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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-10 22:59:33 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-10 22:59:33 +0000
commit35187604cef84864a908972d07361a5bd57e29ca (patch)
treedc95a8b1abeabd3a466729056ab8d37aaa6e72ea /src/menu/UMenuBackgroundFade.pas
parent58c1daf3692d4c5c534750a4fda97e087b0f0cbb (diff)
parent02bd10f0798829ab69d2028b988cb2a54eae292a (diff)
downloadusdx-35187604cef84864a908972d07361a5bd57e29ca.tar.gz
usdx-35187604cef84864a908972d07361a5bd57e29ca.tar.xz
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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
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-rw-r--r--src/menu/UMenuBackgroundFade.pas176
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diff --git a/src/menu/UMenuBackgroundFade.pas b/src/menu/UMenuBackgroundFade.pas
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+{* 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 UMenuBackgroundFade;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UThemes,
+ UTexture,
+ UMenuBackground,
+ UPath;
+
+//TMenuBackgroundFade - Background Fade In for Overlay screens
+//--------
+
+type
+ TMenuBackgroundFade = class (TMenuBackground)
+ private
+ Tex: TTexture;
+ Color: TRGB;
+ Alpha: real;
+
+ useTexture: boolean;
+
+ FadeTime: cardinal;
+ public
+ constructor Create(const ThemedSettings: TThemeBackground); override;
+ procedure OnShow; override;
+ procedure Draw; override;
+ destructor Destroy; override;
+ end;
+
+const
+ FADEINTIME = 1500; //Time the bg fades in
+
+implementation
+uses
+ sdl,
+ gl,
+ glext,
+ USkins,
+ UCommon,
+ UGraphic;
+
+constructor TMenuBackgroundFade.Create(const ThemedSettings: TThemeBackground);
+var
+ texFilename: IPath;
+begin
+ inherited;
+ FadeTime := 0;
+
+ Color := ThemedSettings.Color;
+ Alpha := ThemedSettings.Alpha;
+ if (Length(ThemedSettings.Tex) > 0) then
+ begin
+ texFilename := Skin.GetTextureFileName(ThemedSettings.Tex);
+ Tex := Texture.GetTexture(texFilename, TEXTURE_TYPE_PLAIN);
+
+ UseTexture := (Tex.TexNum <> 0);
+ end
+ else
+ UseTexture := false;
+
+ if (not UseTexture) then
+ FreeandNil(Tex);
+end;
+
+destructor TMenuBackgroundFade.Destroy;
+begin
+ //Why isn't there any Tex.free method?
+ {if UseTexture then
+ FreeandNil(Tex); }
+ inherited;
+end;
+
+procedure TMenuBackgroundFade.OnShow;
+begin
+ FadeTime := SDL_GetTicks;
+end;
+
+procedure TMenuBackgroundFade.Draw;
+var
+ Progress: real;
+begin
+ if FadeTime = 0 then
+ Progress := Alpha
+ else
+ Progress := Alpha * (SDL_GetTicks - FadeTime) / FADEINTIME;
+
+ if Progress > Alpha then
+ begin
+ FadeTime := 0;
+ Progress := Alpha;
+ end;
+
+ if (UseTexture) then
+ begin //Draw Texture to Screen
+ if (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColorRGB(Color, Progress);
+ glBindTexture(GL_TEXTURE_2D, Tex.TexNum);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(Tex.TexX1*Tex.TexW, Tex.TexY1*Tex.TexH);
+ glVertex2f(0, 0);
+
+ glTexCoord2f(Tex.TexX1*Tex.TexW, Tex.TexY2*Tex.TexH);
+ glVertex2f(0, 600);
+
+ glTexCoord2f(Tex.TexX2*Tex.TexW, Tex.TexY2*Tex.TexH);
+ glVertex2f(800, 600);
+
+ glTexCoord2f(Tex.TexX2*Tex.TexW, Tex.TexY1*Tex.TexH);
+ glVertex2f(800, 0);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end
+ else
+ begin //Clear Screen w/ progress Alpha + Color
+ if (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColorRGB(Color, Progress);
+
+ glBegin(GL_QUADS);
+ glVertex2f(0, 0);
+ glVertex2f(0, 600);
+ glVertex2f(800, 600);
+ glVertex2f(800, 0);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ end;
+end;
+
+end.