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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-03 03:02:42 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-03 03:02:42 +0000
commita022cbec1cb1245ab81bf008dd8835a860f38999 (patch)
tree03e0247be9bcfa7d1f7438984d0028ac667fa55c /Game/Code/Menu/UDisplay.pas
parent83c95e09f137e9984e7240fe629e8c819dfccbf4 (diff)
downloadusdx-a022cbec1cb1245ab81bf008dd8835a860f38999.tar.gz
usdx-a022cbec1cb1245ab81bf008dd8835a860f38999.tar.xz
usdx-a022cbec1cb1245ab81bf008dd8835a860f38999.zip
- some windows/lclintf dependencies removed
- some indentation git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@899 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UDisplay.pas233
1 files changed, 122 insertions, 111 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index c8a0aaf2..f7c1766a 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -8,54 +8,55 @@ interface
{$I switches.inc}
-uses {$IFDEF win32}
- windows,
- {$ELSE}
- LCLType,
- {$ENDIF}
- ucommon,
- SDL,
- UMenu,
- OpenGL12,
- SysUtils;
+uses
+ {$IFDEF win32}
+ windows,
+ {$ELSE}
+ LCLType,
+ {$ENDIF}
+ ucommon,
+ SDL,
+ UMenu,
+ OpenGL12,
+ SysUtils;
type
TDisplay = class
- ActualScreen : PMenu;
- NextScreen : PMenu;
+ private
+ //fade-to-black-hack
+ BlackScreen: Boolean;
- //fade-to-black-hack
- BlackScreen: Boolean;
+ doFade : Boolean;
+ canFade : Boolean;
+ myFade : integer;
+ lastTime : Cardinal;
+ pTexData : Pointer;
+ pTex : array[1..2] of glUInt;
- //popup hack
- NextScreenWithCheck: Pmenu;
- CheckOK : Boolean;
-
- h_DC : HDC;
- h_RC : HGLRC;
-
- Fade : Real;
- 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;
- public
- constructor Create;
- destructor Destroy; override;
-
- procedure PrintScreen;
- procedure ScreenShot;
- procedure DrawDebugInformation;
-
- function Draw: Boolean;
+ FPSCounter : Cardinal;
+ LastFPS : Cardinal;
+ NextFPSSwap : Cardinal;
+
+ OSD_LastError : String;
+
+ 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
@@ -138,7 +139,6 @@ begin
end;
FreeMem(pTexData);
- // end
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
@@ -184,6 +184,7 @@ begin
//popup hack
// check was successful... move on
if CheckOK then
+ begin
if assigned (NextScreenWithCheck)then
begin
NextScreen:=NextScreenWithCheck;
@@ -191,28 +192,34 @@ begin
CheckOk:=False;
end
else
+ begin
BlackScreen:=True; // end of game - fade to black before exit
- //end popup hack
+ end;
+ end;
+
+// CurrentScreen.SetAnimationProgress(1);
+ if (not assigned (NextScreen)) and (not BlackScreen) then
+ begin
+ CurrentScreen.Draw;
-// ActualScreen.SetAnimationProgress(1);
- if (not assigned (NextScreen)) and (not BlackScreen) then begin
- ActualScreen.Draw;
//popup mod
- if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else
- if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw;
- //popup end
+ 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
end
else
begin
// check if we had an initialization error (canfade=false, dofade=true)
- if doFade and not canFade then begin
+ if doFade and not canFade then
+ begin
doFade:=False; //disable fading
// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
end;
@@ -223,36 +230,28 @@ begin
if myfade = 0 then
begin
glViewPort(0, 0, 512, 512);
- ActualScreen.Draw;
+ 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
+ if (glError <> GL_NO_ERROR) then
begin
canFade := False;
- case glError of
- GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM';
- GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE';
- GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION';
- GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW';
- GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW';
- GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY';
- else glErrorStr:='unknown error';
- end;
+ 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:=GetTickCount;
+
+ lastTime:=GetTickCount; // TODO: use cross-plattform SDL_GetTicks() instead
if (S=2) or (Screens = 1) then
myfade:=myfade+1;
end; // end texture creation in first fading step
//do some time-based fading
- currentTime:=GetTickCount;
+ currentTime:=GetTickCount; // TODO: use cross-plattform SDL_GetTicks() instead
if (currentTime > lastTime+30) and (S=1) then
begin
myfade:=myfade+4;
@@ -263,14 +262,15 @@ begin
// Fade := Fade -0.999; // start fading out
-// ActualScreen.ShowFinish := false; // no purpose?
+// CurrentScreen.ShowFinish := false; // no purpose?
-// ActualScreen.SetAnimationProgress(Fade-1); // nop?
+// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
- else if ScreenAct=1 then begin
+ else if ScreenAct=1 then
+ begin
glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;
@@ -291,22 +291,23 @@ begin
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
- else
- // blackscreen hack
- if not BlackScreen then
- NextScreen.OnShow;
-
+ // 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...
+ if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
+ begin // fade out complete...
myFade:=0;
- ActualScreen.onHide;
- ActualScreen.ShowFinish:=False;
- ActualScreen:=NextScreen;
+ CurrentScreen.onHide;
+ CurrentScreen.ShowFinish:=False;
+ CurrentScreen:=NextScreen;
NextScreen := nil;
if not blackscreen then
begin
- ActualScreen.onShowFinish;
- ActualScreen.ShowFinish := true;
+ CurrentScreen.onShowFinish;
+ CurrentScreen.ShowFinish := true;
end
else
begin
@@ -318,11 +319,12 @@ begin
end; // if
//Draw OSD only on first Screen if Debug Mode is enabled
- if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then
+ if ((Ini.Debug = 1) or (Params.Debug)) and (S=1) then
DrawDebugInformation;
end; // for
-// SwapBuffers(h_DC);
+
+ // SDL_GL_SwapBuffers();
end;
{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
@@ -341,11 +343,14 @@ var
Num: integer;
FileName: string;
begin
- for Num := 1 to 9999 do begin
+ for Num := 1 to 9999 do
+ begin
FileName := IntToStr(Num);
- while Length(FileName) < 4 do FileName := '0' + FileName;
+ while Length(FileName) < 4 do
+ FileName := '0' + FileName;
FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg';
- if not FileExists(FileName) then break
+ if not FileExists(FileName) then
+ break
end;
glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]);
@@ -366,49 +371,55 @@ begin
end;
procedure TDisplay.ScreenShot;
- var F : file;
- FileInfo: BITMAPINFOHEADER;
- FileHeader : BITMAPFILEHEADER;
- pPicData:Pointer;
- FileName: String;
- Num: Integer;
+var
+ F : file;
+ FileInfo: BITMAPINFOHEADER;
+ FileHeader : BITMAPFILEHEADER;
+ pPicData:Pointer;
+ FileName: String;
+ Num: Integer;
begin
- Exit; // something broken in here... quick fix... disabled it
- //bilddatei Suchen
- for Num := 1 to 9999 do 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;
+ while Length(FileName) < 4 do
+ FileName := '0' + FileName;
FileName := ScreenshotsPath + FileName + '.BMP';
- if not FileExists(FileName) then break
+ if not FileExists(FileName) then
+ break
end;
- //Speicher für die Speicherung der Header-Informationen vorbereiten
+ // prepare header memory
ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER));
- //Initialisieren der Daten des Headers
+ // initialize header-data
FileHeader.bfType := 19778; //$4D42 = 'BM'
FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
-
- //Schreiben der Bitmap-Informationen
+
+ // 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);
-
- //Größenangabe auch in den Header übernehmen
+
+ // copy size-info to header
FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
-
- //Speicher für die Bilddaten reservieren
+
+ // reserve memory for image-data
GetMem(pPicData, FileInfo.biSizeImage);
try
- //Bilddaten von OpenGL anfordern (siehe oben)
+ // retrieve image-data from OpenGL (see above)
glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData);
-
- //Und den ganzen Müll in die Datei schieben ;-)
- //Moderne Leute nehmen dafür auch Streams ...
+
+ // and move the whole stuff into the file ;-)
+ // up-to-date guys use streams for this purpose ...
AssignFile(f, Filename);
Rewrite( f,1 );
try
@@ -419,7 +430,7 @@ begin
CloseFile(f);
end;
finally
- //Und den angeforderten Speicher wieder freigeben ...
+ // free allocated data ...
FreeMem(pPicData, FileInfo.biSizeImage);
end;
end;
@@ -449,7 +460,7 @@ begin
glColor4f(0, 0, 0, 1);
//Calculate FPS
- Ticks := GetTickCount;
+ Ticks := GetTickCount; // TODO: use cross-plattform SDL_GetTicks() instead
if (Ticks >= NextFPSSwap) then
begin
LastFPS := FPSCounter * 4;