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author | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-02-05 11:27:22 +0000 |
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committer | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-02-05 11:27:22 +0000 |
commit | 1cec357365c6260da0667966460387aaffa76436 (patch) | |
tree | b5f71c73751122644d47e11f478c2b0490e953a0 /Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas | |
parent | 7ad8d5e253f452bb8e208f75397d53beca5b3a49 (diff) | |
download | usdx-1cec357365c6260da0667966460387aaffa76436.tar.gz usdx-1cec357365c6260da0667966460387aaffa76436.tar.xz usdx-1cec357365c6260da0667966460387aaffa76436.zip |
renamed Jedi-SDL folder.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@810 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas')
-rw-r--r-- | Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas | 195 |
1 files changed, 0 insertions, 195 deletions
diff --git a/Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas b/Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas deleted file mode 100644 index f8bf902c..00000000 --- a/Game/Code/lib/JEDI-SDLv1.0/SDL/Pas/sdlgameinterface.pas +++ /dev/null @@ -1,195 +0,0 @@ -unit sdlgameinterface;
-{
- $Id: sdlgameinterface.pas,v 1.3 2004/10/17 18:41:49 savage Exp $
-
-}
-{******************************************************************************}
-{ }
-{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
-{ Game Interface Base class }
-{ }
-{ The initial developer of this Pascal code was : }
-{ Dominqiue Louis <Dominique@SavageSoftware.com.au> }
-{ }
-{ Portions created by Dominqiue Louis are }
-{ Copyright (C) 2000 - 2001 Dominqiue Louis. }
-{ }
-{ }
-{ Contributor(s) }
-{ -------------- }
-{ }
-{ }
-{ Obtained through: }
-{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
-{ }
-{ You may retrieve the latest version of this file at the Project }
-{ JEDI home page, located at http://delphi-jedi.org }
-{ }
-{ The contents of this file are used with permission, subject to }
-{ the Mozilla Public License Version 1.1 (the "License"); you may }
-{ not use this file except in compliance with the License. You may }
-{ obtain a copy of the License at }
-{ http://www.mozilla.org/MPL/MPL-1.1.html }
-{ }
-{ Software distributed under the License is distributed on an }
-{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
-{ implied. See the License for the specific language governing }
-{ rights and limitations under the License. }
-{ }
-{ Description }
-{ ----------- }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ Requires }
-{ -------- }
-{ The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so }
-{ They are available from... }
-{ http://www.libsdl.org . }
-{ }
-{ Programming Notes }
-{ ----------------- }
-{ }
-{ }
-{ }
-{ }
-{ Revision History }
-{ ---------------- }
-{ September 23 2004 - DL : Initial Creation }
-{
- $Log: sdlgameinterface.pas,v $
- Revision 1.3 2004/10/17 18:41:49 savage
- Slight Change to allow Reseting of Input Event handlers
-
- Revision 1.2 2004/09/30 22:35:47 savage
- Changes, enhancements and additions as required to get SoAoS working.
-
-
-}
-{******************************************************************************}
-
-interface
-
-uses
- sdl,
- sdlwindow;
-
-type
- TGameInterfaceClass = class of TGameInterface;
-
- TGameInterface = class( TObject )
- private
- FNextGameInterface : TGameInterfaceClass;
- protected
- Dragging : Boolean;
- Loaded : Boolean;
- procedure FreeSurfaces; virtual;
- procedure Render; virtual; abstract;
- procedure Close; virtual;
- procedure Update( aElapsedTime : single ); virtual;
- procedure MouseDown( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure MouseMove( Shift: TSDLMod; CurrentPos : TPoint; RelativePos : TPoint ); virtual;
- procedure MouseUp( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure MouseWheelScroll( WheelDelta : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure KeyDown( var Key: TSDLKey; Shift: TSDLMod; unicode : UInt16 ); virtual;
- public
- MainWindow : TSDL2DWindow;
- procedure ResetInputManager;
- procedure LoadSurfaces; virtual;
- function PointIsInRect( Point : TPoint; x, y, x1, y1 : integer ) : Boolean;
- constructor Create( const aMainWindow : TSDL2DWindow );
- destructor Destroy; override;
- property NextGameInterface : TGameInterfaceClass read FNextGameInterface write FNextGameInterface;
- end;
-
-implementation
-
-{ TGameInterface }
-procedure TGameInterface.Close;
-begin
- FNextGameInterface := nil;
-end;
-
-constructor TGameInterface.Create( const aMainWindow : TSDL2DWindow );
-begin
- inherited Create;
- MainWindow := aMainWindow;
- FNextGameInterface := TGameInterface;
- ResetInputManager;
-end;
-
-destructor TGameInterface.Destroy;
-begin
- if Loaded then
- FreeSurfaces;
- inherited;
-end;
-
-procedure TGameInterface.FreeSurfaces;
-begin
- Loaded := False;
-end;
-
-procedure TGameInterface.KeyDown(var Key: TSDLKey; Shift: TSDLMod; unicode: UInt16);
-begin
-
-end;
-
-procedure TGameInterface.LoadSurfaces;
-begin
- Loaded := True;
-end;
-
-procedure TGameInterface.MouseDown(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
- Dragging := True;
-end;
-
-procedure TGameInterface.MouseMove(Shift: TSDLMod; CurrentPos, RelativePos: TPoint);
-begin
-
-end;
-
-procedure TGameInterface.MouseUp(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
- Dragging := True;
-end;
-
-procedure TGameInterface.MouseWheelScroll(WheelDelta: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
-
-end;
-
-function TGameInterface.PointIsInRect( Point : TPoint; x, y, x1, y1: integer ): Boolean;
-begin
- if ( Point.x >= x )
- and ( Point.y >= y )
- and ( Point.x <= x1 )
- and ( Point.y <= y1 ) then
- result := true
- else
- result := false;
-end;
-
-procedure TGameInterface.ResetInputManager;
-begin
- MainWindow.InputManager.Mouse.OnMouseDown := MouseDown;
- MainWindow.InputManager.Mouse.OnMouseMove := MouseMove;
- MainWindow.InputManager.Mouse.OnMouseUp := MouseUp;
- MainWindow.InputManager.Mouse.OnMouseWheel := MouseWheelScroll;
- MainWindow.InputManager.KeyBoard.OnKeyDown := KeyDown;
- MainWindow.OnRender := Render;
- MainWindow.OnClose := Close;
- MainWindow.OnUpdate := Update;
-end;
-
-procedure TGameInterface.Update(aElapsedTime: single);
-begin
-
-end;
-
-end.
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