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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-30 18:12:06 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-08-30 18:12:06 +0000
commit5f11f9f3e328f6818a42f0a3405404612399c64e (patch)
tree66f4cfcde3c1d4b0564ba47aceeb2d04082a7dfb /Game/Code/Menu/UDisplay.pas
parentd4ec88adaa7a93d1970c116ae3d621ff05683681 (diff)
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Removed outdated 1.1 branch contents
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@1331 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Menu/UDisplay.pas')
-rw-r--r--Game/Code/Menu/UDisplay.pas480
1 files changed, 0 insertions, 480 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
deleted file mode 100644
index c8a0aaf2..00000000
--- a/Game/Code/Menu/UDisplay.pas
+++ /dev/null
@@ -1,480 +0,0 @@
-unit UDisplay;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses {$IFDEF win32}
- windows,
- {$ELSE}
- LCLType,
- {$ENDIF}
- ucommon,
- SDL,
- UMenu,
- OpenGL12,
- SysUtils;
-
-type
- TDisplay = class
- ActualScreen : PMenu;
- NextScreen : PMenu;
-
- //fade-to-black-hack
- BlackScreen: Boolean;
-
- //popup hack
- NextScreenWithCheck: Pmenu;
- CheckOK : Boolean;
-
- h_DC : HDC;
- h_RC : HGLRC;
-
- Fade : Real;
- doFade : Boolean;
- canFade : Boolean;
- myFade : integer;
- lastTime : Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
-
- FPSCounter : Cardinal;
- LastFPS : Cardinal;
- NextFPSSwap : Cardinal;
-
- OSD_LastError : String;
- public
- constructor Create;
- destructor Destroy; override;
-
- procedure PrintScreen;
- procedure ScreenShot;
- procedure DrawDebugInformation;
-
- function Draw: Boolean;
- end;
-
-var
- Display: TDisplay;
-
-implementation
-
-uses
- {$IFDEF LAZARUS}
- ulazjpeg,
- {$ELSE}
- JPEG,
- {$ENDIF}
- {$IFNDEF win32}
- lclintf,
- {$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);
- // end
-
- //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
- if assigned (NextScreenWithCheck)then
- begin
- NextScreen:=NextScreenWithCheck;
- NextScreenWithCheck := NIL;
- CheckOk:=False;
- end
- else
- BlackScreen:=True; // end of game - fade to black before exit
- //end popup hack
-
-// 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
- // 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
- 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);
- ActualScreen.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;
- 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;
-// 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;
- 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;
- 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
-
-
-// ActualScreen.ShowFinish := false; // no purpose?
-
-// ActualScreen.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
- else
- // blackscreen hack
- if not BlackScreen then
- NextScreen.OnShow;
-
-
- 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;
- NextScreen := nil;
- if not blackscreen then
- begin
- ActualScreen.onShowFinish;
- ActualScreen.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
-// SwapBuffers(h_DC);
-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
- Exit; // something broken in here... quick fix... disabled it
- //bilddatei Suchen
- 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;
-
- //Speicher für die Speicherung der Header-Informationen vorbereiten
- ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
- ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER));
-
- //Initialisieren der Daten des Headers
- FileHeader.bfType := 19778; //$4D42 = 'BM'
- FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
-
- //Schreiben der Bitmap-Informationen
- 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
- FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
-
- //Speicher für die Bilddaten reservieren
- GetMem(pPicData, FileInfo.biSizeImage);
- try
- //Bilddaten von OpenGL anfordern (siehe oben)
- 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 ...
- 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
- //Und den angeforderten Speicher wieder freigeben ...
- 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 := GetTickCount;
- 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.