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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-13 22:17:48 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-13 22:17:48 +0000
commitb1e40ba133782a3d36ec78d4cf9c0245b88448d1 (patch)
tree13797e8b4e717221b34131f1b9d1d5972a99df04 /Game/Code/Menu
parent0d4f50f6a2ba32a0176d768646208dbec3136084 (diff)
downloadusdx-b1e40ba133782a3d36ec78d4cf9c0245b88448d1.tar.gz
usdx-b1e40ba133782a3d36ec78d4cf9c0245b88448d1.tar.xz
usdx-b1e40ba133782a3d36ec78d4cf9c0245b88448d1.zip
implemented fading between screens (needs to be tested),
minor tweaking of perfect-line effect position, added myself to credits ;) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@86 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Menu')
-rw-r--r--Game/Code/Menu/UDisplay.pas209
1 files changed, 86 insertions, 123 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index 6d0443cc..d7439dc9 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -2,7 +2,7 @@ unit UDisplay;
interface
-uses Windows, SDL, UMenu, OpenGL12, SysUtils;
+uses Windows, SDL, UMenu, OpenGL12, SysUtils, dialogs;
type
TDisplay = class
@@ -12,13 +12,19 @@ type
h_DC: HDC;
h_RC: HGLRC;
-// FadeType: integer;
- FadeTex: glUInt;
- LastFade: real;
- Fade: real;
+ Fade: Real;
+ // fade-mod
+ myfade: integer;
+ pTexData : Pointer;
+ pTex : glUInt;
+ // end
+
function Draw: Boolean;
procedure PrintScreen;
constructor Create;
+ // fade mod
+ destructor Destroy;
+ // end
procedure ScreenShot;
end;
@@ -34,23 +40,42 @@ uses UGraphic, UTime, Graphics, Jpeg, UPliki, UTexture;
constructor TDisplay.Create;
begin
inherited Create;
-// FadeType := 0;
- Fade := 0;
+ // fade mod
+ myfade:=0;
+ // generate texture for fading between screens
+ GetMem(pTexData, 1024*1024*4);
+ glGenTextures(1, pTex);
+ glBindTexture(GL_TEXTURE_2D, pTex);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ FreeMem(pTexData);
+ // end
+end;
+
+// fade mod
+destructor TDisplay.Destroy;
+begin
+ glDeleteTextures(1,@pTex);
+ inherited Destroy;
end;
+// end
function TDisplay.Draw: Boolean;
var
S: integer;
- Col: real;
- Surface: PSDL_Surface;
+ // fade mod
+ myfade2:integer;
+ // end
begin
Result := True;
- Col := 1;
+{ Col := 1;
if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
- Col := 0;
+ Col := 0;}
- glClearColor(Col, Col, Col , 1);
+ glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
for S := 1 to Screens do begin
@@ -62,125 +87,63 @@ begin
ScreenX := 0;
- if S = 2 then TimeSkip := 0; // it's easier than rewriting code
+ if S = 2 then TimeSkip := 0 else; // it's easier than rewriting code
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
- ActualScreen.SetAnimationProgress(1);
- if not assigned (NextScreen) then Result := ActualScreen.Draw
+// ActualScreen.SetAnimationProgress(1);
+ if not assigned (NextScreen) then begin
+ Result := ActualScreen.Draw;
+ // fade mod
+ myfade:=0;
+ // end
+ end
else begin
- LastFade := Fade;
- Fade := Fade + TimeSkip * 6; // * 4
-
- {//Create Fading texture
- if Fade = 0 then
- begin
- Surface := SDL_GetVideoSurface;
- glGenTextures(1, FadeTex);
-
- glBindTexture(GL_TEXTURE_2D, FadeTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, Surface.pitch div Surface.format.BytesPerPixel);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, Surface.pixels);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- end;}
-
- ActualScreen.ShowFinish := false;
-
- //Fade = 2 (Belnding) Mod
- if (FadeTex > 0) then
+ // fade mod
+ //Create Fading texture if we're just starting
+ if myfade = 0 then
begin
- ActualScreen.SetAnimationProgress(Fade-1);
ActualScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, FadeTex);
- glColor4f(Col, Col, Col, 1-Fade); // 0
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0, 0);
- glVertex2f(0, 600);
- glVertex2f(800, 600);
- glVertex2f(800, 0);
- glEnd;
- glDisable(GL_BLEND);
- end
- else
- begin
- case ActualScreen.Fade of
- 0: begin
- if Fade < 1 then begin
- ActualScreen.SetAnimationProgress(1-Fade);
- ActualScreen.Draw;
- glColor4f(Col, Col, Col, Fade); // 0
- end else begin
- ActualScreen.SetAnimationProgress(Fade-1);
- ActualScreen.Draw;
- glColor4f(Col, Col, Col, 1-Fade); // 0
- end;
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0, 0);
- glVertex2f(0, 600);
- glVertex2f(800, 600);
- glVertex2f(800, 0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- 2: begin
- if Fade < 1 then begin
- ActualScreen.SetAnimationProgress(1-Fade);
- ActualScreen.Draw;
- //glColor4f(Col, Col, Col, Fade); // 0
- glColor4f(1, 1, 1, 1); // 0
- //Fade := 1
- end;
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0, 0);
- glVertex2f(0, 600);
- glVertex2f(800, 600);
- glVertex2f(800, 0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- end; // case
+ glBindTexture(GL_TEXTURE_2D, pTex);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1024, 1024, 0);
+ NextScreen.onShow;
end;
- if (LastFade < 1 ) and (Fade >= 1) then begin
- if (ActualScreen.Fade = 2) then
- begin
- ScreenShot;
- //Create Fading Texture
- Surface := SDL_GetVideoSurface;
- glGenTextures(1, FadeTex);
-
- glBindTexture(GL_TEXTURE_2D, FadeTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, Surface.pitch div Surface.format.BytesPerPixel);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, Surface.pixels);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- end;
-
- // pokazuje 2 ekran, ale nie kasuje informacji o NextScreen
- ActualScreen.onHide;
- ActualScreen := NextScreen;
- ActualScreen.onShow;
- end;
-
- if Fade >= 2 then begin
- if (FadeTex > 0) then //Delete Fade Tex
- begin
- glDeleteTextures(1, @FadeTex);
- FadeTex := 0;
- end;
-
- // koniec fade'a
- ActualScreen := NextScreen;
+// LastFade := Fade; // whatever
+// Fade := Fade -0.999; // start fading out
+ myfade:=myfade+1;
+
+// ActualScreen.ShowFinish := false; // no purpose?
+
+// ActualScreen.SetAnimationProgress(Fade-1); // nop?
+
+ NextScreen.Draw; // draw next screen
+
+ // and draw old screen over it... slowly fading out
+ myfade2:=myfade*myfade;
+ glBindTexture(GL_TEXTURE_2D, pTex);
+ glColor4f(1, 1, 1, (1000-myfade2)/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(0,0);glVertex2f(0-myfade2, 600+myfade2);
+ glTexCoord2f(0,ScreenH/1024);glVertex2f(0-myfade2, 0-myfade2);
+ glTexCoord2f(ScreenW/1024,ScreenH/1024);glVertex2f(800+myfade2, 0-myfade2);
+ glTexCoord2f(ScreenW/1024,0);glVertex2f(800+myfade2, 600+myfade2);
+ glEnd;
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+
+ if myfade > 50 then begin // fade out complete...
+ myfade:=0;
+ ActualScreen.onHide; // nop... whatever
+ ActualScreen.ShowFinish:=False;
+ ActualScreen:=NextScreen;
NextScreen := nil;
- ActualScreen.onShowFinish;
- ActualScreen.ShowFinish := true;
- end;
+ ActualScreen.onShowFinish; // one more nop...
+ ActualScreen.ShowFinish := true; // who wrote this crap?
+ // end of fade mod
end; // if
end; // for
// SwapBuffers(h_DC);