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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-05-31 14:10:42 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2009-05-31 14:10:42 +0000
commit257854c587f0876a912cfbeb4fe0a30970d25a9b (patch)
tree43a87074b46eb6211e8c103510f9b2261fe2d08b /src/menu/UDisplay.pas
parent1d3a28457fb5ff32d55435e31a5697fd383366d4 (diff)
downloadusdx-257854c587f0876a912cfbeb4fe0a30970d25a9b.tar.gz
usdx-257854c587f0876a912cfbeb4fe0a30970d25a9b.tar.xz
usdx-257854c587f0876a912cfbeb4fe0a30970d25a9b.zip
merged (experimental) mouse support patch by d0ccrazy
some changes to patch - implemented software cursor (texturable) - option to turn of mouse support or switch between hardware and software cursor - hide software cursor if there is no mouse activity for 5 seconds - soft fade in and out for software cursor - some test cursor-textures for deluxe theme (mog pls change these horible looking images) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1789 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/menu/UDisplay.pas')
-rw-r--r--src/menu/UDisplay.pas191
1 files changed, 191 insertions, 0 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas
index 58c416db..10a80c00 100644
--- a/src/menu/UDisplay.pas
+++ b/src/menu/UDisplay.pas
@@ -60,6 +60,17 @@ type
OSD_LastError: string;
+ { software cursor data }
+ Cursor_X: Double;
+ Cursor_Y: Double;
+ Cursor_Pressed: Boolean;
+ Cursor_HiddenByScreen: Boolean; // hides software cursor and deactivate auto fade in
+
+ // used for cursor fade out when there is no movement
+ Cursor_Visible: Boolean;
+ Cursor_LastMove: Cardinal;
+ Cursor_Fade: Boolean;
+
procedure DrawDebugInformation;
public
NextScreen: PMenu;
@@ -78,11 +89,28 @@ type
procedure SaveScreenShot;
function Draw: boolean;
+
+ { sets SDL_ShowCursor depending on options set in Ini }
+ procedure SetCursor;
+
+ { called when cursor moves, positioning of software cursor }
+ procedure MoveCursor(X, Y: Double; Pressed: Boolean);
+
+
+ { draws software cursor }
+ procedure DrawCursor;
end;
var
Display: TDisplay;
+const
+ { constants for software cursor effects
+ time in milliseconds }
+ Cursor_FadeIn_Time = 500; // seconds the fade in effect lasts
+ Cursor_FadeOut_Time = 2000; // seconds the fade out effect lasts
+ Cursor_AutoHide_Time = 5000; // seconds until auto fade out starts if there is no mouse movement
+
implementation
uses
@@ -125,6 +153,15 @@ begin
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
+
+ // software cursor default values
+ Cursor_LastMove := SDL_GetTicks;
+ Cursor_Visible := false;
+ Cursor_Pressed := false;
+ Cursor_X := -1;
+ Cursor_Y := -1;
+ Cursor_Fade := false;
+ Cursor_HiddenByScreen := true;
end;
destructor TDisplay.Destroy;
@@ -306,6 +343,160 @@ begin
if ((Ini.Debug = 1) or (Params.Debug)) and (S = 1) then
DrawDebugInformation;
end; // for
+
+ if not BlackScreen then
+ DrawCursor;
+end;
+
+{ sets SDL_ShowCursor depending on options set in Ini }
+procedure TDisplay.SetCursor;
+ var
+ Cursor: Integer;
+begin
+ Cursor := 0;
+
+ if (CurrentScreen <> @ScreenSing) or (Cursor_HiddenByScreen) then
+ begin // hide cursor on singscreen
+ if (Ini.Mouse = 0) and (Ini.FullScreen = 0) then
+ // show sdl (os) cursor in window mode even when mouse support is off
+ Cursor := 1
+ else if (Ini.Mouse = 1) then
+ // show sdl (os) cursor when hardware cursor is selected
+ Cursor := 1;
+
+ if (Ini.Mouse <> 2) then
+ Cursor_HiddenByScreen := false;
+ end
+ else if (Ini.Mouse <> 2) then
+ Cursor_HiddenByScreen := true;
+
+
+ SDL_ShowCursor(Cursor);
+
+ if (Ini.Mouse = 2) then
+ begin
+ if Cursor_HiddenByScreen then
+ begin
+ // show software cursor
+ Cursor_HiddenByScreen := false;
+ Cursor_Visible := false;
+ Cursor_Fade := false;
+ end
+ else if (CurrentScreen = @ScreenSing) then
+ begin
+ // hide software cursor in singscreen
+ Cursor_HiddenByScreen := true;
+ Cursor_Visible := false;
+ Cursor_Fade := false;
+ end;
+ end;
+end;
+
+{ called when cursor moves, positioning of software cursor }
+procedure TDisplay.MoveCursor(X, Y: Double; Pressed: Boolean);
+var
+ Ticks: Cardinal;
+begin
+ if (Ini.Mouse = 2) and ((X <> Cursor_X) or (Y <> Cursor_Y) or (Pressed <> Cursor_Pressed)) then
+ begin
+ Cursor_X := X;
+ Cursor_Y := Y;
+ Cursor_Pressed := Pressed;
+
+ Ticks := SDL_GetTicks;
+
+ if not Cursor_Visible then
+ begin
+ if (Cursor_Fade) then // we use a trick here to consider progress of fade out
+ Cursor_LastMove := Ticks - round(Cursor_FadeIn_Time * (1 - (Ticks - Cursor_LastMove)/Cursor_FadeOut_Time))
+ else
+ Cursor_LastMove := Ticks;
+
+ Cursor_Visible := True;
+ Cursor_Fade := True;
+ end
+ else if not Cursor_Fade then
+ begin
+ Cursor_LastMove := Ticks;
+ end;
+ end;
+end;
+
+{ draws software cursor }
+procedure TDisplay.DrawCursor;
+ var
+ Alpha: Single;
+ Ticks: Cardinal;
+begin
+ if (Ini.Mouse = 2) then
+ begin // draw software cursor
+ Ticks := SDL_GetTicks;
+
+ if (Cursor_Visible) and (Cursor_LastMove + Cursor_AutoHide_Time <= Ticks) then
+ begin // start fade out after 5 secs w/o activity
+ Cursor_Visible := False;
+ Cursor_LastMove := Ticks;
+ Cursor_Fade := True;
+ end;
+
+ // fading
+ if (Cursor_Fade) then
+ begin
+ if (Cursor_Visible) then
+ begin // fade in
+ if (Cursor_LastMove + Cursor_FadeIn_Time <= Ticks) then
+ Cursor_Fade := False
+ else
+ Alpha := sin((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeIn_Time) * 0.7;
+ end
+ else
+ begin //fade out
+ if (Cursor_LastMove + Cursor_FadeOut_Time <= Ticks) then
+ Cursor_Fade := False
+ else
+ Alpha := cos((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeOut_Time) * 0.7;
+ end;
+ end;
+
+ // no else if here because we may turn off fade in if block
+ if not Cursor_Fade then
+ begin
+ if Cursor_Visible then
+ Alpha := 0.7 // alpha when cursor visible and not fading
+ else
+ Alpha := 0; // alpha when cursor is hidden
+ end;
+
+ if (Alpha > 0) and (not Cursor_HiddenByScreen) then
+ begin
+ glColor4f(1, 1, 1, Alpha);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+
+ if (Cursor_Pressed) and (Tex_Cursor_Pressed.TexNum > 0) then
+ glBindTexture(GL_TEXTURE_2D, Tex_Cursor_Pressed.TexNum)
+ else
+ glBindTexture(GL_TEXTURE_2D, Tex_Cursor_Unpressed.TexNum);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(Cursor_X, Cursor_Y);
+
+ glTexCoord2f(0, 1);
+ glVertex2f(Cursor_X, Cursor_Y + 32);
+
+ glTexCoord2f(1, 1);
+ glVertex2f(Cursor_X + 32, Cursor_Y + 32);
+
+ glTexCoord2f(1, 0);
+ glVertex2f(Cursor_X + 32, Cursor_Y);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+ end;
end;
procedure TDisplay.SaveScreenShot;