diff options
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r-- | Game/Code/Classes/UCore.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UDataBase.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 6 | ||||
-rw-r--r-- | Game/Code/Classes/UGraphic.pas | 30 | ||||
-rw-r--r-- | Game/Code/Classes/UGraphicClasses.pas | 2 |
5 files changed, 33 insertions, 9 deletions
diff --git a/Game/Code/Classes/UCore.pas b/Game/Code/Classes/UCore.pas index 7e76c9c4..cb176e29 100644 --- a/Game/Code/Classes/UCore.pas +++ b/Game/Code/Classes/UCore.pas @@ -432,7 +432,7 @@ begin CORE_SM_INFO: Params := Params or MB_ICONINFORMATION;
end;
- //Anzeigen:
+ //Show:
Result := Messagebox(0, lParam, PChar(Name), Params);
end;
{$ENDIF}
diff --git a/Game/Code/Classes/UDataBase.pas b/Game/Code/Classes/UDataBase.pas index 2bd29e75..27d3f6bf 100644 --- a/Game/Code/Classes/UDataBase.pas +++ b/Game/Code/Classes/UDataBase.pas @@ -154,7 +154,7 @@ begin end; // While not TableData.EOF - except //Im Fehlerfall + except //In case of error (LOL? isn't this obvious) for Dif := 0 to 2 do begin SetLength(Song.Score[Dif], 1); diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index f64f0389..b3fee6fa 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -454,6 +454,10 @@ var end; // for // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_ + // English Translation: + // actually we need a compare here, to determine if the singing process is ahead Rec.Right + // even if there is no singing + // passing on NrGracza... hope this is really something like the player-number, not only // some kind of weird index into a colour-table @@ -1225,7 +1229,7 @@ end; //PhrasenBonus - Line Bonus Mod} // Draw Note Bars for Editor -//There are 11 Resons for a new Procdedure: +//There are 11 Resons for a new Procdedure: (nice binary :D ) // 1. It don't look good when you Draw the Golden Note Star Effect in the Editor // 2. You can see the Freestyle Notes in the Editor SemiTransparent // 3. Its easier and Faster then changing the old Procedure diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas index fecdb10f..90f8b34a 100644 --- a/Game/Code/Classes/UGraphic.pas +++ b/Game/Code/Classes/UGraphic.pas @@ -496,9 +496,13 @@ begin // 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
+
//LoadingThread := SDL_CreateThread(@LoadingThread, nil);
- // das hier würde dann im ladethread ausgeführt
+ // this would be run in the loadingthread
Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D');
LoadScreens;
@@ -518,12 +522,28 @@ begin // 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
+ // * 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
+ // * load the textures into opengl
+ // * tells the loadingthread, that the memory for the texture can be reused
+ // to load the netx texture (over another mutex)
+ // * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex)
+ //
+ // therefor loadtexture have to be changed, that it, instat of caling some opengl functions
+ // for itself, it should change mutex
+ // 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
- //SDL_WaitThread(LoadingThread, I);
-// SDL_DestroyMutex(Mutex);
+ // wait for loading thread to finish
+ // funktioniert so auch noch nicht - currently dos not work this way
+ // SDL_WaitThread(LoadingThread, I);
+ // SDL_DestroyMutex(Mutex);
Display.CurrentScreen^.FadeTo( @ScreenMain );
diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas index 4dfc66ce..15bd2244 100644 --- a/Game/Code/Classes/UGraphicClasses.pas +++ b/Game/Code/Classes/UGraphicClasses.pas @@ -268,7 +268,7 @@ end; procedure TParticle.LiveOn; begin - //Live = 0 => Live forever <blindy> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is + //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); |