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authorAlexander Sulfrian <alexander@sulfrian.net>2009-12-25 16:11:40 +0100
committerAlexander Sulfrian <alexander@sulfrian.net>2013-01-05 17:17:42 +0100
commitce6c218326fa8bbfc13be744b61aeae5f9c967ae (patch)
treea764388c2b73394401e9c61e2170a1afc6081910 /src/menu/display.cpp
parent89c442426d3d0dcafa4b66c706e82f39fdaf2bee (diff)
downloadusdx-ce6c218326fa8bbfc13be744b61aeae5f9c967ae.tar.gz
usdx-ce6c218326fa8bbfc13be744b61aeae5f9c967ae.tar.xz
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converted UDisplay
Diffstat (limited to 'src/menu/display.cpp')
-rw-r--r--src/menu/display.cpp536
1 files changed, 536 insertions, 0 deletions
diff --git a/src/menu/display.cpp b/src/menu/display.cpp
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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.
+ *
+ * $URL$
+ * $Id$
+ */
+
+#include "display.hpp"
+#include <math.h>
+#include <SDL/SDL.h>
+#include <GL/glu.h>
+
+// constants for software cursor effects time in milliseconds
+const int Cursor_FadeIn_Time = 500; // seconds the fade in effect lasts
+const int Cursor_FadeOut_Time = 2000; // seconds the fade out effect lasts
+const int Cursor_AutoHide_Time = 5000; // seconds until auto fade out starts if there is no mouse movement
+
+namespace usdx
+{
+ Display* Display::get_instance(void)
+ {
+ if (!instance) {
+ instance = new Display();
+ }
+
+ return instance;
+ }
+
+ Display::Display(void)
+ {
+ //popup hack
+ check_ok = false;
+ next_screen = NULL;
+ next_screen_with_check = NULL;
+ black_screen = false;
+
+ // fade mod
+ fade_state = 0;
+ fade_enabled = (Ini.ScreenFade == 1);
+ fade_failed = false;
+
+ glGenTextures(2, fade_tex);
+
+ for (int i = 0; i < 2; i++) {
+ glBindTexture(GL_TEXTURE_2D, fade_tex[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+
+ //Set LastError for OSD to No Error
+ osd_last_error = "No Errors";
+
+ // software cursor default values
+ cursor_last_move = 0;
+ cursor_visible = false;
+ cursor_pressed = false;
+ cursor_x = -1;
+ cursor_y = -1;
+ cursor_fade = false;
+ cursor_hidden_by_screen = true;
+ }
+
+ Display::~Display(void)
+ {
+ glDeleteTextures(2, fade_tex);
+ }
+
+ bool Display::draw(void)
+ {
+ //We don't need this here anymore,
+ //Because the background care about cleaning the buffers
+ //glClearColor(1, 1, 1 , 0);
+ //glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ for (int s = 0; s < screens; s++)
+ {
+ int ScreenAct = s;
+
+ //if Screens = 1 then ScreenX := 0;
+ //if (Screens = 2) and (S = 1) then ScreenX := -1;
+ //if (Screens = 2) and (S = 2) then ScreenX := 1;
+ int ScreenX = 0;
+
+ glViewPort((s-1) * screen_w / screens, 0, screen_w / screens, screen_h);
+
+ // popup hack
+ // check was successful... move on
+ if (check_ok) {
+ if (next_screen_with_check) {
+ next_screen = next_screen_with_check;
+ next_screen_with_check = NULL;
+ check_ok = false;
+ }
+ else {
+ // on end of game fade to black before exit
+ black_screen = true;
+ }
+ }
+
+ if (!next_screen && !black_screen) {
+ current_screen->Draw();
+
+ //popup mod
+ if (screen_popup_error && screen_popup_error->visible)
+ screen_popup_error->Draw();
+ else if (screen_popup_info && screen_popup_info->visible)
+ screen_popup_info->Draw();
+ else if (screen_popup_check && screen_popup_check->visible)
+ screen_popup_check->Draw();
+
+ // fade mod
+ fade_state = 0;
+ if ((Ini.ScreenFade == 1) && !fade_failed)
+ fade_enabled = true;
+ else if (Ini.ScreenFade == 0)
+ fade_enabled = false;
+ }
+ else {
+ // disable fading if initialization failed
+ if (fade_enabled && fade_failed)
+ fade_enabled = false;
+
+ if (fade_enabled && !fade_failed) {
+ //Create Fading texture if we're just starting
+ if (fade_state == 0) {
+ // save old viewport and resize to fit texture
+ glPushAttrib(GL_VIEWPORT_BIT);
+ glViewPort(0, 0, 512, 512);
+
+ // draw screen that will be faded
+ current_screen->Draw();
+
+ // clear OpenGL errors, otherwise fading might be disabled due to some
+ // older errors in previous OpenGL calls.
+ glGetError();
+
+ // copy screen to texture
+ glBindTexture(GL_TEXTURE_2D, fade_tex[s]);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
+
+ GLenum glError = glGetError();
+ if (glError != GL_NO_ERROR) {
+ fade_failed = true;
+ Log->LogWarn(std::string("Fading disabled: ") + gluErrorString(glError), "TDisplay.Draw");
+ }
+
+ // restore viewport
+ glPopAttrib();
+
+ // blackscreen-hack
+ if (!black_screen)
+ next_screen->on_show();
+
+ // update fade state
+ last_fade_time = SDL_GetTicks();
+ if ((s == 1) || (screens == 1))
+ fade_state++;
+ } // end texture creation in first fading step
+
+ //do some time-based fading
+ unsigned int current_time = SDL_GetTicks();
+ if ((current_time > last_fade_time + 30) && (s == 0))
+ {
+ fade_state += 4;
+ last_fade_time = current_time;
+ }
+
+ // blackscreen-hack
+ if (!black_screen)
+ next_screen->Draw(); // draw next screen
+ else if (screen_act == 0)
+ {
+ glClearColor(0, 0, 0 , 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ }
+
+ // and draw old screen over it... slowly fading out
+ float fade_state_square = (fade_state * fade_state) / 10000.0;
+
+ glBindTexture(GL_TEXTURE_2D, fade_tex[s]);
+ glColor4f(1, 1, 1, 1 - fade_state_square);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0 + fade_state_square, 0 + fade_state_square); glVertex2f(0, 600);
+ glTexCoord2f(0 + fade_state_square, 1 - fade_state_square); glVertex2f(0, 0);
+ glTexCoord2f(1 - fade_state_square, 1 - fade_state_square); glVertex2f(800, 0);
+ glTexCoord2f(1 - fade_state_square, 0 + fade_state_square); glVertex2f(800, 600);
+ glEnd();
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ // blackscreen hack
+ else if (!black_screen)
+ next_screen->on_show();
+
+ if ((((fade_state > 40) || !fade_enabled) || fade_failed) && (s == 0)) {
+ // fade out complete...
+ fade_state = 0;
+ current_screen->on_hide();
+ current_screen->show_finish = false;
+ current_screen = next_screen;
+ next_screen = NULL;
+
+ if (!black_screen) {
+ current_screen->on_show_finish();
+ current_screen->show_finish = true;
+ }
+ else {
+ return false;
+ }
+ }
+ }
+
+ // Draw OSD only on first Screen if Debug Mode is enabled
+ if (((Ini->Debug == 1) || (Params->Debug)) && (s == 0))
+ draw_debug_information();
+
+ } // for
+
+ if (!black_screen)
+ draw_cursor();
+
+ return true;
+ }
+
+ // sets SDL_ShowCursor depending on options set in Ini
+ void Display::set_cursor(void)
+ {
+ int cursor = 0;
+
+ if ((current_screen != screen_sing) || (cursor_hidden_by_screen)) {
+
+ // hide cursor on singscreen
+ if ((Ini->Mouse == 0) and (Ini->FullScreen == 0))
+ // show sdl (os) cursor in window mode even when mouse support is off
+ cursor = 1;
+
+ else if ((Ini->Mouse == 1))
+ // show sdl (os) cursor when hardware cursor is selected
+ cursor = 1;
+
+ if ((Ini->Mouse != 2))
+ cursor_hidden_by_screen = false;
+ }
+ else if ((Ini.Mouse != 2))
+ cursor_hidden_by_screen = true;
+
+ SDL_ShowCursor(cursor);
+
+ if (Ini->Mouse == 2)
+ {
+ if (cursor_hidden_by_screen)
+ {
+ // show software cursor
+ cursor_hidden_by_screen = false;
+ cursor_visible = false;
+ cursor_fade = false;
+ }
+ else if (current_screen == screen_sing)
+ {
+ // hide software cursor in singscreen
+ cursor_hidden_by_screen = true;
+ cursor_visible = false;
+ cursor_fade = false;
+ }
+ }
+ }
+
+ // called by MoveCursor and OnMouseButton to update last move and start fade in
+ void Display::update_cursor_fade(void)
+ {
+ unsigned int ticks = SDL_GetTicks();
+
+ // fade in on movement (or button press) if not first movement
+ if ((!cursor_visible) && (cursor_last_move != 0))
+ {
+ if (cursor_fade) // we use a trick here to consider progress of fade out
+ cursor_last_move = ticks - (int)(Cursor_FadeIn_Time * (1 - (ticks - cursor_last_move) / (float)Cursor_FadeOut_Time) + 0.5);
+ else
+ cursor_last_move = ticks;
+
+ cursor_visible = true;
+ cursor_fade = true;
+ }
+ else if (!cursor_fade)
+ {
+ cursor_last_move = ticks;
+ }
+ }
+
+ // called when cursor moves, positioning of software cursor
+ void Display::move_cursor(double x, double y)
+ {
+ if ((Ini->Mouse == 2) && ((x != cursor_x) || (y != cursor_y)))
+ {
+ cursor_x = x;
+ cursor_y = y;
+
+ update_cursor_fade();
+ }
+ }
+
+ // called when left or right mousebutton is pressed or released
+ void Display::on_mouse_button(bool pressed)
+ {
+ if (Ini->Mouse == 2)
+ {
+ cursor_pressed = pressed;
+ update_cursor_fade();
+ }
+ }
+
+ // draws software cursor
+ void Display::draw_cursor(void)
+ {
+ float alpha;
+ unsigned int ticks;
+ if (Ini->Mouse == 2)
+ {
+ // draw software cursor
+ ticks = SDL_GetTicks();
+
+ if ((cursor_visible) && (cursor_last_move + Cursor_AutoHide_Time <= ticks))
+ {
+ // start fade out after 5 secs w/o activity
+ cursor_visible = false;
+ cursor_last_move = ticks;
+ cursor_fade = true;
+ }
+
+ // fading
+ if (cursor_fade)
+ {
+ if (cursor_visible)
+ {
+ // fade in
+ if (cursor_last_move + Cursor_FadeIn_Time <= ticks)
+ cursor_fade = false;
+ else
+ alpha = sin((ticks - cursor_last_move) * 0.5 * M_PI / Cursor_FadeIn_Time) * 0.7;
+ }
+ else
+ {
+ //fade out
+ if (cursor_last_move + Cursor_FadeOut_Time <= ticks)
+ cursor_fade = false;
+ else
+ alpha = cos((ticks - cursor_last_move) * 0.5 * M_PI / Cursor_FadeOut_Time) * 0.7;
+ }
+ }
+
+ // no else if here because we may turn off fade in if block
+ if (!cursor_fade)
+ {
+ if (cursor_visible)
+ // alpha when cursor visible and not fading
+ alpha = 0.7;
+ else
+ // alpha when cursor is hidden
+ alpha = 0;
+ }
+
+ if ((alpha > 0) && (!cursor_hidden_by_screen))
+ {
+ glColor4f(1, 1, 1, alpha);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+
+ if ((cursor_pressed) && (tex_cursor_pressed->tex_num > 0))
+ glBindTexture(GL_TEXTURE_2D, tex_cursor_pressed->tex_num);
+ else
+ glBindTexture(GL_TEXTURE_2D, tex_cursor_unpressed->tex_num);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(cursor_x, cursor_x);
+
+ 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);
+ }
+ }
+ }
+
+ bool Display::parse_input(unsigned int pressed_key, UCS4Char char_code, bool pressed_down)
+ {
+ if (next_screen)
+ return next_screen->parse_input(pressed_key, char_code, pressed_down);
+
+ if (current_screen)
+ return current_screen->parse_input(pressed_key, char_code, pressed_down);
+
+ return true;
+ }
+
+ void Display::save_screen_shot()
+ {
+ Path *file_name;
+ std::string prefix;
+ char *screen_data;
+ SDL_Surface *surface;
+ bool success;
+ int align;
+ int row_size;
+
+ // Exit if Screenshot-path does not exist or read-only
+ if (!screenshots_path)
+ return;
+
+ for (int num = 1; num < 10000; num++)
+ {
+ /** TODO:
+
+ // fill prefix to 4 digits with leading '0', e.g. '0001'
+ Prefix = Format('screenshot%.4d', [Num]);
+ FileName = ScreenshotsPath.Append(Prefix + '.png');
+
+ if not FileName.Exists()
+ break;
+ */
+ }
+
+ // we must take the row-alignment (4byte by default) into account
+ glGetIntegerv(GL_PACK_ALIGNMENT, &align);
+
+ // calc aligned row-size
+ row_size = ((screen_w * 3 + (align - 1)) / align) * align;
+
+ malloc(screen_data, row_size * screen_h);
+ glReadPixels(0, 0, screen_w, screen_h, GL_RGB, GL_UNSIGNED_BYTE, screen_data);
+
+ // on big endian machines (powerpc) this may need to be changed to
+ // Needs to be tests. KaMiSchi Sept 2008
+ // in this case one may have to add " glext, " to the list of used units
+ // glReadPixels(0, 0, ScreenW, ScreenH, GL_BGR, GL_UNSIGNED_BYTE, ScreenData);
+ Surface = SDL_CreateRGBSurfaceFrom(
+ screen_data, screen_w, screen_h, 24, row_size,
+ 0x0000ff, 0x00ff00, 0xff0000, 0);
+
+ // Success = WriteJPGImage(FileName, Surface, 95);
+ // Success = WriteBMPImage(FileName, Surface);
+ success = WritePNGImage(file_name, surface);
+ if (success)
+ ScreenPopupInfo->ShowPopup(Format(Language.Translate("SCREENSHOT_SAVED"), [FileName.GetName.ToUTF8()]));
+ else
+ ScreenPopupError->ShowPopup(Language.Translate("SCREENSHOT_FAILED"));
+
+ SDL_FreeSurface(surface);
+ free(screen_data);
+ }
+
+ //------------
+ // DrawDebugInformation - procedure draw fps and some other informations on screen
+ //------------
+ void Display::draw_debug_information()
+ {
+ // Some White Background for information
+ glEnable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 0.5);
+ glBegin(GL_QUADS);
+ glVertex2f(690, 44);
+ glVertex2f(690, 0);
+ glVertex2f(800, 0);
+ glVertex2f(800, 44);
+ glEnd();
+ glDisable(GL_BLEND);
+
+ // set font specs
+ SetFontStyle(0);
+ SetFontSize(21);
+ SetFontItalic(false);
+ glColor4f(0, 0, 0, 1);
+
+ // calculate fps
+ unsigned int ticks = SDL_GetTicks();
+ if (ticks >= next_fps_swap) {
+ last_fps = fps_counter * 4;
+ fps_counter = 0;
+ next_fps_swap = ticks + 250;
+ }
+
+ fps_counter++;
+
+ // draw text
+
+ // TODO:
+ // fps
+ SetFontPos(695, 0);
+ glPrint ("FPS: " + itoa(last_fps));
+
+ // rspeed
+ SetFontPos(695, 13);
+ glPrint ("RSpeed: " + itoa((int)(1000 * time_mid)));
+
+ // lasterror
+ SetFontPos(695, 26);
+ glColor4f(1, 0, 0, 1);
+ glPrint(osd_last_error.c_str());
+
+ glColor4f(1, 1, 1, 1);
+ }
+};