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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-03 03:02:42 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-03 03:02:42 +0000 |
commit | a022cbec1cb1245ab81bf008dd8835a860f38999 (patch) | |
tree | 03e0247be9bcfa7d1f7438984d0028ac667fa55c /Game | |
parent | 83c95e09f137e9984e7240fe629e8c819dfccbf4 (diff) | |
download | usdx-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.pas | 233 | ||||
-rw-r--r-- | Game/Code/Menu/UMenu.pas | 6 |
2 files changed, 125 insertions, 114 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; diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas index edaeaab4..8b7bfff3 100644 --- a/Game/Code/Menu/UMenu.pas +++ b/Game/Code/Menu/UMenu.pas @@ -24,7 +24,7 @@ type Button: array of TButton; Selects: array of TSelect; SelectsS: array of TSelectSlide; - ButtonCollection: Array of TButtonCollection; + ButtonCollection: array of TButtonCollection; BackImg: TTexture; BackW: integer; BackH: integer; @@ -1534,13 +1534,13 @@ procedure TMenu.onShow; begin // nothing // beep; - +(* if fileexists( fFileName ) then begin if VideoPlayback.Open( fFileName ) then VideoPlayback.Play; end; - +*) end; procedure TMenu.onShowFinish; |