diff options
-rw-r--r-- | src/menu/UDisplay.pas | 55 |
1 files changed, 22 insertions, 33 deletions
diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas index e3ec272a..d393937c 100644 --- a/src/menu/UDisplay.pas +++ b/src/menu/UDisplay.pas @@ -56,7 +56,7 @@ type FadeEnabled: boolean; // true if fading is enabled FadeFailed: boolean; // true if fading is possible (enough memory, etc.) - FadeTime: cardinal; // time when fading starts, 0 means that the fade texture must be initialized + FadeStartTime: cardinal; // time when fading starts, 0 means that the fade texture must be initialized DoneOnShow: boolean; // true if passed onShow after fading FadeTex: array[0..1] of GLuint; @@ -130,12 +130,12 @@ var const { constants for screen transition time in milliseconds } - Transition_Fade_Time = 400; + FADE_DURATION = 400; { 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 + CURSOR_FADE_IN_TIME = 500; // seconds the fade in effect lasts + CURSOR_FADE_OUT_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 @@ -167,7 +167,7 @@ begin BlackScreen := false; // fade mod - FadeTime := 0; + FadeStartTime := 0; FadeEnabled := (Ini.ScreenFade = 1); FadeFailed := false; DoneOnShow := false; @@ -222,11 +222,6 @@ var begin Result := true; - //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 S := 1 to Screens do begin ScreenAct := S; @@ -269,7 +264,7 @@ begin ScreenPopupCheck.Draw; // fade mod - FadeTime := 0; + FadeStartTime := 0; if ((Ini.ScreenFade = 1) and (not FadeFailed)) then FadeEnabled := true else if (Ini.ScreenFade = 0) then @@ -288,7 +283,7 @@ begin if (FadeEnabled and not FadeFailed) then begin //Create Fading texture if we're just starting - if FadeTime = 0 then + if FadeStartTime = 0 then begin // draw screen that will be faded ePreDraw.CallHookChain(false); @@ -329,17 +324,9 @@ begin // set fade time once on second screen (or first if screens = 1) if (Screens = 1) or (S = 2) then - FadeTime := SDL_GetTicks; + FadeStartTime := SDL_GetTicks; end; // end texture creation in first fading step - {//do some time-based fading - currentTime := SDL_GetTicks(); - if (currentTime > LastFadeTime+30) and (S = 1) then - begin - FadeState := FadeState + 5; - LastFadeTime := currentTime; - end; } - // blackscreen-hack if not BlackScreen then begin @@ -354,10 +341,10 @@ begin end; // and draw old screen over it... slowly fading out - if (FadeTime = 0) then + if (FadeStartTime = 0) then FadeStateSquare := 0 // for first screen if screens = 2 else - FadeStateSquare := sqr((SDL_GetTicks - FadeTime) / Transition_Fade_Time); + FadeStateSquare := sqr((SDL_GetTicks - FadeStartTime) / FADE_DURATION); if (FadeStateSquare < 1) then begin @@ -399,10 +386,12 @@ begin NextScreen.OnShow; end; - if ((FadeTime + Transition_Fade_Time < SDL_GetTicks) or (not FadeEnabled) or FadeFailed) and ((Screens = 1) or (S = 2)) then + if ((FadeStartTime + FADE_DURATION < SDL_GetTicks) or + (not FadeEnabled) or FadeFailed) and + ((Screens = 1) or (S = 2)) then begin // fade out complete... - FadeTime := 0; + FadeStartTime := 0; DoneOnShow := false; CurrentScreen.onHide; CurrentScreen.ShowFinish := false; @@ -421,7 +410,7 @@ begin end; end; // if -// Draw OSD only on first Screen if Debug Mode is enabled + // Draw OSD only on first Screen if Debug Mode is enabled if ((Ini.Debug = 1) or (Params.Debug)) and (S = 1) then DrawDebugInformation; @@ -485,7 +474,7 @@ begin if (not Cursor_Visible) and (Cursor_LastMove <> 0) 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)) + Cursor_LastMove := Ticks - round(CURSOR_FADE_IN_TIME * (1 - (Ticks - Cursor_LastMove)/CURSOR_FADE_OUT_TIME)) else Cursor_LastMove := Ticks; @@ -533,7 +522,7 @@ begin begin // draw software cursor Ticks := SDL_GetTicks; - if (Cursor_Visible) and (Cursor_LastMove + Cursor_AutoHide_Time <= Ticks) then + 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; @@ -545,17 +534,17 @@ begin begin if Cursor_Visible then begin // fade in - if (Cursor_LastMove + Cursor_FadeIn_Time <= Ticks) then + if (Cursor_LastMove + CURSOR_FADE_IN_TIME <= Ticks) then Cursor_Fade := false else - Alpha := sin((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeIn_Time) * 0.7; + Alpha := sin((Ticks - Cursor_LastMove) * 0.5 * pi / CURSOR_FADE_IN_TIME) * 0.7; end else begin //fade out - if (Cursor_LastMove + Cursor_FadeOut_Time <= Ticks) then + if (Cursor_LastMove + CURSOR_FADE_OUT_TIME <= Ticks) then Cursor_Fade := false else - Alpha := cos((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeOut_Time) * 0.7; + Alpha := cos((Ticks - Cursor_LastMove) * 0.5 * pi / CURSOR_FADE_OUT_TIME) * 0.7; end; end; |