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author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-04-17 15:23:18 +0000 |
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committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-04-17 15:23:18 +0000 |
commit | 65f817b9434cb60468d940bb1c23585e52800ea7 (patch) | |
tree | dee382d291720688dc48173ab7f9f4b2b2c4522e /src | |
parent | d230562b2c889b3bdb68127182b62387c1a691d7 (diff) | |
download | usdx-65f817b9434cb60468d940bb1c23585e52800ea7.tar.gz usdx-65f817b9434cb60468d940bb1c23585e52800ea7.tar.xz usdx-65f817b9434cb60468d940bb1c23585e52800ea7.zip |
minor screen transition improvements
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2244 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src')
-rw-r--r-- | src/menu/UDisplay.pas | 87 |
1 files changed, 48 insertions, 39 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas index b26c6896..f813220e 100644 --- a/src/menu/UDisplay.pas +++ b/src/menu/UDisplay.pas @@ -56,8 +56,7 @@ type FadeEnabled: boolean; // true if fading is enabled FadeFailed: boolean; // true if fading is possible (enough memory, etc.) - FadeState: integer; // fading state, 0 means that the fade texture must be initialized - LastFadeTime: cardinal; // last fade update time + FadeTime: cardinal; // time when fading starts, 0 means that the fade texture must be initialized DoneOnShow: boolean; // true if passed onShow after fading FadeTex: array[1..2] of GLuint; @@ -127,6 +126,9 @@ var Display: TDisplay; const + { constants for screen transition + time in milliseconds } + Transition_Fade_Time = 400; { constants for software cursor effects time in milliseconds } Cursor_FadeIn_Time = 500; // seconds the fade in effect lasts @@ -165,7 +167,7 @@ begin BlackScreen := false; // fade mod - FadeState := 0; + FadeTime := 0; FadeEnabled := (Ini.ScreenFade = 1); FadeFailed := false; DoneOnShow := false; @@ -260,7 +262,7 @@ begin ScreenPopupCheck.Draw; // fade mod - FadeState := 0; + FadeTime := 0; if ((Ini.ScreenFade = 1) and (not FadeFailed)) then FadeEnabled := true else if (Ini.ScreenFade = 0) then @@ -279,7 +281,7 @@ begin if (FadeEnabled and not FadeFailed) then begin //Create Fading texture if we're just starting - if FadeState = 0 then + if FadeTime = 0 then begin // draw screen that will be faded ePreDraw.CallHookChain(false); @@ -309,19 +311,19 @@ begin DoneOnShow := true; end; - // update fade state - LastFadeTime := SDL_GetTicks(); - if (S = 2) or (Screens = 1) then - FadeState := FadeState + 1; + + // set fade time once on second screen (or first if screens = 1) + if (Screens = 1) or (S = 2) then + FadeTime := SDL_GetTicks; end; // end texture creation in first fading step - //do some time-based fading + {//do some time-based fading currentTime := SDL_GetTicks(); if (currentTime > LastFadeTime+30) and (S = 1) then begin FadeState := FadeState + 5; LastFadeTime := currentTime; - end; + end; } // blackscreen-hack if not BlackScreen then @@ -332,48 +334,55 @@ begin end else if ScreenAct = 1 then begin - glClearColor(0, 0, 0, 0); + glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); end; // and draw old screen over it... slowly fading out + if (FadeTime = 0) then + FadeStateSquare := 0 // for first screen if screens = 2 + else + FadeStateSquare := sqr((SDL_GetTicks - FadeTime) / Transition_Fade_Time); - FadeStateSquare := (FadeState*FadeState)/10000; - FadeW := (ScreenW div Screens)/TexW; - FadeH := ScreenH/TexH; - - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); - glColor4f(1, 1, 1, 1-FadeStateSquare*1.5); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glTexCoord2f((0+FadeStateSquare)*FadeW, (0+FadeStateSquare)*FadeH); - glVertex2f(0, RenderH); - - glTexCoord2f((0+FadeStateSquare)*FadeW, (1-FadeStateSquare)*FadeH); - glVertex2f(0, 0); - - glTexCoord2f((1-FadeStateSquare)*FadeW, (1-FadeStateSquare)*FadeH); - glVertex2f(RenderW, 0); + if (FadeStateSquare < 1) then + begin + FadeW := (ScreenW div Screens)/TexW; + FadeH := ScreenH/TexH; - glTexCoord2f((1-FadeStateSquare)*FadeW, (0+FadeStateSquare)*FadeH); - glVertex2f(RenderW, RenderH); - glEnd; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, FadeTex[S]); + glColor4f(1, 1, 1, 1-FadeStateSquare); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glTexCoord2f((0+FadeStateSquare/2)*FadeW, (0+FadeStateSquare/2)*FadeH); + glVertex2f(0, RenderH); + + glTexCoord2f((0+FadeStateSquare/2)*FadeW, (1-FadeStateSquare/2)*FadeH); + glVertex2f(0, 0); + + glTexCoord2f((1-FadeStateSquare/2)*FadeW, (1-FadeStateSquare/2)*FadeH); + glVertex2f(RenderW, 0); + + glTexCoord2f((1-FadeStateSquare/2)*FadeW, (0+FadeStateSquare/2)*FadeH); + glVertex2f(RenderW, RenderH); + glEnd; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; end -// blackscreen hack + + // blackscreen hack else if not BlackScreen then begin NextScreen.OnShow; end; - if ((FadeState > 44) or (not FadeEnabled) or FadeFailed) and (S = 1) then + if ((FadeTime + Transition_Fade_Time < SDL_GetTicks) or (not FadeEnabled) or FadeFailed) and ((Screens = 1) or (S = 2)) then begin // fade out complete... - FadeState := 0; + FadeTime := 0; DoneOnShow := false; CurrentScreen.onHide; CurrentScreen.ShowFinish := false; |