diff options
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r-- | Game/Code/Classes/UGraphicClasses.pas | 1351 | ||||
-rw-r--r-- | Game/Code/Classes/UJoystick.pas | 565 |
2 files changed, 953 insertions, 963 deletions
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas index f176d69c..629a92e5 100644 --- a/Game/Code/Classes/UGraphicClasses.pas +++ b/Game/Code/Classes/UGraphicClasses.pas @@ -1,678 +1,673 @@ -// notes: -unit UGraphicClasses; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses UTexture,SDL; - -const DelayBetweenFrames : Cardinal = 60; -type - - TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare); - - TColour3f = Record - r, g, b: Real; - end; - - TParticle = Class - X, Y : Real; //Position - Screen : Integer; - W, H : Cardinal; //dimensions of particle - Col : array of TColour3f; // Colour(s) of particle - Scale : array of Real; // Scaling factors of particle layers - Frame : Byte; //act. Frame - Tex : Cardinal; //Tex num from Textur Manager - Live : Byte; //How many Cycles before Kill - RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote) - StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle - Alpha : Real; // used for fading... - mX, mY : Real; // movement-vector for PerfectLineTwinkle - SizeMod : Real; // experimental size modifier - SurviveSentenceChange : Boolean; - - Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal); - Destructor Destroy(); override; - procedure Draw; - procedure LiveOn; - end; - - RectanglePositions = Record - xTop, yTop, xBottom, yBottom : Real; - TotalStarCount : Integer; - CurrentStarCount : Integer; - Screen : Integer; - end; - - PerfectNotePositions = Record - xPos, yPos : Real; - Screen : Integer; - end; - - TEffectManager = Class - Particle : array of TParticle; - LastTime : Cardinal; - RecArray : Array of RectanglePositions; - TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player - PerfNoteArray : Array of PerfectNotePositions; - - FlareTex: TTexture; - - constructor Create; - destructor Destroy; override; - procedure Draw; - function Spawn(X, Y: Real; - Screen: Integer; - Live: Byte; - StartFrame: Integer; - RecArrayIndex: Integer; // this is only used with GoldenNotes - StarType: TParticleType; - Player: Cardinal // for PerfectLineTwinkle - ): Cardinal; - procedure SpawnRec(); - procedure Kill(index: Cardinal); - procedure KillAll(); - procedure SentenceChange(); - procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real); - procedure SavePerfectNotePos(Xtop, Ytop: Real); - procedure GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer); - procedure SpawnPerfectLineTwinkle(); - end; - -var GoldenRec : TEffectManager; - -implementation - -uses sysutils, - {$IFDEF win32} - windows, - {$ELSE} - lclintf, - {$ENDIF} - OpenGl12, - UIni, - UMain, - UThemes, - USkins, - UGraphic, - UDrawTexture, - UCommon, - math; - -//TParticle -Constructor TParticle.Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal); -begin - inherited Create; - // in this constructor we set all initial values for our particle - X := cX; - Y := cY; - Screen := cScreen; - Live := cLive; - Frame:= cFrame; - RecIndex := cRecArrayIndex; - StarType := cStarType; - Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out - SetLength(Scale,1); - Scale[0] := 1; - SurviveSentenceChange := False; - SizeMod := 1; - case cStarType of - GoldenNote: - begin - Tex := Tex_Note_Star.TexNum; - W := 20; - H := 20; - SetLength(Scale,4); - Scale[1]:=0.8; - Scale[2]:=0.4; - Scale[3]:=0.3; - SetLength(Col,4); - Col[0].r := 1; - Col[0].g := 0.7; - Col[0].b := 0.1; - - Col[1].r := 1; - Col[1].g := 1; - Col[1].b := 0.4; - - Col[2].r := 1; - Col[2].g := 1; - Col[2].b := 1; - - Col[3].r := 1; - Col[3].g := 1; - Col[3].b := 1; - end; - PerfectNote: - begin - Tex := Tex_Note_Perfect_Star.TexNum; - W := 30; - H := 30; - SetLength(Col,1); - Col[0].r := 1; - Col[0].g := 1; - Col[0].b := 0.95; - end; - NoteHitTwinkle: - begin - Tex := Tex_Note_Star.TexNum; - Alpha := (Live/16); // linear fade-out - W := 15; - H := 15; - Setlength(Col,1); - Col[0].r := 1; - Col[0].g := 1; - Col[0].b := RandomRange(10*Live,100)/90; //0.9; - end; - PerfectLineTwinkle: - begin - Tex := Tex_Note_Star.TexNum; - W := RandomRange(10,20); - H := W; - SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); - SurviveSentenceChange:=True; - // assign colours according to player given - SetLength(Scale,3); - Scale[1]:=0.3; - Scale[2]:=0.2; - SetLength(Col,3); - case Player of - 0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light'); - 1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light'); - 2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light'); - 3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light'); - 4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light'); - 5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light'); - else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light'); - end; - Col[1].r := 1; - Col[1].g := 1; - Col[1].b := 0.4; - Col[2].r:=Col[0].r+0.5; - Col[2].g:=Col[0].g+0.5; - Col[2].b:=Col[0].b+0.5; - mX := RandomRange(-5,5); - mY := RandomRange(-5,5); - end; - ColoredStar: - begin - Tex := Tex_Note_Star.TexNum; - W := RandomRange(10,20); - H := W; - SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); - SurviveSentenceChange:=True; - // assign colours according to player given - SetLength(Scale,1); - SetLength(Col,1); - Col[0].b := (Player and $ff)/255; - Col[0].g := ((Player shr 8) and $ff)/255; - Col[0].r := ((Player shr 16) and $ff)/255; - mX := 0; - mY := 0; - end; - Flare: - begin - Tex := Tex_Note_Star.TexNum; - W := 7; - H := 7; - SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); - mX := RandomRange(-5,5); - mY := RandomRange(-5,5); - SetLength(Scale,4); - Scale[1]:=0.8; - Scale[2]:=0.4; - Scale[3]:=0.3; - SetLength(Col,4); - Col[0].r := 1; - Col[0].g := 0.7; - Col[0].b := 0.1; - - Col[1].r := 1; - Col[1].g := 1; - Col[1].b := 0.4; - - Col[2].r := 1; - Col[2].g := 1; - Col[2].b := 1; - - Col[3].r := 1; - Col[3].g := 1; - Col[3].b := 1; - - end; - else // just some random default values - begin - Tex := Tex_Note_Star.TexNum; - Alpha := 1; - W := 20; - H := 20; - SetLength(Col,1); - Col[0].r := 1; - Col[0].g := 1; - Col[0].b := 1; - end; - end; -end; - -Destructor TParticle.Destroy(); -begin - SetLength(Scale,0); - SetLength(Col,0); - inherited; -end; - -procedure TParticle.LiveOn; -begin - //Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw - if (Live > 0) then - Dec(Live); - - // animate frames - Frame := ( Frame + 1 ) mod 16; - - // make our particles do funny stuff (besides being animated) - // changes of any particle-values throughout its life are done here - case StarType of - GoldenNote: - begin - Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out - end; - PerfectNote: - begin - Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out - end; - NoteHitTwinkle: - begin - Alpha := (Live/10); // linear fade-out - end; - PerfectLineTwinkle: - begin - Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out - SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); - // move around - X := X + mX; - Y := Y + mY; - end; - ColoredStar: - begin - Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out - end; - Flare: - begin - Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out - SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); - // move around - X := X + mX; - Y := Y + mY; - mY:=mY+1.8; -// mX:=mX/2; - end; - end; -end; - -procedure TParticle.Draw; -var L: Cardinal; -begin - if ScreenAct = Screen then - // this draws (multiple) texture(s) of our particle - for L:=0 to High(Col) do - begin - glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha); - - glBindTexture(GL_TEXTURE_2D, Tex); - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - begin - glBegin(GL_QUADS); - glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod); - glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod); - glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod); - glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod); - glEnd; - end; - end; - glcolor4f(1,1,1,1); -end; -// end of TParticle - -// TEffectManager - -constructor TEffectManager.Create; -var c: Cardinal; -begin - inherited; - LastTime := SDL_GetTicks(); - for c:=0 to 5 do - begin - TwinkleArray[c] := 0; - end; -end; - -destructor TEffectManager.Destroy; -begin - Killall; - inherited; -end; - - -procedure TEffectManager.Draw; -var - I: Integer; - CurrentTime: Cardinal; -//const -// DelayBetweenFrames : Cardinal = 100; -begin - - CurrentTime := SDL_GetTicks(); - //Manage particle life - if (CurrentTime - LastTime) > DelayBetweenFrames then - begin - LastTime := CurrentTime; - for I := 0 to high(Particle) do - Particle[I].LiveOn; - end; - - I := 0; - //Kill dead particles - while (I <= High(Particle)) do - begin - if (Particle[I].Live <= 0) then - begin - kill(I); - end - else - begin - inc(I); - end; - end; - - //Draw - for I := 0 to high(Particle) do - begin - Particle[I].Draw; - end; -end; - -// this method creates just one particle -function TEffectManager.Spawn(X, Y: Real; Screen: Integer; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal; -begin - Result := Length(Particle); - SetLength(Particle, (Result + 1)); - Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player); -end; - -// manage Sparkling of GoldenNote Bars -procedure TEffectManager.SpawnRec(); -Var - Xkatze, Ykatze : Real; - RandomFrame : Integer; - P : Integer; // P as seen on TV as Positionman -begin -//Spawn a random amount of stars within the given coordinates -//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame -for P:= 0 to high(RecArray) do - begin - while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do - begin - Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom)); - Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom)); - RandomFrame := RandomRange(0,14); - // Spawn a GoldenNote Particle - Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0); - inc(RecArray[P].CurrentStarCount); - end; - end; - draw; -end; - -// kill one particle (with given index in our particle array) -procedure TEffectManager.Kill(Index: Cardinal); -var - LastParticleIndex : Integer; -begin -// delete particle indexed by Index, -// overwrite it's place in our particle-array with the particle stored at the last array index, -// shorten array - LastParticleIndex := high(Particle); - if not(LastParticleIndex = -1) then // is there still a particle to delete? - begin - if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle... - dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec - // now get rid of that particle - Particle[Index].Destroy; - Particle[Index] := Particle[LastParticleIndex]; - SetLength(Particle, LastParticleIndex); - end; -end; - -// clean up all particles and management structures -procedure TEffectManager.KillAll(); -var c: Cardinal; -begin -//It's the kill all kennies rotuine - while Length(Particle) > 0 do // kill all existing particles - Kill(0); - SetLength(RecArray,0); // remove GoldenRec positions - SetLength(PerfNoteArray,0); // remove PerfectNote positions - for c:=0 to 5 do - begin - TwinkleArray[c] := 0; // reset GoldenNoteHit memory - end; -end; - -procedure TEffectManager.SentenceChange(); -var c: Cardinal; -begin - c:=0; - while c <= High(Particle) do - begin - if Particle[c].SurviveSentenceChange then - inc(c) - else - Kill(c); - end; - SetLength(RecArray,0); // remove GoldenRec positions - SetLength(PerfNoteArray,0); // remove PerfectNote positions - for c:=0 to 5 do - begin - TwinkleArray[c] := 0; // reset GoldenNoteHit memory - end; -end; - -procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer); -//Twinkle stars while golden note hit -// this is called from UDraw.pas, SingDrawPlayerCzesc -var - C, P, XKatze, YKatze, LKatze: Integer; - H: Real; -begin - // make sure we spawn only one time at one position - if (TwinkleArray[Player] < Right) then - For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle? - begin - H := (Top+Bottom)/2; // helper... - with RecArray[P] do - if ((xBottom >= Right) and (xTop <= Right) and - (yTop <= H) and (yBottom >= H)) - and (Screen = ScreenAct) then - begin - TwinkleArray[Player] := Right; // remember twinkle position for this player - for C := 1 to 10 do - begin - Ykatze := RandomRange(ceil(Top) , ceil(Bottom)); - XKatze := RandomRange(-7,3); - LKatze := RandomRange(7,13); - Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); - end; - for C := 1 to 3 do - begin - Ykatze := RandomRange(ceil(Top)-6 , ceil(Top)); - XKatze := RandomRange(-5,1); - LKatze := RandomRange(4,7); - Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); - end; - for C := 1 to 3 do - begin - Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6); - XKatze := RandomRange(-5,1); - LKatze := RandomRange(4,7); - Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); - end; - for C := 1 to 3 do - begin - Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6); - XKatze := RandomRange(-5,1); - LKatze := RandomRange(1,4); - Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); - end; - for C := 1 to 3 do - begin - Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10); - XKatze := RandomRange(-5,1); - LKatze := RandomRange(1,4); - Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); - end; - - exit; // found a matching GoldenRec, did spawning stuff... done - end; - end; -end; - -procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real); -var - P : Integer; // P like used in Positions - NewIndex : Integer; -begin - For P := 0 to high(RecArray) do // Do we already have that "new" position? - begin - if (ceil(RecArray[P].xTop) = ceil(Xtop)) and - (ceil(RecArray[P].yTop) = ceil(Ytop)) and - (ScreenAct = RecArray[p].Screen) then - exit; // it's already in the array, so we don't have to create a new one - end; - - // we got a new position, add the new positions to our array - NewIndex := Length(RecArray); - SetLength(RecArray, NewIndex + 1); - RecArray[NewIndex].xTop := Xtop; - RecArray[NewIndex].yTop := Ytop; - RecArray[NewIndex].xBottom := Xbottom; - RecArray[NewIndex].yBottom := Ybottom; - RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3; - RecArray[NewIndex].CurrentStarCount := 0; - RecArray[NewIndex].Screen := ScreenAct; -end; - -procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real); -var - P : Integer; // P like used in Positions - NewIndex : Integer; - RandomFrame : Integer; - Xkatze, Ykatze : Integer; -begin - For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position? - begin - with PerfNoteArray[P] do - if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and - (Screen = ScreenAct) then - exit; // it's already in the array, so we don't have to create a new one - end; //for - - // we got a new position, add the new positions to our array - NewIndex := Length(PerfNoteArray); - SetLength(PerfNoteArray, NewIndex + 1); - PerfNoteArray[NewIndex].xPos := Xtop; - PerfNoteArray[NewIndex].yPos := Ytop; - PerfNoteArray[NewIndex].Screen := ScreenAct; - - for P:= 0 to 2 do - begin - Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10); - Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10); - RandomFrame := RandomRange(0,14); - Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0); - end; //for - -end; - -procedure TEffectManager.SpawnPerfectLineTwinkle(); -var - P,I,Life: Cardinal; - Left, Right, Top, Bottom: Cardinal; - cScreen: Integer; -begin -// calculation of coordinates done with hardcoded values like in UDraw.pas -// might need to be adjusted if drawing of SingScreen is modified -// coordinates may still be a bit weird and need adjustment - if Ini.SingWindow = 0 then begin - Left := 130; - end else begin - Left := 30; - end; - Right := 770; - // spawn effect for every player with a perfect line - for P:=0 to PlayersPlay-1 do - if Player[P].LastSentencePerfect then - begin - // calculate area where notes of this player are drawn - case PlayersPlay of - 1: begin - Bottom:=Skin_P2_NotesB+10; - Top:=Bottom-105; - cScreen:=1; - end; - 2,4: begin - case P of - 0,2: begin - Bottom:=Skin_P1_NotesB+10; - Top:=Bottom-105; - end; - else begin - Bottom:=Skin_P2_NotesB+10; - Top:=Bottom-105; - end; - end; - case P of - 0,1: cScreen:=1; - else cScreen:=2; - end; - end; - 3,6: begin - case P of - 0,3: begin - Top:=130; - Bottom:=Top+85; - end; - 1,4: begin - Top:=255; - Bottom:=Top+85; - end; - 2,5: begin - Top:=380; - Bottom:=Top+85; - end; - end; - case P of - 0,1,2: cScreen:=1; - else cScreen:=2; - end; - end; - end; - // spawn Sparkling Stars inside calculated coordinates - for I:= 0 to 80 do - begin - Life:=RandomRange(8,16); - Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P); - end; - end; -end; - -end. - +// notes:
+unit UGraphicClasses;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses UTexture,SDL;
+
+const DelayBetweenFrames : Cardinal = 60;
+type
+
+ TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
+
+ TColour3f = Record
+ r, g, b: Real;
+ end;
+
+ TParticle = Class
+ X, Y : Real; //Position
+ Screen : Integer;
+ W, H : Cardinal; //dimensions of particle
+ Col : array of TColour3f; // Colour(s) of particle
+ Scale : array of Real; // Scaling factors of particle layers
+ Frame : Byte; //act. Frame
+ Tex : Cardinal; //Tex num from Textur Manager
+ Live : Byte; //How many Cycles before Kill
+ RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote)
+ StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
+ Alpha : Real; // used for fading...
+ mX, mY : Real; // movement-vector for PerfectLineTwinkle
+ SizeMod : Real; // experimental size modifier
+ SurviveSentenceChange : Boolean;
+
+ Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
+ Destructor Destroy(); override;
+ procedure Draw;
+ procedure LiveOn;
+ end;
+
+ RectanglePositions = Record
+ xTop, yTop, xBottom, yBottom : Real;
+ TotalStarCount : Integer;
+ CurrentStarCount : Integer;
+ Screen : Integer;
+ end;
+
+ PerfectNotePositions = Record
+ xPos, yPos : Real;
+ Screen : Integer;
+ end;
+
+ TEffectManager = Class
+ Particle : array of TParticle;
+ LastTime : Cardinal;
+ RecArray : Array of RectanglePositions;
+ TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player
+ PerfNoteArray : Array of PerfectNotePositions;
+
+ FlareTex: TTexture;
+
+ constructor Create;
+ destructor Destroy; override;
+ procedure Draw;
+ function Spawn(X, Y: Real;
+ Screen: Integer;
+ Live: Byte;
+ StartFrame: Integer;
+ RecArrayIndex: Integer; // this is only used with GoldenNotes
+ StarType: TParticleType;
+ Player: Cardinal // for PerfectLineTwinkle
+ ): Cardinal;
+ procedure SpawnRec();
+ procedure Kill(index: Cardinal);
+ procedure KillAll();
+ procedure SentenceChange();
+ procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
+ procedure SavePerfectNotePos(Xtop, Ytop: Real);
+ procedure GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
+ procedure SpawnPerfectLineTwinkle();
+ end;
+
+var GoldenRec : TEffectManager;
+
+implementation
+
+uses sysutils,
+ OpenGl12,
+ UIni,
+ UMain,
+ UThemes,
+ USkins,
+ UGraphic,
+ UDrawTexture,
+ UCommon,
+ math;
+
+//TParticle
+Constructor TParticle.Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
+begin
+ inherited Create;
+ // in this constructor we set all initial values for our particle
+ X := cX;
+ Y := cY;
+ Screen := cScreen;
+ Live := cLive;
+ Frame:= cFrame;
+ RecIndex := cRecArrayIndex;
+ StarType := cStarType;
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ SetLength(Scale,1);
+ Scale[0] := 1;
+ SurviveSentenceChange := False;
+ SizeMod := 1;
+ case cStarType of
+ GoldenNote:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ W := 20;
+ H := 20;
+ SetLength(Scale,4);
+ Scale[1]:=0.8;
+ Scale[2]:=0.4;
+ Scale[3]:=0.3;
+ SetLength(Col,4);
+ Col[0].r := 1;
+ Col[0].g := 0.7;
+ Col[0].b := 0.1;
+
+ Col[1].r := 1;
+ Col[1].g := 1;
+ Col[1].b := 0.4;
+
+ Col[2].r := 1;
+ Col[2].g := 1;
+ Col[2].b := 1;
+
+ Col[3].r := 1;
+ Col[3].g := 1;
+ Col[3].b := 1;
+ end;
+ PerfectNote:
+ begin
+ Tex := Tex_Note_Perfect_Star.TexNum;
+ W := 30;
+ H := 30;
+ SetLength(Col,1);
+ Col[0].r := 1;
+ Col[0].g := 1;
+ Col[0].b := 0.95;
+ end;
+ NoteHitTwinkle:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ Alpha := (Live/16); // linear fade-out
+ W := 15;
+ H := 15;
+ Setlength(Col,1);
+ Col[0].r := 1;
+ Col[0].g := 1;
+ Col[0].b := RandomRange(10*Live,100)/90; //0.9;
+ end;
+ PerfectLineTwinkle:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ W := RandomRange(10,20);
+ H := W;
+ SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
+ SurviveSentenceChange:=True;
+ // assign colours according to player given
+ SetLength(Scale,3);
+ Scale[1]:=0.3;
+ Scale[2]:=0.2;
+ SetLength(Col,3);
+ case Player of
+ 0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
+ 1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light');
+ 2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light');
+ 3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light');
+ 4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light');
+ 5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light');
+ else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
+ end;
+ Col[1].r := 1;
+ Col[1].g := 1;
+ Col[1].b := 0.4;
+ Col[2].r:=Col[0].r+0.5;
+ Col[2].g:=Col[0].g+0.5;
+ Col[2].b:=Col[0].b+0.5;
+ mX := RandomRange(-5,5);
+ mY := RandomRange(-5,5);
+ end;
+ ColoredStar:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ W := RandomRange(10,20);
+ H := W;
+ SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
+ SurviveSentenceChange:=True;
+ // assign colours according to player given
+ SetLength(Scale,1);
+ SetLength(Col,1);
+ Col[0].b := (Player and $ff)/255;
+ Col[0].g := ((Player shr 8) and $ff)/255;
+ Col[0].r := ((Player shr 16) and $ff)/255;
+ mX := 0;
+ mY := 0;
+ end;
+ Flare:
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ W := 7;
+ H := 7;
+ SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
+ mX := RandomRange(-5,5);
+ mY := RandomRange(-5,5);
+ SetLength(Scale,4);
+ Scale[1]:=0.8;
+ Scale[2]:=0.4;
+ Scale[3]:=0.3;
+ SetLength(Col,4);
+ Col[0].r := 1;
+ Col[0].g := 0.7;
+ Col[0].b := 0.1;
+
+ Col[1].r := 1;
+ Col[1].g := 1;
+ Col[1].b := 0.4;
+
+ Col[2].r := 1;
+ Col[2].g := 1;
+ Col[2].b := 1;
+
+ Col[3].r := 1;
+ Col[3].g := 1;
+ Col[3].b := 1;
+
+ end;
+ else // just some random default values
+ begin
+ Tex := Tex_Note_Star.TexNum;
+ Alpha := 1;
+ W := 20;
+ H := 20;
+ SetLength(Col,1);
+ Col[0].r := 1;
+ Col[0].g := 1;
+ Col[0].b := 1;
+ end;
+ end;
+end;
+
+Destructor TParticle.Destroy();
+begin
+ SetLength(Scale,0);
+ SetLength(Col,0);
+ inherited;
+end;
+
+procedure TParticle.LiveOn;
+begin
+ //Live = 0 => Live forever <blindy> ?? but if this is 0 they would be killed in the Manager at Draw
+ if (Live > 0) then
+ Dec(Live);
+
+ // animate frames
+ Frame := ( Frame + 1 ) mod 16;
+
+ // make our particles do funny stuff (besides being animated)
+ // changes of any particle-values throughout its life are done here
+ case StarType of
+ GoldenNote:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ end;
+ PerfectNote:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ end;
+ NoteHitTwinkle:
+ begin
+ Alpha := (Live/10); // linear fade-out
+ end;
+ PerfectLineTwinkle:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
+ // move around
+ X := X + mX;
+ Y := Y + mY;
+ end;
+ ColoredStar:
+ begin
+ Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
+ end;
+ Flare:
+ begin
+ Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out
+ SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
+ // move around
+ X := X + mX;
+ Y := Y + mY;
+ mY:=mY+1.8;
+// mX:=mX/2;
+ end;
+ end;
+end;
+
+procedure TParticle.Draw;
+var L: Cardinal;
+begin
+ if ScreenAct = Screen then
+ // this draws (multiple) texture(s) of our particle
+ for L:=0 to High(Col) do
+ begin
+ glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
+
+ glBindTexture(GL_TEXTURE_2D, Tex);
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ begin
+ glBegin(GL_QUADS);
+ glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
+ glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
+ glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
+ glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
+ glEnd;
+ end;
+ end;
+ glcolor4f(1,1,1,1);
+end;
+// end of TParticle
+
+// TEffectManager
+
+constructor TEffectManager.Create;
+var c: Cardinal;
+begin
+ inherited;
+ LastTime := SDL_GetTicks();
+ for c:=0 to 5 do
+ begin
+ TwinkleArray[c] := 0;
+ end;
+end;
+
+destructor TEffectManager.Destroy;
+begin
+ Killall;
+ inherited;
+end;
+
+
+procedure TEffectManager.Draw;
+var
+ I: Integer;
+ CurrentTime: Cardinal;
+//const
+// DelayBetweenFrames : Cardinal = 100;
+begin
+
+ CurrentTime := SDL_GetTicks();
+ //Manage particle life
+ if (CurrentTime - LastTime) > DelayBetweenFrames then
+ begin
+ LastTime := CurrentTime;
+ for I := 0 to high(Particle) do
+ Particle[I].LiveOn;
+ end;
+
+ I := 0;
+ //Kill dead particles
+ while (I <= High(Particle)) do
+ begin
+ if (Particle[I].Live <= 0) then
+ begin
+ kill(I);
+ end
+ else
+ begin
+ inc(I);
+ end;
+ end;
+
+ //Draw
+ for I := 0 to high(Particle) do
+ begin
+ Particle[I].Draw;
+ end;
+end;
+
+// this method creates just one particle
+function TEffectManager.Spawn(X, Y: Real; Screen: Integer; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal;
+begin
+ Result := Length(Particle);
+ SetLength(Particle, (Result + 1));
+ Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
+end;
+
+// manage Sparkling of GoldenNote Bars
+procedure TEffectManager.SpawnRec();
+Var
+ Xkatze, Ykatze : Real;
+ RandomFrame : Integer;
+ P : Integer; // P as seen on TV as Positionman
+begin
+//Spawn a random amount of stars within the given coordinates
+//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
+for P:= 0 to high(RecArray) do
+ begin
+ while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
+ begin
+ Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
+ Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
+ RandomFrame := RandomRange(0,14);
+ // Spawn a GoldenNote Particle
+ Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
+ inc(RecArray[P].CurrentStarCount);
+ end;
+ end;
+ draw;
+end;
+
+// kill one particle (with given index in our particle array)
+procedure TEffectManager.Kill(Index: Cardinal);
+var
+ LastParticleIndex : Integer;
+begin
+// delete particle indexed by Index,
+// overwrite it's place in our particle-array with the particle stored at the last array index,
+// shorten array
+ LastParticleIndex := high(Particle);
+ if not(LastParticleIndex = -1) then // is there still a particle to delete?
+ begin
+ if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
+ dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
+ // now get rid of that particle
+ Particle[Index].Destroy;
+ Particle[Index] := Particle[LastParticleIndex];
+ SetLength(Particle, LastParticleIndex);
+ end;
+end;
+
+// clean up all particles and management structures
+procedure TEffectManager.KillAll();
+var c: Cardinal;
+begin
+//It's the kill all kennies rotuine
+ while Length(Particle) > 0 do // kill all existing particles
+ Kill(0);
+ SetLength(RecArray,0); // remove GoldenRec positions
+ SetLength(PerfNoteArray,0); // remove PerfectNote positions
+ for c:=0 to 5 do
+ begin
+ TwinkleArray[c] := 0; // reset GoldenNoteHit memory
+ end;
+end;
+
+procedure TEffectManager.SentenceChange();
+var c: Cardinal;
+begin
+ c:=0;
+ while c <= High(Particle) do
+ begin
+ if Particle[c].SurviveSentenceChange then
+ inc(c)
+ else
+ Kill(c);
+ end;
+ SetLength(RecArray,0); // remove GoldenRec positions
+ SetLength(PerfNoteArray,0); // remove PerfectNote positions
+ for c:=0 to 5 do
+ begin
+ TwinkleArray[c] := 0; // reset GoldenNoteHit memory
+ end;
+end;
+
+procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
+//Twinkle stars while golden note hit
+// this is called from UDraw.pas, SingDrawPlayerCzesc
+var
+ C, P, XKatze, YKatze, LKatze: Integer;
+ H: Real;
+begin
+ // make sure we spawn only one time at one position
+ if (TwinkleArray[Player] < Right) then
+ For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
+ begin
+ H := (Top+Bottom)/2; // helper...
+ with RecArray[P] do
+ if ((xBottom >= Right) and (xTop <= Right) and
+ (yTop <= H) and (yBottom >= H))
+ and (Screen = ScreenAct) then
+ begin
+ TwinkleArray[Player] := Right; // remember twinkle position for this player
+ for C := 1 to 10 do
+ begin
+ Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
+ XKatze := RandomRange(-7,3);
+ LKatze := RandomRange(7,13);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(4,7);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(4,7);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(1,4);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+ for C := 1 to 3 do
+ begin
+ Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
+ XKatze := RandomRange(-5,1);
+ LKatze := RandomRange(1,4);
+ Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
+ end;
+
+ exit; // found a matching GoldenRec, did spawning stuff... done
+ end;
+ end;
+end;
+
+procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
+var
+ P : Integer; // P like used in Positions
+ NewIndex : Integer;
+begin
+ For P := 0 to high(RecArray) do // Do we already have that "new" position?
+ begin
+ if (ceil(RecArray[P].xTop) = ceil(Xtop)) and
+ (ceil(RecArray[P].yTop) = ceil(Ytop)) and
+ (ScreenAct = RecArray[p].Screen) then
+ exit; // it's already in the array, so we don't have to create a new one
+ end;
+
+ // we got a new position, add the new positions to our array
+ NewIndex := Length(RecArray);
+ SetLength(RecArray, NewIndex + 1);
+ RecArray[NewIndex].xTop := Xtop;
+ RecArray[NewIndex].yTop := Ytop;
+ RecArray[NewIndex].xBottom := Xbottom;
+ RecArray[NewIndex].yBottom := Ybottom;
+ RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
+ RecArray[NewIndex].CurrentStarCount := 0;
+ RecArray[NewIndex].Screen := ScreenAct;
+end;
+
+procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real);
+var
+ P : Integer; // P like used in Positions
+ NewIndex : Integer;
+ RandomFrame : Integer;
+ Xkatze, Ykatze : Integer;
+begin
+ For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
+ begin
+ with PerfNoteArray[P] do
+ if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and
+ (Screen = ScreenAct) then
+ exit; // it's already in the array, so we don't have to create a new one
+ end; //for
+
+ // we got a new position, add the new positions to our array
+ NewIndex := Length(PerfNoteArray);
+ SetLength(PerfNoteArray, NewIndex + 1);
+ PerfNoteArray[NewIndex].xPos := Xtop;
+ PerfNoteArray[NewIndex].yPos := Ytop;
+ PerfNoteArray[NewIndex].Screen := ScreenAct;
+
+ for P:= 0 to 2 do
+ begin
+ Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
+ Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
+ RandomFrame := RandomRange(0,14);
+ Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
+ end; //for
+
+end;
+
+procedure TEffectManager.SpawnPerfectLineTwinkle();
+var
+ P,I,Life: Cardinal;
+ Left, Right, Top, Bottom: Cardinal;
+ cScreen: Integer;
+begin
+// calculation of coordinates done with hardcoded values like in UDraw.pas
+// might need to be adjusted if drawing of SingScreen is modified
+// coordinates may still be a bit weird and need adjustment
+ if Ini.SingWindow = 0 then begin
+ Left := 130;
+ end else begin
+ Left := 30;
+ end;
+ Right := 770;
+ // spawn effect for every player with a perfect line
+ for P:=0 to PlayersPlay-1 do
+ if Player[P].LastSentencePerfect then
+ begin
+ // calculate area where notes of this player are drawn
+ case PlayersPlay of
+ 1: begin
+ Bottom:=Skin_P2_NotesB+10;
+ Top:=Bottom-105;
+ cScreen:=1;
+ end;
+ 2,4: begin
+ case P of
+ 0,2: begin
+ Bottom:=Skin_P1_NotesB+10;
+ Top:=Bottom-105;
+ end;
+ else begin
+ Bottom:=Skin_P2_NotesB+10;
+ Top:=Bottom-105;
+ end;
+ end;
+ case P of
+ 0,1: cScreen:=1;
+ else cScreen:=2;
+ end;
+ end;
+ 3,6: begin
+ case P of
+ 0,3: begin
+ Top:=130;
+ Bottom:=Top+85;
+ end;
+ 1,4: begin
+ Top:=255;
+ Bottom:=Top+85;
+ end;
+ 2,5: begin
+ Top:=380;
+ Bottom:=Top+85;
+ end;
+ end;
+ case P of
+ 0,1,2: cScreen:=1;
+ else cScreen:=2;
+ end;
+ end;
+ end;
+ // spawn Sparkling Stars inside calculated coordinates
+ for I:= 0 to 80 do
+ begin
+ Life:=RandomRange(8,16);
+ Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
+ end;
+ end;
+end;
+
+end.
+
diff --git a/Game/Code/Classes/UJoystick.pas b/Game/Code/Classes/UJoystick.pas index 486a8a78..cd7171d6 100644 --- a/Game/Code/Classes/UJoystick.pas +++ b/Game/Code/Classes/UJoystick.pas @@ -1,285 +1,280 @@ -unit UJoystick; - -interface - -{$I switches.inc} - - -uses SDL; - -type - TJoyButton = record - State: integer; - Enabled: boolean; - Type_: byte; - Sym: cardinal; - end; - - TJoyHatState = record - State: Boolean; - LastTick: Cardinal; - Enabled: boolean; - Type_: byte; - Sym: cardinal; - end; - - TJoyUnit = record - Button: array[0..15] of TJoyButton; - HatState: Array[0..3] of TJoyHatState; - end; - - TJoy = class - constructor Create; - procedure Update; - end; - -var - Joy: TJoy; - JoyUnit: TJoyUnit; - SDL_Joy: PSDL_Joystick; - JoyEvent: TSDL_Event; - -implementation - -uses SysUtils, - {$IFDEF win32} - windows, - {$ELSE} - LCLIntf, - {$ENDIF} - ULog; - -constructor TJoy.Create; -var - B, N: integer; -begin - //Old Corvus5 Method - {// joystick support - SDL_JoystickEventState(SDL_IGNORE); - SDL_InitSubSystem(SDL_INIT_JOYSTICK); - if SDL_NumJoysticks <> 1 then - Log.LogStatus('Joystick count <> 1', 'TJoy.Create'); - - SDL_Joy := SDL_JoystickOpen(0); - if SDL_Joy = nil then - Log.LogError('SDL_JoystickOpen failed', 'TJoy.Create'); - - if SDL_JoystickNumButtons(SDL_Joy) <> 16 then - Log.LogStatus('Joystick button count <> 16', 'TJoy.Create'); - -// SDL_JoystickEventState(SDL_ENABLE); - // Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE) - - // clear states - for B := 0 to 15 do - JoyUnit.Button[B].State := 1; - - // mapping - JoyUnit.Button[1].Enabled := true; - JoyUnit.Button[1].Type_ := SDL_KEYDOWN; - JoyUnit.Button[1].Sym := SDLK_RETURN; - JoyUnit.Button[2].Enabled := true; - JoyUnit.Button[2].Type_ := SDL_KEYDOWN; - JoyUnit.Button[2].Sym := SDLK_ESCAPE; - - JoyUnit.Button[12].Enabled := true; - JoyUnit.Button[12].Type_ := SDL_KEYDOWN; - JoyUnit.Button[12].Sym := SDLK_LEFT; - JoyUnit.Button[13].Enabled := true; - JoyUnit.Button[13].Type_ := SDL_KEYDOWN; - JoyUnit.Button[13].Sym := SDLK_DOWN; - JoyUnit.Button[14].Enabled := true; - JoyUnit.Button[14].Type_ := SDL_KEYDOWN; - JoyUnit.Button[14].Sym := SDLK_RIGHT; - JoyUnit.Button[15].Enabled := true; - JoyUnit.Button[15].Type_ := SDL_KEYDOWN; - JoyUnit.Button[15].Sym := SDLK_UP; - } - //New Sarutas method - SDL_JoystickEventState(SDL_IGNORE); - SDL_InitSubSystem(SDL_INIT_JOYSTICK); - if SDL_NumJoysticks < 1 then - begin - Log.LogError('No Joystick found'); - exit; - end; - - - SDL_Joy := SDL_JoystickOpen(0); - if SDL_Joy = nil then - begin - Log.LogError('Could not Init Joystick'); - exit; - end; - N := SDL_JoystickNumButtons(SDL_Joy); - //if N < 6 then Log.LogStatus('Joystick button count < 6', 'TJoy.Create'); - - for B := 0 to 5 do begin - JoyUnit.Button[B].Enabled := true; - JoyUnit.Button[B].State := 1; - JoyUnit.Button[B].Type_ := SDL_KEYDOWN; - end; - - JoyUnit.Button[0].Sym := SDLK_Return; - JoyUnit.Button[1].Sym := SDLK_Escape; - JoyUnit.Button[2].Sym := SDLK_M; - JoyUnit.Button[3].Sym := SDLK_R; - - JoyUnit.Button[4].Sym := SDLK_RETURN; - JoyUnit.Button[5].Sym := SDLK_ESCAPE; - - //Set HatState - for B := 0 to 3 do begin - JoyUnit.HatState[B].Enabled := true; - JoyUnit.HatState[B].State := False; - JoyUnit.HatState[B].Type_ := SDL_KEYDOWN; - end; - - JoyUnit.HatState[0].Sym := SDLK_UP; - JoyUnit.HatState[1].Sym := SDLK_RIGHT; - JoyUnit.HatState[2].Sym := SDLK_DOWN; - JoyUnit.HatState[3].Sym := SDLK_LEFT; -end; - -procedure TJoy.Update; -var - B: integer; - State: UInt8; - Tick: Cardinal; - Axes: Smallint; -begin - SDL_JoystickUpdate; - - //Manage Buttons - for B := 0 to 15 do begin - if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin - JoyEvent.type_ := JoyUnit.Button[B].Type_; - JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym; - SDL_PushEvent(@JoyEvent); - end; - end; - - - for B := 0 to 15 do begin - JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B); - end; - - //Get Tick - Tick := SDL_GetTicks(); - - //Get CoolieHat - if (SDL_JoystickNumHats(SDL_Joy)>=1) then - State := SDL_JoystickGetHat(SDL_Joy, 0) - else - State := 0; - - //Get Axis - if (SDL_JoystickNumAxes(SDL_Joy)>=2) then - begin - //Down - Up (X- Axis) - Axes := SDL_JoystickGetAxis(SDL_Joy, 1); - If Axes >= 15000 then - State := State or SDL_HAT_Down - Else If Axes <= -15000 then - State := State or SDL_HAT_UP; - - //Left - Right (Y- Axis) - Axes := SDL_JoystickGetAxis(SDL_Joy, 0); - If Axes >= 15000 then - State := State or SDL_HAT_Right - Else If Axes <= -15000 then - State := State or SDL_HAT_Left; - end; - - //Manage Hat and joystick Events - if (SDL_JoystickNumHats(SDL_Joy)>=1) OR (SDL_JoystickNumAxes(SDL_Joy)>=2) then - begin - - //Up Button - If (JoyUnit.HatState[0].Enabled) and ((SDL_HAT_UP AND State) = SDL_HAT_UP) then - begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs - if (JoyUnit.HatState[0].State = False) OR (JoyUnit.HatState[0].Lasttick < Tick) then - begin - //Set Tick and State - if JoyUnit.HatState[0].State then - JoyUnit.HatState[0].Lasttick := Tick + 200 - else - JoyUnit.HatState[0].Lasttick := Tick + 500; - - JoyUnit.HatState[0].State := True; - - JoyEvent.type_ := JoyUnit.HatState[0].Type_; - JoyEvent.key.keysym.sym := JoyUnit.HatState[0].Sym; - SDL_PushEvent(@JoyEvent); - end; - end - else - JoyUnit.HatState[0].State := False; - - //Right Button - If (JoyUnit.HatState[1].Enabled) and ((SDL_HAT_RIGHT AND State) = SDL_HAT_RIGHT) then - begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs - if (JoyUnit.HatState[1].State = False) OR (JoyUnit.HatState[1].Lasttick < Tick) then - begin - //Set Tick and State - if JoyUnit.HatState[1].State then - JoyUnit.HatState[1].Lasttick := Tick + 200 - else - JoyUnit.HatState[1].Lasttick := Tick + 500; - - JoyUnit.HatState[1].State := True; - - JoyEvent.type_ := JoyUnit.HatState[1].Type_; - JoyEvent.key.keysym.sym := JoyUnit.HatState[1].Sym; - SDL_PushEvent(@JoyEvent); - end; - end - else - JoyUnit.HatState[1].State := False; - - //Down button - If (JoyUnit.HatState[2].Enabled) and ((SDL_HAT_DOWN AND State) = SDL_HAT_DOWN) then - begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs - if (JoyUnit.HatState[2].State = False) OR (JoyUnit.HatState[2].Lasttick < Tick) then - begin - //Set Tick and State - if JoyUnit.HatState[2].State then - JoyUnit.HatState[2].Lasttick := Tick + 200 - else - JoyUnit.HatState[2].Lasttick := Tick + 500; - - JoyUnit.HatState[2].State := True; - - JoyEvent.type_ := JoyUnit.HatState[2].Type_; - JoyEvent.key.keysym.sym := JoyUnit.HatState[2].Sym; - SDL_PushEvent(@JoyEvent); - end; - end - else - JoyUnit.HatState[2].State := False; - - //Left Button - If (JoyUnit.HatState[3].Enabled) and ((SDL_HAT_LEFT AND State) = SDL_HAT_LEFT) then - begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs - if (JoyUnit.HatState[3].State = False) OR (JoyUnit.HatState[3].Lasttick < Tick) then - begin - //Set Tick and State - if JoyUnit.HatState[3].State then - JoyUnit.HatState[3].Lasttick := Tick + 200 - else - JoyUnit.HatState[3].Lasttick := Tick + 500; - - JoyUnit.HatState[3].State := True; - - JoyEvent.type_ := JoyUnit.HatState[3].Type_; - JoyEvent.key.keysym.sym := JoyUnit.HatState[3].Sym; - SDL_PushEvent(@JoyEvent); - end; - end - else - JoyUnit.HatState[3].State := False; - end; - -end; - -end. +unit UJoystick;
+
+interface
+
+{$I switches.inc}
+
+
+uses SDL;
+
+type
+ TJoyButton = record
+ State: integer;
+ Enabled: boolean;
+ Type_: byte;
+ Sym: cardinal;
+ end;
+
+ TJoyHatState = record
+ State: Boolean;
+ LastTick: Cardinal;
+ Enabled: boolean;
+ Type_: byte;
+ Sym: cardinal;
+ end;
+
+ TJoyUnit = record
+ Button: array[0..15] of TJoyButton;
+ HatState: Array[0..3] of TJoyHatState;
+ end;
+
+ TJoy = class
+ constructor Create;
+ procedure Update;
+ end;
+
+var
+ Joy: TJoy;
+ JoyUnit: TJoyUnit;
+ SDL_Joy: PSDL_Joystick;
+ JoyEvent: TSDL_Event;
+
+implementation
+
+uses SysUtils,
+ ULog;
+
+constructor TJoy.Create;
+var
+ B, N: integer;
+begin
+ //Old Corvus5 Method
+ {// joystick support
+ SDL_JoystickEventState(SDL_IGNORE);
+ SDL_InitSubSystem(SDL_INIT_JOYSTICK);
+ if SDL_NumJoysticks <> 1 then
+ Log.LogStatus('Joystick count <> 1', 'TJoy.Create');
+
+ SDL_Joy := SDL_JoystickOpen(0);
+ if SDL_Joy = nil then
+ Log.LogError('SDL_JoystickOpen failed', 'TJoy.Create');
+
+ if SDL_JoystickNumButtons(SDL_Joy) <> 16 then
+ Log.LogStatus('Joystick button count <> 16', 'TJoy.Create');
+
+// SDL_JoystickEventState(SDL_ENABLE);
+ // Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE)
+
+ // clear states
+ for B := 0 to 15 do
+ JoyUnit.Button[B].State := 1;
+
+ // mapping
+ JoyUnit.Button[1].Enabled := true;
+ JoyUnit.Button[1].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[1].Sym := SDLK_RETURN;
+ JoyUnit.Button[2].Enabled := true;
+ JoyUnit.Button[2].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[2].Sym := SDLK_ESCAPE;
+
+ JoyUnit.Button[12].Enabled := true;
+ JoyUnit.Button[12].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[12].Sym := SDLK_LEFT;
+ JoyUnit.Button[13].Enabled := true;
+ JoyUnit.Button[13].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[13].Sym := SDLK_DOWN;
+ JoyUnit.Button[14].Enabled := true;
+ JoyUnit.Button[14].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[14].Sym := SDLK_RIGHT;
+ JoyUnit.Button[15].Enabled := true;
+ JoyUnit.Button[15].Type_ := SDL_KEYDOWN;
+ JoyUnit.Button[15].Sym := SDLK_UP;
+ }
+ //New Sarutas method
+ SDL_JoystickEventState(SDL_IGNORE);
+ SDL_InitSubSystem(SDL_INIT_JOYSTICK);
+ if SDL_NumJoysticks < 1 then
+ begin
+ Log.LogError('No Joystick found');
+ exit;
+ end;
+
+
+ SDL_Joy := SDL_JoystickOpen(0);
+ if SDL_Joy = nil then
+ begin
+ Log.LogError('Could not Init Joystick');
+ exit;
+ end;
+ N := SDL_JoystickNumButtons(SDL_Joy);
+ //if N < 6 then Log.LogStatus('Joystick button count < 6', 'TJoy.Create');
+
+ for B := 0 to 5 do begin
+ JoyUnit.Button[B].Enabled := true;
+ JoyUnit.Button[B].State := 1;
+ JoyUnit.Button[B].Type_ := SDL_KEYDOWN;
+ end;
+
+ JoyUnit.Button[0].Sym := SDLK_Return;
+ JoyUnit.Button[1].Sym := SDLK_Escape;
+ JoyUnit.Button[2].Sym := SDLK_M;
+ JoyUnit.Button[3].Sym := SDLK_R;
+
+ JoyUnit.Button[4].Sym := SDLK_RETURN;
+ JoyUnit.Button[5].Sym := SDLK_ESCAPE;
+
+ //Set HatState
+ for B := 0 to 3 do begin
+ JoyUnit.HatState[B].Enabled := true;
+ JoyUnit.HatState[B].State := False;
+ JoyUnit.HatState[B].Type_ := SDL_KEYDOWN;
+ end;
+
+ JoyUnit.HatState[0].Sym := SDLK_UP;
+ JoyUnit.HatState[1].Sym := SDLK_RIGHT;
+ JoyUnit.HatState[2].Sym := SDLK_DOWN;
+ JoyUnit.HatState[3].Sym := SDLK_LEFT;
+end;
+
+procedure TJoy.Update;
+var
+ B: integer;
+ State: UInt8;
+ Tick: Cardinal;
+ Axes: Smallint;
+begin
+ SDL_JoystickUpdate;
+
+ //Manage Buttons
+ for B := 0 to 15 do begin
+ if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin
+ JoyEvent.type_ := JoyUnit.Button[B].Type_;
+ JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym;
+ SDL_PushEvent(@JoyEvent);
+ end;
+ end;
+
+
+ for B := 0 to 15 do begin
+ JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B);
+ end;
+
+ //Get Tick
+ Tick := SDL_GetTicks();
+
+ //Get CoolieHat
+ if (SDL_JoystickNumHats(SDL_Joy)>=1) then
+ State := SDL_JoystickGetHat(SDL_Joy, 0)
+ else
+ State := 0;
+
+ //Get Axis
+ if (SDL_JoystickNumAxes(SDL_Joy)>=2) then
+ begin
+ //Down - Up (X- Axis)
+ Axes := SDL_JoystickGetAxis(SDL_Joy, 1);
+ If Axes >= 15000 then
+ State := State or SDL_HAT_Down
+ Else If Axes <= -15000 then
+ State := State or SDL_HAT_UP;
+
+ //Left - Right (Y- Axis)
+ Axes := SDL_JoystickGetAxis(SDL_Joy, 0);
+ If Axes >= 15000 then
+ State := State or SDL_HAT_Right
+ Else If Axes <= -15000 then
+ State := State or SDL_HAT_Left;
+ end;
+
+ //Manage Hat and joystick Events
+ if (SDL_JoystickNumHats(SDL_Joy)>=1) OR (SDL_JoystickNumAxes(SDL_Joy)>=2) then
+ begin
+
+ //Up Button
+ If (JoyUnit.HatState[0].Enabled) and ((SDL_HAT_UP AND State) = SDL_HAT_UP) then
+ begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
+ if (JoyUnit.HatState[0].State = False) OR (JoyUnit.HatState[0].Lasttick < Tick) then
+ begin
+ //Set Tick and State
+ if JoyUnit.HatState[0].State then
+ JoyUnit.HatState[0].Lasttick := Tick + 200
+ else
+ JoyUnit.HatState[0].Lasttick := Tick + 500;
+
+ JoyUnit.HatState[0].State := True;
+
+ JoyEvent.type_ := JoyUnit.HatState[0].Type_;
+ JoyEvent.key.keysym.sym := JoyUnit.HatState[0].Sym;
+ SDL_PushEvent(@JoyEvent);
+ end;
+ end
+ else
+ JoyUnit.HatState[0].State := False;
+
+ //Right Button
+ If (JoyUnit.HatState[1].Enabled) and ((SDL_HAT_RIGHT AND State) = SDL_HAT_RIGHT) then
+ begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
+ if (JoyUnit.HatState[1].State = False) OR (JoyUnit.HatState[1].Lasttick < Tick) then
+ begin
+ //Set Tick and State
+ if JoyUnit.HatState[1].State then
+ JoyUnit.HatState[1].Lasttick := Tick + 200
+ else
+ JoyUnit.HatState[1].Lasttick := Tick + 500;
+
+ JoyUnit.HatState[1].State := True;
+
+ JoyEvent.type_ := JoyUnit.HatState[1].Type_;
+ JoyEvent.key.keysym.sym := JoyUnit.HatState[1].Sym;
+ SDL_PushEvent(@JoyEvent);
+ end;
+ end
+ else
+ JoyUnit.HatState[1].State := False;
+
+ //Down button
+ If (JoyUnit.HatState[2].Enabled) and ((SDL_HAT_DOWN AND State) = SDL_HAT_DOWN) then
+ begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
+ if (JoyUnit.HatState[2].State = False) OR (JoyUnit.HatState[2].Lasttick < Tick) then
+ begin
+ //Set Tick and State
+ if JoyUnit.HatState[2].State then
+ JoyUnit.HatState[2].Lasttick := Tick + 200
+ else
+ JoyUnit.HatState[2].Lasttick := Tick + 500;
+
+ JoyUnit.HatState[2].State := True;
+
+ JoyEvent.type_ := JoyUnit.HatState[2].Type_;
+ JoyEvent.key.keysym.sym := JoyUnit.HatState[2].Sym;
+ SDL_PushEvent(@JoyEvent);
+ end;
+ end
+ else
+ JoyUnit.HatState[2].State := False;
+
+ //Left Button
+ If (JoyUnit.HatState[3].Enabled) and ((SDL_HAT_LEFT AND State) = SDL_HAT_LEFT) then
+ begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
+ if (JoyUnit.HatState[3].State = False) OR (JoyUnit.HatState[3].Lasttick < Tick) then
+ begin
+ //Set Tick and State
+ if JoyUnit.HatState[3].State then
+ JoyUnit.HatState[3].Lasttick := Tick + 200
+ else
+ JoyUnit.HatState[3].Lasttick := Tick + 500;
+
+ JoyUnit.HatState[3].State := True;
+
+ JoyEvent.type_ := JoyUnit.HatState[3].Type_;
+ JoyEvent.key.keysym.sym := JoyUnit.HatState[3].Sym;
+ SDL_PushEvent(@JoyEvent);
+ end;
+ end
+ else
+ JoyUnit.HatState[3].State := False;
+ end;
+
+end;
+
+end.
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