diff options
Diffstat (limited to 'Game/Code/Classes/UGraphic.pas')
-rw-r--r-- | Game/Code/Classes/UGraphic.pas | 131 |
1 files changed, 39 insertions, 92 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas index afb986e1..cc34b18d 100644 --- a/Game/Code/Classes/UGraphic.pas +++ b/Game/Code/Classes/UGraphic.pas @@ -16,6 +16,7 @@ uses ULog, SysUtils, ULyrics, + UImage, UScreenLoading, UScreenWelcome, UScreenMain, @@ -249,17 +250,12 @@ function LoadingThreadFunction: integer; implementation -uses UMain, - UIni, - UDisplay, - UCommandLine, - {$IFNDEF FPC} - Graphics, - {$ENDIF} - {$IFDEF win32} - windows, - {$ENDIF} - Classes; +uses + UMain, + UIni, + UDisplay, + UCommandLine, + Classes; procedure LoadFontTextures; begin @@ -402,79 +398,59 @@ begin end; procedure Initialize3D (Title: string); -//var -// Icon: TIcon; -// Res: TResourceStream; -// ISurface: PSDL_Surface; // Auto Removed, Unused Variable -// Pixel: PByteArray; // Auto Removed, Unused Variable -// I: Integer; // Auto Removed, Unused Variable +var + Icon: PSDL_Surface; begin Log.LogStatus('LoadOpenGL', 'UGraphic.Initialize3D'); -// Log.BenchmarkStart(2); + //Log.BenchmarkStart(2); LoadOpenGL; Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D'); - if ( SDL_Init(SDL_INIT_VIDEO)= -1 ) then + if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then begin Log.LogError('SDL_Init Failed', 'UGraphic.Initialize3D'); exit; end; - { //Load Icon - Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON); - Icon := TIcon.Create; - Icon.LoadFromStream(Res); - Res.Free; - Icon. - //Create icon Surface - SDL_CreateRGBSurfaceFrom ( - SDL_SWSURFACE, - Icon.Width, - Icon.Height, - 32, - 128 or 64, - 32 or 16, - 8 or 4, - 2 or 1); - //SDL_BlitSurface( - - - SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //} + // load icon image (must be 32x32 for win32) + Icon := LoadImage('WINDOWICON'); + if (Icon <> nil) then + SDL_WM_SetIcon(Icon, 0); SDL_WM_SetCaption(PChar(Title), nil); InitializeScreen; -// Log.BenchmarkEnd(2); -// Log.LogBenchmark('--> Setting Screen', 2); + //Log.BenchmarkEnd(2); + //Log.LogBenchmark('--> Setting Screen', 2); - // ladowanie tekstur -// Log.BenchmarkStart(2); + //Log.BenchmarkStart(2); Texture := TTextureUnit.Create; Texture.Limit := 1024*1024; -// LoadTextures; -// Log.BenchmarkEnd(2); -// Log.LogBenchmark('--> Loading Textures', 2); + //LoadTextures; + //Log.BenchmarkEnd(2); + //Log.LogBenchmark('--> Loading Textures', 2); -{ Log.BenchmarkStart(2); + { + Log.BenchmarkStart(2); Lyric:= TLyric.Create; Log.BenchmarkEnd(2); Log.LogBenchmark('--> Loading Fonts', 2); -} + } -// Log.BenchmarkStart(2); + //Log.BenchmarkStart(2); Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D'); Display := TDisplay.Create; - + Log.LogStatus('SDL_EnableUnicode', 'UGraphic.Initialize3D'); SDL_EnableUnicode(1); -// Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2); + //Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2); -// Log.LogStatus('Loading Screens', 'Initialize3D'); -// Log.BenchmarkStart(3); + //Log.LogStatus('Loading Screens', 'Initialize3D'); + //Log.BenchmarkStart(3); Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D'); LoadFontTextures(); @@ -488,18 +464,14 @@ begin LoadTextures; // jb - + // now that we have something to display while loading, // start thread that loads the rest of ultrastar -// Mutex := SDL_CreateMutex; -// SDL_UnLockMutex(Mutex); - - // funktioniert so noch nicht, da der ladethread unverändert auf opengl zugreifen will - // siehe dazu kommentar unten - // Englisch Translation: - // is currently not working because the loading thread trys to accses opengl unchanged - // look comment below + //Mutex := SDL_CreateMutex; + //SDL_UnLockMutex(Mutex); + // does not work this way because the loading thread tries to access opengl. + // See comment below //LoadingThread := SDL_CreateThread(@LoadingThread, nil); // this would be run in the loadingthread @@ -507,24 +479,8 @@ begin LoadScreens; - // TODO!!!!!!1 - // hier käme jetzt eine schleife, die - // * den ladescreen malt (ab und zu) - // * den "fortschritt" des ladescreens steuert - // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex prüfen) und - // * die texturen in die opengl lädt, sowie - // * dem ladethread signalisiert, dass der speicher für die textur - // zum laden der nächsten textur weiterverwendet werden kann (über weiteren mutex) - // * über einen 3. mutex so lange läuft, bis der ladethread signalisiert, - // dass er alles geladen hat fertig ist - // - // dafür muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche - // opengl funktionen aufzurufen, entsprechend mutexe verändert - // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuführen ist, - // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ... - // - // English Translation: - // here should be a loop witch + // TODO: + // here should be a loop which // * draws the loading screen (form time to time) // * controlls the "process of the loading screen // * checks if the loadingthread has loaded textures (check mutex) and @@ -538,10 +494,8 @@ begin // the mainthread have to know somehow what opengl function have to be called with which parameters like // texturetype, textureobjekt, textur-buffer-adress, ... - - // wait for loading thread to finish - // funktioniert so auch noch nicht - currently dos not work this way + // currently does not work this way // SDL_WaitThread(LoadingThread, I); // SDL_DestroyMutex(Mutex); @@ -611,16 +565,9 @@ begin else Depth := Ini.Depth; - - Log.LogStatus('SDL_SetVideoMode', 'Set Window Icon'); - -// Okay it's possible to set the title bar / taskbar icon here -// it's working this way, but just if the bmp is in your exe folder - SDL_WM_SetIcon(SDL_LoadBMP('ustar-icon.bmp'), 0); - Log.LogStatus('SDL_SetVideoMode', 'Initialize3D'); -// SDL_SetRefreshrate(85); -// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + //SDL_SetRefreshrate(85); + //SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); {$IFDEF DARWIN} // Todo : eddie: remove before realease |