRO_L06 TEX "..\Graphics\intro-l-06.png"
-INTRO_L07 TEX "..\Graphics\intro-l-07.png"
-INTRO_L08 TEX "..\Graphics\intro-l-08.png"
-INTRO_L09 TEX "..\Graphics\intro-l-09.png"
-OUTRO_BG TEX "..\Graphics\outro-bg.png"
-OUTRO_ESC TEX "..\Graphics\outro-esc.png"
-OUTRO_EXD TEX "..\Graphics\outro-exit-dark.png"
+CRDTS_BG TEX "../Graphics/credits_v5_bg.png"
+CRDTS_OVL TEX "../Graphics/credits_v5_overlay.png"
+CRDTS_blindguard TEX "../Graphics/names_blindguard.png"
+CRDTS_blindy TEX "../Graphics/names_blindy.png"
+CRDTS_canni TEX "../Graphics/names_canni.png"
+CRDTS_commandio TEX "../Graphics/names_commandio.png"
+CRDTS_lazyjoker TEX "../Graphics/names_lazyjoker.png"
+CRDTS_mog TEX "../Graphics/names_mog.png"
+CRDTS_mota TEX "../Graphics/names_mota.png"
+CRDTS_skillmaster TEX "../Graphics/names_skillmaster.png"
+CRDTS_whiteshark TEX "../Graphics/names_whiteshark.png"
+INTRO_L01 TEX "../Graphics/intro-l-01.png"
+INTRO_L02 TEX "../Graphics/intro-l-02.png"
+INTRO_L03 TEX "../Graphics/intro-l-03.png"
+INTRO_L04 TEX "../Graphics/intro-l-04.png"
+INTRO_L05 TEX "../Graphics/intro-l-05.png"
+INTRO_L06 TEX "../Graphics/intro-l-06.png"
+INTRO_L07 TEX "../Graphics/intro-l-07.png"
+INTRO_L08 TEX "../Graphics/intro-l-08.png"
+INTRO_L09 TEX "../Graphics/intro-l-09.png"
+OUTRO_BG TEX "../Graphics/outro-bg.png"
+OUTRO_ESC TEX "../Graphics/outro-esc.png"
+OUTRO_EXD TEX "../Graphics/outro-exit-dark.png"
diff --git a/Game/Code/lib/midi/MidiFile.pas b/Game/Code/lib/midi/MidiFile.pas
index e6306bec..0c150a8b 100644
--- a/Game/Code/lib/midi/MidiFile.pas
+++ b/Game/Code/lib/midi/MidiFile.pas
@@ -96,12 +96,10 @@ interface
uses
Windows,
- Forms,
+ //Forms,
Messages,
SysUtils,
- {$IFDEF LCL}
- LCLIntf, // used for AllocateHWnd
- {$ENDIF}
+ UCommon,
Classes;
type
@@ -941,11 +939,12 @@ begin
case Msg of
WM_MULTIMEDIA_TIMER:
begin
- try
+ //try
MidiTimer(self);
- except
- Application.HandleException(Self);
- end;
+ //except
+ // Note: HandleException() is called by default if exception is not handled
+ // Application.HandleException(Self);
+ //end;
end;
else
begin
diff --git a/Game/Code/lib/midi/Midiin.pas b/Game/Code/lib/midi/Midiin.pas
index 6820a740..8cb7beb7 100644
--- a/Game/Code/lib/midi/Midiin.pas
+++ b/Game/Code/lib/midi/Midiin.pas
@@ -111,9 +111,7 @@ uses
Messages,
Windows,
MMSystem,
- {$IFDEF LCL}
- LCLIntf, // used for AllocateHWnd
- {$ENDIF}
+ UCommon,
MidiDefs,
MidiType,
MidiCons,
diff --git a/Game/Code/lib/midi/Midiout.pas b/Game/Code/lib/midi/Midiout.pas
index 0ad93591..cdbc762d 100644
--- a/Game/Code/lib/midi/Midiout.pas
+++ b/Game/Code/lib/midi/Midiout.pas
@@ -105,11 +105,8 @@ uses
Windows,
Messages,
Classes,
- //Controls,
MMSystem,
- {$IFDEF LCL}
- LCLIntf, // used for AllocateHWnd
- {$ENDIF}
+ UCommon,
Circbuf,
MidiType,
MidiDefs,
diff --git a/Game/Code/lib/other/DirWatch.pas b/Game/Code/lib/other/DirWatch.pas
index b14fa791..95e0f8e9 100644
--- a/Game/Code/lib/other/DirWatch.pas
+++ b/Game/Code/lib/other/DirWatch.pas
@@ -31,11 +31,7 @@ uses
Windows,
Messages,
SysUtils,
- {$IFDEF LCL}
- LCLIntf, // used for AllocateHWnd
- {$ELSE}
- Forms,
- {$ENDIF}
+ UCommon,
Classes;
type
diff --git a/Game/Code/switches.inc b/Game/Code/switches.inc
index ba028f57..465aef09 100644
--- a/Game/Code/switches.inc
+++ b/Game/Code/switches.inc
@@ -1,141 +1,134 @@
-// Comment by eddie:
-// The mac port currently also uses the WIN32 define.
-// Once I get the beast compiled, linked and running
-// I will change this.
-// There are some parts where the WIN32 define could not
-// be used. I changed the WIN32 to MSWINDOWS.
-// So, for Windows-only code use the MSWINDOWS define.
-
-{$IFDEF FPC}
- {$DEFINE CONSOLE}
- {$IFDEF DARWIN}
- {$H+}
- {$R-}
- {$DEFINE WIN32}
- {$DEFINE TRANSLATE}
- {$DEFINE UTF8_FILENAMES}
- {$ELSE}
- {$DEFINE LAZARUS}
- {$IFNDEF LCL}
- // LCL should be defined already
- {$MESSAGE Warn 'LCL undefined, compile with "fpc -dLCL ..."!'}
- {$DEFINE LCL}
- {$ENDIF}
- {$ENDIF}
-
- {$DEFINE DLL_CDECL}
- {$DEFINE HasInline}
- {$UNDEF UseSerialPort}
-{$ELSE}
- {$UNDEF CONSOLE} // Delphi requires a special app type... no thanks ! :)
- // {$DEFINE CONSOLE} // -- use for development only !
- {$DEFINE Delphi}
-
- // Delphi version numbers (ignore versions released before Delphi 6 as they miss the $IF directive):
- // Delphi 6 (VER140), Delphi 7 (VER150), Delphi 8 (VER160)
- // Delphi 9/2005 (VER170), Delphi 10/2006 (VER180)
-
- // the inline-procedure directive was introduced with Delphi 2005
- {$IF not (Defined(VER140) or Defined(VER150) or Defined(VER160))}
- {$DEFINE HasInline}
- {$IFEND}
-
- {$DEFINE DLL_STDCALL}
- {$UNDEF UseSerialPort}
-{$ENDIF}
-
-
-{$IF Defined(win32)}
- // include defines but no constants
- {$IFDEF DARWIN}
- {$I config-macosx.inc}
- {$ELSE}
- {$I config-win.inc}
- {$ENDIF}
-
- // audio config
- {$DEFINE WinAudioLib_BASS}
- {$IFDEF WinAudioLib_BASS}
- {$DEFINE UseBASSPlayback}
- {$DEFINE UseBASSInput}
- {$ELSE}
- {$DEFINE UseFFMpegDecoder}
- //{$DEFINE UsePortaudioPlayback}
- {$DEFINE UseSDLPlayback}
- {$DEFINE UsePortaudioInput}
- {$DEFINE UsePortmixer}
- {$ENDIF}
- {$UNDEF WinAudioLib_BASS}
-
- // video config
- {$IFDEF HaveFFMpeg}
- {$DEFINE UseFFMpegVideo}
- {$IFDEF HaveSWScale}
- {$DEFINE UseSWScale}
- {$ENDIF}
- {$ENDIF}
-
- // misc defines
-
- {$IF Defined(HaveProjectM_0_9)}
- {$DEFINE UseProjectM_0_9}
- {$ELSEIF Defined(HaveProjectM_1_0_PLUS)}
- {$DEFINE UseProjectM_1_0_PLUS}
- {$IFEND}
-
- {$IFDEF DEBUG}
- {$IFNDEF DARWIN}
- {$IFDEF CONSOLE}
- {$APPTYPE CONSOLE}
- {$ENDIF}
- {$ENDIF}
- {$ENDIF}
-
- {$IFDEF MSWINDOWS}
- {$DEFINE UseMIDIPort}
- {$ENDIF}
-{$ELSEIF Defined(Linux)}
- // include defines but no constants
- {$I config-linux.inc}
-
- // audio config
- {$IFDEF HaveFFMpeg}
- {$DEFINE UseFFMpegDecoder}
- {$IFDEF HavePortaudio}
- //{$DEFINE UsePortaudioPlayback}
- {$DEFINE UseSDLPlayback}
- {$DEFINE UsePortaudioInput}
- {$ENDIF}
- {$ENDIF}
-
- // video config
- {$IFDEF HaveFFMpeg}
- {$DEFINE UseFFMpegVideo}
- {$IFDEF HaveSWScale}
- {$DEFINE UseSWScale}
- {$ENDIF}
- {$ENDIF}
-
- // misc defines
- {$IFDEF HaveProjectM}
- // this causes trouble at the moment
- //{$DEFINE UseProjectM_0_9}
- {$ENDIF}
-{$IFEND}
-
-{$IF Defined(UseFFMpegVideo) or Defined(UseFFMpegDecoder)}
- {$DEFINE UseFFMpeg}
-{$IFEND}
-
-{$IF Defined(UseBASSInput) or Defined(UseBASSPlayback)}
- {$DEFINE UseBASS}
-{$IFEND}
-
-{$IF Defined(UsePortaudioInput) or Defined(UsePortaudioPlayback)}
- {$DEFINE UsePortaudio}
-{$IFEND}
-
-{$IF Defined(UseProjectM_0_9) or Defined(UseProjectM_1_0_PLUS)}
- {$DEFINE UseProjectM}
-{$IFEND}
-
+// Comment by eddie:
+// The mac port currently also uses the WIN32 define.
+// Once I get the beast compiled, linked and running
+// I will change this.
+// There are some parts where the WIN32 define could not
+// be used. I changed the WIN32 to MSWINDOWS.
+// So, for Windows-only code use the MSWINDOWS define.
+
+{$IFDEF FPC}
+ {$DEFINE CONSOLE}
+ {$IFDEF DARWIN}
+ {$H+}
+ {$R-}
+ {$DEFINE WIN32}
+ {$DEFINE TRANSLATE}
+ {$DEFINE UTF8_FILENAMES}
+ {$ENDIF}
+
+ {$DEFINE DLL_CDECL}
+ {$DEFINE HasInline}
+ {$UNDEF UseSerialPort}
+{$ELSE}
+ {$UNDEF CONSOLE} // Delphi requires a special app type... no thanks ! :)
+ // {$DEFINE CONSOLE} // -- use for development only !
+ {$DEFINE Delphi}
+
+ // Delphi version numbers (ignore versions released before Delphi 6 as they miss the $IF directive):
+ // Delphi 6 (VER140), Delphi 7 (VER150), Delphi 8 (VER160)
+ // Delphi 9/2005 (VER170), Delphi 10/2006 (VER180)
+
+ // the inline-procedure directive was introduced with Delphi 2005
+ {$IF not (Defined(VER140) or Defined(VER150) or Defined(VER160))}
+ {$DEFINE HasInline}
+ {$IFEND}
+
+ {$DEFINE DLL_STDCALL}
+ {$UNDEF UseSerialPort}
+{$ENDIF}
+
+
+{$IF Defined(win32)}
+ // include defines but no constants
+ {$IFDEF DARWIN}
+ {$I config-macosx.inc}
+ {$ELSE}
+ {$I config-win.inc}
+ {$ENDIF}
+
+ // audio config
+ {$DEFINE WinAudioLib_BASS}
+ {$IFDEF WinAudioLib_BASS}
+ {$DEFINE UseBASSPlayback}
+ {$DEFINE UseBASSInput}
+ {$ELSE}
+ {$DEFINE UseFFMpegDecoder}
+ //{$DEFINE UsePortaudioPlayback}
+ {$DEFINE UseSDLPlayback}
+ {$DEFINE UsePortaudioInput}
+ {$DEFINE UsePortmixer}
+ {$ENDIF}
+ {$UNDEF WinAudioLib_BASS}
+
+ // video config
+ {$IFDEF HaveFFMpeg}
+ {$DEFINE UseFFMpegVideo}
+ {$IFDEF HaveSWScale}
+ {$DEFINE UseSWScale}
+ {$ENDIF}
+ {$ENDIF}
+
+ // misc defines
+
+ {$IF Defined(HaveProjectM_0_9)}
+ {$DEFINE UseProjectM_0_9}
+ {$ELSEIF Defined(HaveProjectM_1_0_PLUS)}
+ {$DEFINE UseProjectM_1_0_PLUS}
+ {$IFEND}
+
+ {$IFDEF DEBUG}
+ {$IFNDEF DARWIN}
+ {$IFDEF CONSOLE}
+ {$APPTYPE CONSOLE}
+ {$ENDIF}
+ {$ENDIF}
+ {$ENDIF}
+
+ {$IFDEF MSWINDOWS}
+ {$DEFINE UseMIDIPort}
+ {$ENDIF}
+{$ELSEIF Defined(Linux)}
+ // include defines but no constants
+ {$I config-linux.inc}
+
+ // audio config
+ {$IFDEF HaveFFMpeg}
+ {$DEFINE UseFFMpegDecoder}
+ {$IFDEF HavePortaudio}
+ //{$DEFINE UsePortaudioPlayback}
+ {$DEFINE UseSDLPlayback}
+ {$DEFINE UsePortaudioInput}
+ {$ENDIF}
+ {$ENDIF}
+
+ // video config
+ {$IFDEF HaveFFMpeg}
+ {$DEFINE UseFFMpegVideo}
+ {$IFDEF HaveSWScale}
+ {$DEFINE UseSWScale}
+ {$ENDIF}
+ {$ENDIF}
+
+ // misc defines
+ {$IFDEF HaveProjectM}
+ // this causes trouble at the moment
+ //{$DEFINE UseProjectM_0_9}
+ {$ENDIF}
+{$IFEND}
+
+{$IF Defined(UseFFMpegVideo) or Defined(UseFFMpegDecoder)}
+ {$DEFINE UseFFMpeg}
+{$IFEND}
+
+{$IF Defined(UseBASSInput) or Defined(UseBASSPlayback)}
+ {$DEFINE UseBASS}
+{$IFEND}
+
+{$IF Defined(UsePortaudioInput) or Defined(UsePortaudioPlayback)}
+ {$DEFINE UsePortaudio}
+{$IFEND}
+
+{$IF Defined(UseProjectM_0_9) or Defined(UseProjectM_1_0_PLUS)}
+ {$DEFINE UseProjectM}
+{$IFEND}
+