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authorAlexander Sulfrian <alexander@sulfrian.net>2010-04-25 18:11:06 +0200
committerAlexander Sulfrian <alexander@sulfrian.net>2013-01-05 17:17:48 +0100
commit245c519f40aa21e2858d58e20f5c9f202aca2aea (patch)
tree2602a6a601565dd91053c27381323c158e85ca69 /src/menu
parent17b57ab41ef342ba1640921d192149865b59036e (diff)
downloadusdx-245c519f40aa21e2858d58e20f5c9f202aca2aea.tar.gz
usdx-245c519f40aa21e2858d58e20f5c9f202aca2aea.tar.xz
usdx-245c519f40aa21e2858d58e20f5c9f202aca2aea.zip
removed old (converted) opengl display class
Diffstat (limited to '')
-rw-r--r--src/menu/display.cpp540
-rw-r--r--src/menu/display.hpp112
2 files changed, 0 insertions, 652 deletions
diff --git a/src/menu/display.cpp b/src/menu/display.cpp
deleted file mode 100644
index cab13f8d..00000000
--- a/src/menu/display.cpp
+++ /dev/null
@@ -1,540 +0,0 @@
-/*
- * 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.
- *
- * $URL$
- * $Id$
- */
-
-#if 0
-
-#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);
- }
-};
-
-#endif
diff --git a/src/menu/display.hpp b/src/menu/display.hpp
deleted file mode 100644
index 7b320c54..00000000
--- a/src/menu/display.hpp
+++ /dev/null
@@ -1,112 +0,0 @@
-/*
- * 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.
- *
- * $URL$
- * $Id$
- */
-
-#ifndef DISPLAY_HPP
-#define DISPLAY_HPP
-
-#include <GL/gl.h>
-#include <string>
-
-namespace usdx
-{
- typedef unsigned long UCS4Char;
-
- class Display
- {
- protected:
- //fade-to-black-hack
- bool black_screen;
-
- bool fade_enabled; // true if fading is enabled
- bool fade_failed;
- int fade_state; // fading state, 0 means that the fade texture must be initialized
- unsigned int last_fade_time; // last fade update time
-
- GLuint fade_tex[2];
-
- unsigned int fps_counter;
- unsigned int last_fps;
- unsigned int next_fps_swap;
-
- std::string osd_last_error;
-
- // software cursor data
- double cursor_x;
- double cursor_y;
- bool cursor_pressed;
- bool cursor_hidden_by_screen; // hides software cursor and deactivate auto fade in
-
- // used for cursor fade out when there is no movement
- bool cursor_visible;
- unsigned int cursor_last_move;
- bool cursor_fade;
-
- void draw_debug_information(void);
-
- // called by MoveCursor and OnMouseButton to update last move and start fade in
- void update_cursor_fade(void);
-
- // Singleton
- Display(void);
-
- static Display* instance;
- public:
- static Display* get_instance();
-
- Menu* next_screen;
- Menu* current_screen;
-
- //popup data
- Menu* next_screen_with_check;
- bool check_ok;
-
- // FIXME: Fade is set to 0 in UMain and other files but not used here anymore.
- float Fade;
-
- ~Display(void);
-
- void save_screen_shot(void);
-
- bool draw(void);
-
- // calls ParseInput of cur or next Screen if assigned
- bool parse_input(unsigned int pressed_key, UCS4Char char_code, bool pressed_down);
-
- // sets SDL_ShowCursor depending on options set in Ini
- void set_cursor(void);
-
- // called when cursor moves, positioning of software cursor
- void move_cursor(double x, double y);
-
- // called when left or right mousebutton is pressed or released
- void on_mouse_button(bool pressed);
-
- // draws software cursor
- void draw_cursor();
- };
-};
-
-#endif