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-rw-r--r--Game/Code/Classes/UGraphic.pas66
1 files changed, 41 insertions, 25 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 7c0ef57e..7094c0f9 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -66,9 +66,8 @@ type
end;
var
- Screen: PSDL_Surface;
-
- LoadingThread: PSDL_Thread;
+ Screen: PSDL_Surface;
+ LoadingThread: PSDL_Thread;
Mutex: PSDL_Mutex;
RenderW: integer;
@@ -256,41 +255,44 @@ var
begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
+
Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0); //brauch man die noch?
Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0); //brauch man die noch?
Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0); //brauch man die noch?
// P1-6
- for P := 1 to 6 do begin
+ for P := 1 to 6 do
+ begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'PNG', 'Colorized', Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'PNG', 'Colorized', Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);
-
- Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), 'PNG', 'Colorized', Col);
- Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), 'PNG', 'Colorized', Col);
- Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);
-
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'PNG', 'Colorized', Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'PNG', 'Colorized', Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
+
+ Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'PNG', 'Colorized', Col);
+ Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'PNG', 'Colorized', Col);
+ Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);
+
+ Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), 'PNG', 'Colorized', Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), 'PNG', 'Colorized', Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);
+
+ Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'PNG', 'Colorized', Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'PNG', 'Colorized', Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
end;
Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF);
- Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
- Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
+ Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF);
+ Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
+ Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
//TimeBar mod
- Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
+ Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
//eoa TimeBar mod
//SingBar Mod
- Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), 'JPG', 'Plain', 0);
- Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), 'JPG', 'Plain', 0);
- Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0);
+ Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), 'JPG', 'Plain', 0);
+ Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), 'JPG', 'Plain', 0);
+ Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0);
//end Singbar Mod
//Line Bonus PopUp
@@ -370,6 +372,7 @@ begin
Log.BenchmarkEnd(2);
Log.LogBenchmark('--> Loading Fonts', 2);
}
+
Log.BenchmarkStart(2);
Display := TDisplay.Create;
SDL_EnableUnicode(1);
@@ -378,7 +381,11 @@ begin
Log.LogStatus('Loading Screens', 'Initialize3D');
Log.BenchmarkStart(3);
+ // Show the Loading Screen -------------
LoadLoadingScreen;
+
+
+
// now that we have something to display while loading,
// start thread that loads the rest of ultrastar
// Mutex := SDL_CreateMutex;
@@ -414,7 +421,7 @@ begin
//SDL_WaitThread(LoadingThread, I);
// SDL_DestroyMutex(Mutex);
- Display.ActualScreen^.FadeTo(@ScreenMain);
+ Display.ActualScreen^.FadeTo( @ScreenMain );
Log.BenchmarkEnd(2);
Log.LogBenchmark('--> Loading Screens', 2);
@@ -486,12 +493,17 @@ begin
// SDL_SetRefreshrate(85);
// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
+ begin
screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL)
- else begin
+ end
+ else
+ begin
screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
SDL_ShowCursor(0);
end;
- if (screen = nil) then begin
+
+ if (screen = nil) then
+ begin
Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
exit;
end;
@@ -512,10 +524,14 @@ procedure LoadLoadingScreen;
begin
ScreenLoading := TScreenLoading.Create;
ScreenLoading.onShow;
+
Display.ActualScreen := @ScreenLoading;
+
swapbuffers;
+
ScreenLoading.Draw;
Display.Draw;
+
SwapBuffers;
end;