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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-10-10 22:59:33 +0000 |
commit | 35187604cef84864a908972d07361a5bd57e29ca (patch) | |
tree | dc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/base/UGraphic.pas | |
parent | 58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff) | |
parent | 02bd10f0798829ab69d2028b988cb2a54eae292a (diff) | |
download | usdx-svn/1.1.tar.gz usdx-svn/1.1.tar.xz usdx-svn/1.1.zip |
rename trunk to 1.1svn/1.1github/svn/1.1
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@2662 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | src/base/UGraphic.pas | 852 |
1 files changed, 852 insertions, 0 deletions
diff --git a/src/base/UGraphic.pas b/src/base/UGraphic.pas new file mode 100644 index 00000000..4f0c8c77 --- /dev/null +++ b/src/base/UGraphic.pas @@ -0,0 +1,852 @@ +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit UGraphic; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + gl, + glext, + UTexture, + TextGL, + ULog, + SysUtils, + ULyrics, + UImage, + UMusic, + UScreenLoading, + UScreenMain, + UScreenName, + UScreenLevel, + UScreenOptions, + UScreenOptionsGame, + UScreenOptionsGraphics, + UScreenOptionsSound, + UScreenOptionsLyrics, + UScreenOptionsThemes, + UScreenOptionsRecord, + UScreenOptionsAdvanced, + UScreenSong, + UScreenSing, + UScreenScore, + UScreenTop5, + UScreenEditSub, + UScreenEdit, + UScreenEditConvert, + UScreenEditHeader, + UScreenOpen, + UThemes, + USkins, + UScreenSongMenu, + UScreenSongJumpto, + {Party Screens} + UScreenPartyNewRound, + UScreenPartyScore, + UScreenPartyOptions, + UScreenPartyWin, + UScreenPartyPlayer, + UScreenPartyRounds, + {Stats Screens} + UScreenStatMain, + UScreenStatDetail, + {CreditsScreen} + UScreenCredits, + {Popup for errors, etc.} + UScreenPopup; + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + end; + +var + Screen: PSDL_Surface; + LoadingThread: PSDL_Thread; + Mutex: PSDL_Mutex; + + RenderW: integer; + RenderH: integer; + ScreenW: integer; + ScreenH: integer; + Screens: integer; + ScreenAct: integer; + ScreenX: integer; + + ScreenLoading: TScreenLoading; + ScreenMain: TScreenMain; + ScreenName: TScreenName; + ScreenLevel: TScreenLevel; + ScreenSong: TScreenSong; + ScreenSing: TScreenSing; + ScreenScore: TScreenScore; + ScreenTop5: TScreenTop5; + ScreenOptions: TScreenOptions; + ScreenOptionsGame: TScreenOptionsGame; + ScreenOptionsGraphics: TScreenOptionsGraphics; + ScreenOptionsSound: TScreenOptionsSound; + ScreenOptionsLyrics: TScreenOptionsLyrics; + ScreenOptionsThemes: TScreenOptionsThemes; + ScreenOptionsRecord: TScreenOptionsRecord; + ScreenOptionsAdvanced: TScreenOptionsAdvanced; + ScreenEditSub: TScreenEditSub; + ScreenEdit: TScreenEdit; + ScreenEditConvert: TScreenEditConvert; + ScreenEditHeader: TScreenEditHeader; + ScreenOpen: TScreenOpen; + + ScreenSongMenu: TScreenSongMenu; + ScreenSongJumpto: TScreenSongJumpto; + + //Party Screens + //ScreenSingModi: TScreenSingModi; + ScreenPartyNewRound: TScreenPartyNewRound; + ScreenPartyScore: TScreenPartyScore; + ScreenPartyWin: TScreenPartyWin; + ScreenPartyOptions: TScreenPartyOptions; + ScreenPartyPlayer: TScreenPartyPlayer; + ScreenPartyRounds: TScreenPartyRounds; + + //StatsScreens + ScreenStatMain: TScreenStatMain; + ScreenStatDetail: TScreenStatDetail; + + //CreditsScreen + ScreenCredits: TScreenCredits; + + //popup mod + ScreenPopupCheck: TScreenPopupCheck; + ScreenPopupError: TScreenPopupError; + ScreenPopupInfo: TScreenPopupInfo; + + //Notes + Tex_Left: array[1..6] of TTexture; //rename to tex_note_left + Tex_Mid: array[1..6] of TTexture; //rename to tex_note_mid + Tex_Right: array[1..6] of TTexture; //rename to tex_note_right + + Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left + Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid + Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right + + Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left + Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid + Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right + + Tex_Note_Star: TTexture; + Tex_Note_Perfect_Star: TTexture; + + + Tex_Ball: TTexture; + Tex_Lyric_Help_Bar: TTexture; + FullScreen: boolean; + + Tex_TimeProgress: TTexture; + + //Sing Bar Mod + Tex_SingBar_Back: TTexture; + Tex_SingBar_Bar: TTexture; + Tex_SingBar_Front: TTexture; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + Tex_SingLineBonusBack: array[0..8] of TTexture; + //End PhrasenBonus - Line Bonus Mod + + //ScoreBG Texs + Tex_ScoreBG: array [0..5] of TTexture; + + //Score Screen Textures + Tex_Score_NoteBarLevel_Dark : array [1..6] of TTexture; + Tex_Score_NoteBarRound_Dark : array [1..6] of TTexture; + + Tex_Score_NoteBarLevel_Light : array [1..6] of TTexture; + Tex_Score_NoteBarRound_Light : array [1..6] of TTexture; + + Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture; + Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture; + + Tex_Score_Ratings : array [0..7] of TTexture; + + // arrows for SelectSlide + Tex_SelectS_ArrowL: TTexture; + Tex_SelectS_ArrowR: TTexture; + + // textures for software mouse cursor + Tex_Cursor_Unpressed: TTexture; + Tex_Cursor_Pressed: TTexture; + + + PboSupported: boolean; + +const + Skin_BGColorR = 1; + Skin_BGColorG = 1; + Skin_BGColorB = 1; + + Skin_SpectrumR = 0; + Skin_SpectrumG = 0; + Skin_SpectrumB = 0; + + Skin_Spectograph1R = 0.6; + Skin_Spectograph1G = 0.8; + Skin_Spectograph1B = 1; + + Skin_Spectograph2R = 0; + Skin_Spectograph2G = 0; + Skin_Spectograph2B = 0.2; + + Skin_FontR = 0; + Skin_FontG = 0; + Skin_FontB = 0; + + Skin_FontHighlightR = 0.3; // 0.3 + Skin_FontHighlightG = 0.3; // 0.3 + Skin_FontHighlightB = 1; // 1 + + Skin_TimeR = 0.25; //0,0,0 + Skin_TimeG = 0.25; + Skin_TimeB = 0.25; + + Skin_OscR = 0; + Skin_OscG = 0; + Skin_OscB = 0; + + Skin_SpectrumT = 470; + Skin_SpectrumBot = 570; + Skin_SpectrumH = 100; + + Skin_P1_LinesR = 0.5; // 0.6 0.6 1 + Skin_P1_LinesG = 0.5; + Skin_P1_LinesB = 0.5; + + Skin_P2_LinesR = 0.5; // 1 0.6 0.6 + Skin_P2_LinesG = 0.5; + Skin_P2_LinesB = 0.5; + + Skin_P1_NotesB = 250; + Skin_P2_NotesB = 430; // 430 / 300 + + Skin_P1_ScoreT = 50; + Skin_P1_ScoreL = 20; + + Skin_P2_ScoreT = 50; + Skin_P2_ScoreL = 640; + +procedure Initialize3D (Title: string); +procedure Finalize3D; +procedure Reinitialize3D; +procedure SwapBuffers; + +procedure LoadTextures; +procedure InitializeScreen; +procedure LoadLoadingScreen; +procedure LoadScreens; +procedure UnloadScreens; + +function LoadingThreadFunction: integer; + + +implementation + +uses + Classes, + UMain, + UIni, + UDisplay, + UCommandLine, + UPathUtils; + +procedure LoadFontTextures; +begin + Log.LogStatus('Building Fonts', 'LoadTextures'); + BuildFonts; +end; + +procedure UnloadFontTextures; +begin + Log.LogStatus('Kill Fonts', 'UnloadFontTextures'); + KillFonts; +end; + +procedure LoadTextures; + +var + P: integer; + R, G, B: real; + Col: integer; +begin + Log.LogStatus('Loading Textures', 'LoadTextures'); + + // P1-6 + // TODO... do it once for each player... this is a bit crappy !! + // can we make it any better !? + for P := 1 to 6 do + begin + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + + { some colors for tests + Col := $10000 * Round(0.02*255) + $100 * Round(0.6 *255) + Round(0.8 *255); //blue + Col := $10000 * Round(0.8 *255) ; //red + Col := $100 * Round(0.85*255) ; //green + Col := $10000 * 255 + $100 * Round(0.52*255) ; //orange + Col := $10000 * 255 + $100 * 255 ; //yellow + Col := $10000 * Round(0.82*255) + 255 ; //purple + Col := $10000 * Round(0.22*255) + $100 * Round(0.39*255) + Round(0.64*255); //dark blue + Col := $10000 * Round(0 *255) + $100 * Round(0 *255) + Round(0 *255); //black + Col := $10000 * Round(1.0 *255) + $100 * Round(0.43*255) + Round(0.70*255); //pink + Col := 0; //black + Col := $FFFFFF; //white + Col := $FF0000; //red + Col := $00FF00; //green + Col := $002200; //light green + Col := $002222; //light greenblue + Col := $222200; //light yellow + Col := $340000; //red + Col := $FF6EB4; //pink + Col := $333333; //grey + } + + Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col); + Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col); + Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col); + + Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col); + Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col); + Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col); + + Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col); + Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col); + Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col); + end; + + Log.LogStatus('Loading Textures - B', 'LoadTextures'); + + Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0); + Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF); + Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + + Tex_SelectS_ArrowL := Texture.LoadTexture(Skin.GetTextureFileName('Select_ArrowLeft'), TEXTURE_TYPE_TRANSPARENT, 0); + Tex_SelectS_ArrowR := Texture.LoadTexture(Skin.GetTextureFileName('Select_ArrowRight'), TEXTURE_TYPE_TRANSPARENT, 0); + + Tex_Cursor_Unpressed := Texture.LoadTexture(Skin.GetTextureFileName('Cursor'), TEXTURE_TYPE_TRANSPARENT, 0); + + if (Skin.GetTextureFileName('Cursor_Pressed').IsSet) then + Tex_Cursor_Pressed := Texture.LoadTexture(Skin.GetTextureFileName('Cursor_Pressed'), TEXTURE_TYPE_TRANSPARENT, 0) + else + Tex_Cursor_Pressed.TexNum := 0; + + //TimeBar mod + Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar')); + //eoa TimeBar mod + + //SingBar Mod + Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0); + Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0); + Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0); + //end Singbar Mod + + Log.LogStatus('Loading Textures - C', 'LoadTextures'); + + //Line Bonus PopUp + for P := 0 to 8 do + begin + Case P of + 0: begin + R := 1; + G := 0; + B := 0; + end; + 1..3: begin + R := 1; + G := (P * 0.25); + B := 0; + end; + 4: begin + R := 1; + G := 1; + B := 0; + end; + 5..7: begin + R := 1-((P-4)*0.25); + G := 1; + B := 0; + end; + 8: begin + R := 0; + G := 1; + B := 0; + end; + End; + + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_SingLineBonusBack[P] := Texture.LoadTexture(Skin.GetTextureFileName('LineBonusBack'), TEXTURE_TYPE_COLORIZED, Col); + end; + +//## backgrounds for the scores ## + for P := 0 to 5 do begin + LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_ScoreBG[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreBG'), TEXTURE_TYPE_COLORIZED, Col); + end; + + + Log.LogStatus('Loading Textures - D', 'LoadTextures'); + +// ###################### +// Score screen textures +// ###################### + +//## the bars that visualize the score ## + for P := 1 to 6 do begin +//NoteBar ScoreBar + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Dark'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_Score_NoteBarLevel_Dark[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Dark'), TEXTURE_TYPE_COLORIZED, Col); + Tex_Score_NoteBarRound_Dark[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Dark_Round'), TEXTURE_TYPE_COLORIZED, Col); +//LineBonus ScoreBar + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_Score_NoteBarLevel_Light[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Light'), TEXTURE_TYPE_COLORIZED, Col); + Tex_Score_NoteBarRound_Light[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Light_Round'), TEXTURE_TYPE_COLORIZED, Col); +//GoldenNotes ScoreBar + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Lightest'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_Score_NoteBarLevel_Lightest[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Lightest'), TEXTURE_TYPE_COLORIZED, Col); + Tex_Score_NoteBarRound_Lightest[P] := Texture.LoadTexture(Skin.GetTextureFileName('ScoreLevel_Lightest_Round'), TEXTURE_TYPE_COLORIZED, Col); + end; + +//## rating pictures that show a picture according to your rate ## + for P := 0 to 7 do begin + Tex_Score_Ratings[P] := Texture.LoadTexture(Skin.GetTextureFileName('Rating_'+IntToStr(P)), TEXTURE_TYPE_TRANSPARENT, 0); + end; + + Log.LogStatus('Loading Textures - Done', 'LoadTextures'); +end; + +(* + * Load OpenGL extensions. Must be called after SDL_SetVideoMode() and each + * time the pixel-format or render-context (RC) changes. + *) +procedure LoadOpenGLExtensions; +begin + // Load OpenGL 1.2 extensions for OpenGL 1.2 compatibility + if (not Load_GL_version_1_2()) then + begin + Log.LogCritical('Failed loading OpenGL 1.2', 'UGraphic.Initialize3D'); + end; + + // Other extensions e.g. OpenGL 1.3-2.0 or Framebuffer-Object might be loaded here + // ... + //Load_GL_EXT_framebuffer_object(); + + // PBO functions are loaded with VBO + //PboSupported := Load_GL_ARB_pixel_buffer_object() + // and Load_GL_ARB_vertex_buffer_object(); + //Log.LogWarn('PBOSupported: ' + BoolToStr(PboSupported, true), 'LoadOpenGLExtensions'); + PboSupported := false; +end; + +const + WINDOW_ICON = 'icons/ultrastardx-icon.png'; + +procedure Initialize3D (Title: string); +var + Icon: PSDL_Surface; +begin + Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D'); + if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then + begin + Log.LogCritical('SDL_Init Failed', 'UGraphic.Initialize3D'); + end; + + // load icon image (must be 32x32 for win32) + Icon := LoadImage(ResourcesPath.Append(WINDOW_ICON)); + if (Icon <> nil) then + SDL_WM_SetIcon(Icon, nil); + + SDL_WM_SetCaption(PChar(Title), nil); + + { center window } + SDL_putenv('SDL_VIDEO_WINDOW_POS=center'); + { workaround for buggy Intel 3D driver on Linux } + SDL_putenv('texture_tiling=false'); + + //Log.BenchmarkStart(2); + + InitializeScreen; + + //Log.BenchmarkEnd(2); + //Log.LogBenchmark('--> Setting Screen', 2); + + //Log.BenchmarkStart(2); + Texture := TTextureUnit.Create; + // FIXME: this does not seem to be correct as Limit. + // Is the max. of either width or height. + Texture.Limit := 1024*1024; + + //LoadTextures; + //Log.BenchmarkEnd(2); + //Log.LogBenchmark('--> Loading Textures', 2); + + { + Log.BenchmarkStart(2); + Lyric:= TLyric.Create; + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Fonts', 2); + } + + // Note: do not initialize video modules earlier. They might depend on some + // SDL video functions or OpenGL extensions initialized in InitializeScreen() + InitializeVideo(); + + //Log.BenchmarkStart(2); + + Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D'); + Display := TDisplay.Create; + //Display.SetCursor; + + //Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2); + + //Log.LogStatus('Loading Screens', 'Initialize3D'); + //Log.BenchmarkStart(3); + + Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D'); + LoadFontTextures(); + + // Show the Loading Screen ------------- + Log.LogStatus('Loading Loading Screen', 'UGraphic.Initialize3D'); + LoadLoadingScreen; + + + Log.LogStatus(' Loading Textures', 'UGraphic.Initialize3D'); + LoadTextures; // jb + + + + // now that we have something to display while loading, + // start thread that loads the rest of ultrastar + //Mutex := SDL_CreateMutex; + //SDL_UnLockMutex(Mutex); + + // does not work this way because the loading thread tries to access opengl. + // See comment below + //LoadingThread := SDL_CreateThread(@LoadingThread, nil); + + // this would be run in the loadingthread + Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D'); + LoadScreens; + + + // TODO: + // here should be a loop which + // * draws the loading screen (form time to time) + // * controlls the "process of the loading screen" + // * checks if the loadingthread has loaded textures (check mutex) and + // * load the textures into opengl + // * tells the loadingthread, that the memory for the texture can be reused + // to load the netx texture (over another mutex) + // * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex) + // + // therefor loadtexture have to be changed, that it, instat of caling some opengl functions + // for itself, it should change mutex + // the mainthread have to know somehow what opengl function have to be called with which parameters like + // texturetype, textureobjekt, textur-buffer-adress, ... + + // wait for loading thread to finish + // currently does not work this way + // SDL_WaitThread(LoadingThread, I); + // SDL_DestroyMutex(Mutex); + + Display.CurrentScreen^.FadeTo( @ScreenMain ); + + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Screens', 2); + + Log.LogStatus('Finish', 'Initialize3D'); +end; + +procedure SwapBuffers; +begin + SDL_GL_SwapBuffers; + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, RenderW, RenderH, 0, -1, 100); + glMatrixMode(GL_MODELVIEW); +end; + +procedure Finalize3D; +begin + // TODO: finalize other stuff + UnloadFontTextures; + SDL_QuitSubSystem(SDL_INIT_VIDEO); +end; + +procedure Reinitialize3D; +begin + InitializeScreen; +end; + +procedure InitializeScreen; +var + S: string; + I: integer; + W, H: integer; + Depth: Integer; + Fullscreen: boolean; +begin + if (Params.Screens <> -1) then + Screens := Params.Screens + 1 + else + Screens := Ini.Screens + 1; + + // Set minimum color component sizes + // Note: do not request an alpha plane with SDL_GL_ALPHA_SIZE here as + // some cards/implementations do not support them (SDL_SetVideoMode fails). + // We do not the alpha plane anymore since offscreen rendering in back-buffer + // was removed. + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // Z-Buffer depth + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + // VSYNC works for windows only at the moment. SDL_GL_SWAP_CONTROL under + // linux uses GLX_MESA_swap_control which is not supported by nvidea cards. + // Maybe use glXSwapIntervalSGI(1) from the GLX_SGI_swap_control extension instead. + //SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); // VSYNC (currently Windows only) + + // If there is a resolution in Parameters, use it, else use the Ini value + I := Params.Resolution; + if (I <> -1) then + S := IResolution[I] + else + S := IResolution[Ini.Resolution]; + + I := Pos('x', S); + W := StrToInt(Copy(S, 1, I-1)) * Screens; + H := StrToInt(Copy(S, I+1, 1000)); + + if (Params.Depth <> -1) then + Depth := Params.Depth + else + Depth := Ini.Depth; + + Log.LogStatus('SDL_SetVideoMode', 'Initialize3D'); + + // check whether to start in fullscreen or windowed mode. + // The command-line parameters take precedence over the ini settings. + Fullscreen := ((Ini.FullScreen = 1) or (Params.ScreenMode = scmFullscreen)) and + not (Params.ScreenMode = scmWindowed); + + if Fullscreen then + begin + Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Full Screen'); + screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN ); + end + else + begin + Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Windowed'); + screen := SDL_SetVideoMode(W, H, 0, SDL_OPENGL or SDL_RESIZABLE); + end; + + SDL_ShowCursor(0); + + if (screen = nil) then + begin + Log.LogCritical('SDL_SetVideoMode Failed', 'Initialize3D'); + end; + + LoadOpenGLExtensions(); + + // define virtual (Render) and real (Screen) screen size + RenderW := 800; + RenderH := 600; + ScreenW := W; + ScreenH := H; + + // clear screen once window is being shown + // Note: SwapBuffers uses RenderW/H, so they must be defined before + glClearColor(1, 1, 1, 1); + glClear(GL_COLOR_BUFFER_BIT); + SwapBuffers; +end; + +procedure LoadLoadingScreen; +begin + ScreenLoading := TScreenLoading.Create; + ScreenLoading.OnShow; + + Display.CurrentScreen := @ScreenLoading; + + SwapBuffers; + + ScreenLoading.Draw; + Display.Draw; + + SwapBuffers; +end; + +procedure LoadScreens; +begin +{ ScreenLoading := TScreenLoading.Create; + ScreenLoading.OnShow; + Display.CurrentScreen := @ScreenLoading; + ScreenLoading.Draw; + Display.Draw; + SwapBuffers; +} + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3); + ScreenMain := TScreenMain.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3); + ScreenName := TScreenName.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3); + ScreenLevel := TScreenLevel.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3); + ScreenSong := TScreenSong.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3); + ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3); + ScreenSing := TScreenSing.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3); + ScreenScore := TScreenScore.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3); + ScreenTop5 := TScreenTop5.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3); + ScreenOptions := TScreenOptions.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3); + ScreenOptionsGame := TScreenOptionsGame.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3); + ScreenOptionsGraphics := TScreenOptionsGraphics.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3); + ScreenOptionsSound := TScreenOptionsSound.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3); + ScreenOptionsLyrics := TScreenOptionsLyrics.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3); + ScreenOptionsThemes := TScreenOptionsThemes.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3); + ScreenOptionsRecord := TScreenOptionsRecord.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3); + ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3); + ScreenEditSub := TScreenEditSub.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3); + ScreenEdit := TScreenEdit.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3); + ScreenEditConvert := TScreenEditConvert.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3); +// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG); +// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3); + ScreenOpen := TScreenOpen.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3); + //ScreenSingModi := TScreenSingModi.Create; + //Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3); + ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3); + ScreenSongJumpto := TScreenSongJumpto.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3); + ScreenPopupCheck := TScreenPopupCheck.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3); + ScreenPopupError := TScreenPopupError.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3); + ScreenPopupInfo := TScreenPopupInfo.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Info)', 3); Log.BenchmarkStart(3); + ScreenPartyNewRound := TScreenPartyNewRound.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3); + ScreenPartyScore := TScreenPartyScore.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3); + ScreenPartyWin := TScreenPartyWin.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3); + ScreenPartyOptions := TScreenPartyOptions.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3); + ScreenPartyPlayer := TScreenPartyPlayer.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3); + ScreenPartyRounds := TScreenPartyRounds.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyRounds', 3); Log.BenchmarkStart(3); + ScreenStatMain := TScreenStatMain.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3); + ScreenStatDetail := TScreenStatDetail.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3); + ScreenCredits := TScreenCredits.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3); + +end; + +function LoadingThreadFunction: integer; +begin + LoadScreens; + Result:= 1; +end; + +procedure UnloadScreens; +begin + ScreenMain.Free; + ScreenName.Free; + ScreenLevel.Free; + ScreenSong.Free; + ScreenSing.Free; + ScreenScore.Free; + ScreenTop5.Free; + ScreenOptions.Free; + ScreenOptionsGame.Free; + ScreenOptionsGraphics.Free; + ScreenOptionsSound.Free; + ScreenOptionsLyrics.Free; +// ScreenOptionsThemes.Free; + ScreenOptionsRecord.Free; + ScreenOptionsAdvanced.Free; + ScreenEditSub.Free; + ScreenEdit.Free; + ScreenEditConvert.Free; + ScreenOpen.Free; + //ScreenSingModi.Free; + ScreenSongMenu.Free; + ScreenSongJumpto.Free; + ScreenPopupCheck.Free; + ScreenPopupError.Free; + ScreenPopupInfo.Free; + ScreenPartyNewRound.Free; + ScreenPartyScore.Free; + ScreenPartyWin.Free; + ScreenPartyOptions.Free; + ScreenPartyPlayer.Free; + ScreenPartyRounds.Free; + ScreenStatMain.Free; + ScreenStatDetail.Free; +end; + +end. |