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-rw-r--r--Game/Code/Menu/UDisplay.pas460
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diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
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+unit UDisplay;
+
+interface
+
+uses Windows, SDL, UMenu, gl, glu, SysUtils;
+
+type
+ TDisplay = class
+ ActualScreen: PMenu;
+ NextScreen: PMenu;
+
+ //fade-to-black-hack
+ BlackScreen: Boolean;
+ //popup hack
+ NextScreenWithCheck: Pmenu;
+ CheckOK: Boolean;
+
+ h_DC: HDC;
+ h_RC: HGLRC;
+
+ Fade: Real;
+ // fade-mod
+ doFade: Boolean;
+ canFade: Boolean;
+ DoneOnShow: Boolean;
+ myFade: integer;
+ lastTime: Cardinal;
+ pTexData : Pointer;
+ pTex : array[1..2] of glUInt;
+ // end
+
+ //FPS Counter
+ FPSCounter: Cardinal;
+ LastFPS: Cardinal;
+ NextFPSSwap:Cardinal;
+
+ //For Debug OSD
+ OSD_LastError: String;
+
+ function Draw: Boolean;
+ procedure PrintScreen;
+ constructor Create;
+ // fade mod
+ destructor Destroy;
+ // end
+ procedure ScreenShot;
+
+ procedure DrawDebugInformation;
+ end;
+
+var
+ Display: TDisplay;
+
+implementation
+
+uses UGraphic, UTime, Graphics, Jpeg, UFiles, UTexture, UIni, TextGL, UCommandLine;
+
+constructor TDisplay.Create;
+var i: integer;
+begin
+ inherited Create;
+
+ //popup hack
+ CheckOK:=False;
+ NextScreen:=NIL;
+ NextScreenWithCheck:=NIL;
+ BlackScreen:=False;
+
+ // fade mod
+ myfade:=0;
+ DoneOnShow := false;
+
+ if Ini.ScreenFade=1 then
+ doFade:=True
+ else
+ doFade:=False;
+
+ canFade:=True;
+ // generate texture for fading between screens
+ GetMem(pTexData, 512*512*3);
+ if pTexData <> NIL then
+ for i:= 1 to 2 do
+ begin
+ glGenTextures(1, pTex[i]);
+ if glGetError <> GL_NO_ERROR then canFade := False;
+ glBindTexture(GL_TEXTURE_2D, pTex[i]);
+ if glGetError <> GL_NO_ERROR then canFade := False;
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);
+ if glGetError <> GL_NO_ERROR then canFade := False;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if glGetError <> GL_NO_ERROR then canFade := False;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ if glGetError <> GL_NO_ERROR then canFade := False;
+ end
+ else
+ begin
+ canFade:=False;
+ end;
+ FreeMem(pTexData);
+ // end
+
+ //Set LastError for OSD to No Error
+ OSD_LastError := 'No Errors';
+end;
+
+// fade mod
+destructor TDisplay.Destroy;
+begin
+ if canFade then
+ glDeleteTextures(1,@pTex);
+ inherited Destroy;
+end;
+// end
+
+function TDisplay.Draw: Boolean;
+var
+ S: integer;
+ Col: Real;
+ // fade mod
+ myFade2: Real;
+ currentTime: Cardinal;
+ glError: glEnum;
+ glErrorStr: String;
+ // end
+begin
+ Result := True;
+
+ Col := 1;
+ {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
+ Col := 0; }
+
+ glClearColor(Col, Col, Col , 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ for S := 1 to Screens do begin
+ ScreenAct := S;
+
+// if Screens = 1 then ScreenX := 0;
+// if (Screens = 2) and (S = 1) then ScreenX := -1;
+// if (Screens = 2) and (S = 2) then ScreenX := 1;
+ ScreenX := 0;
+
+ if S = 2 then TimeSkip := 0;
+
+ glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
+
+ //popup hack
+ // check was successful... move on
+ if CheckOK then
+ if assigned (NextScreenWithCheck)then
+ begin
+ NextScreen:=NextScreenWithCheck;
+ NextScreenWithCheck := NIL;
+ CheckOk:=False;
+ end
+ else
+ BlackScreen:=True; // end of game - fade to black before exit
+ //end popup hack
+
+// ActualScreen.SetAnimationProgress(1);
+ if (not assigned (NextScreen)) and (not BlackScreen) then begin
+ ActualScreen.Draw;
+ //popup mod
+ if ScreenPopupError <> NIL then
+ if ScreenPopupError.Visible then
+ ScreenPopupError.Draw
+ else
+ if ScreenPopupCheck <> NIL then
+ if ScreenPopupCheck.Visible then
+ ScreenPopupCheck.Draw
+ else
+ if ScreenPopupHelp <> NIL then
+ if ScreenPopupHelp.Visible then
+ ScreenPopupHelp.Draw;
+ //popup end
+ // fade mod
+ myfade:=0;
+ if (Ini.ScreenFade=1) and canFade then
+ doFade:=True
+ else if Ini.ScreenFade=0 then
+ doFade:=False;
+ // end
+ end
+ else
+ begin
+ // check if we had an initialization error (canfade=false, dofade=true)
+ if doFade and not canFade then begin
+ doFade:=False; //disable fading
+ ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
+ end;
+
+ if doFade and canFade then
+ begin
+ // fade mod
+ //Create Fading texture if we're just starting
+ if myfade = 0 then
+ begin
+ glViewPort(0, 0, 512, 512);
+ ActualScreen.Draw;
+ glGetError();
+ glBindTexture(GL_TEXTURE_2D, pTex[S]);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, 512, 512, 0);
+ glError:=glGetError;
+ if glError <> GL_NO_ERROR then
+ begin
+ canFade := False;
+ case glError of
+ GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM';
+ GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE';
+ GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION';
+ GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW';
+ GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW';
+ GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY';
+ else glErrorStr:='unknown error';
+ end;
+ ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
+ end;
+ glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
+
+ lastTime:=GetTickCount;
+ if (S=2) or (Screens = 1) then
+ myfade:=myfade+1;
+ end; // end texture creation in first fading step
+
+ // blackscreen-hack
+ if (not BlackScreen) AND (S = 1) and not DoneOnShow then
+ begin
+ NextScreen.onShow;
+ DoneOnShow := true;
+ end;
+
+ //do some time-based fading
+ currentTime:=GetTickCount;
+ if (currentTime > lastTime+30) and (S=1) then
+ begin
+ myfade:=myfade+4;
+ lastTime:=currentTime;
+ end;
+
+// LastFade := Fade; // whatever
+// Fade := Fade -0.999; // start fading out
+
+
+// ActualScreen.ShowFinish := false; // no purpose?
+
+// ActualScreen.SetAnimationProgress(Fade-1); // nop?
+
+ // blackscreen-hack
+ if not BlackScreen then
+ NextScreen.Draw // draw next screen
+ else begin
+ glClearColor(0, 0, 0 , 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end;
+
+ // and draw old screen over it... slowly fading out
+ myfade2:=(myfade*myfade)/10000;
+ glBindTexture(GL_TEXTURE_2D, pTex[S]);
+ glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
+ glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
+ glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
+ glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
+ glEnd;
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end
+ else
+ // blackscreen hack
+ if (not BlackScreen) AND (S = 1) then
+ NextScreen.OnShow;
+
+
+ if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete...
+ //if not DoneOnShow then
+ // ScreenPopupError.ShowPopup('Wheres OnShow ?'); //show error message
+ DoneOnShow := false;
+ myFade:=0;
+ ActualScreen.onHide;
+ ActualScreen.ShowFinish:=False;
+ ActualScreen:=NextScreen;
+ NextScreen := nil;
+ if not blackscreen then
+ begin
+ ActualScreen.onShowFinish;
+ ActualScreen.ShowFinish := true;
+ end
+ else
+ begin
+ Result:=False;
+ Break;
+ end;
+ // end of fade mod
+ end;
+ end; // if
+
+ //Draw OSD only on first Screen if Debug Mode is enabled
+ if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then
+ DrawDebugInformation;
+
+ end; // for S
+// SwapBuffers(h_DC);
+end;
+
+{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
+begin
+ Self.FadeIn := FadeIn;
+ FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
+ ActualStep := $FF;
+ Result := $FF div FadeStep;
+end;}
+
+procedure TDisplay.PrintScreen;
+var
+ Bitmap: TBitmap;
+ Jpeg: TJpegImage;
+ X, Y: integer;
+ Num: integer;
+ FileName: string;
+begin
+ for Num := 1 to 9999 do begin
+ FileName := IntToStr(Num);
+ while Length(FileName) < 4 do FileName := '0' + FileName;
+ FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg';
+ if not FileExists(FileName) then break
+ end;
+
+ glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA_EXT, GL_UNSIGNED_BYTE, @PrintScreenData[0]);
+ Bitmap := TBitmap.Create;
+ Bitmap.Width := ScreenW;
+ Bitmap.Height := ScreenH;
+
+ for Y := 0 to ScreenH-1 do
+ for X := 0 to ScreenW-1 do
+ Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF;
+
+ Jpeg := TJpegImage.Create;
+ Jpeg.Assign(Bitmap);
+ Bitmap.Free;
+ Jpeg.CompressionQuality := 95;//90;
+ Jpeg.SaveToFile(FileName);
+ Jpeg.Free;
+end;
+
+procedure TDisplay.ScreenShot;
+ var F : file;
+ FileInfo: BITMAPINFOHEADER;
+ FileHeader : BITMAPFILEHEADER;
+ pPicData:Pointer;
+ FileName: String;
+ Num: Integer;
+begin
+ //bilddatei Suchen
+ for Num := 1 to 9999 do begin
+ FileName := IntToStr(Num);
+ while Length(FileName) < 4 do FileName := '0' + FileName;
+ FileName := ScreenshotsPath + FileName + '.BMP';
+ if not FileExists(FileName) then break
+ end;
+
+ //Speicher für die Speicherung der Header-Informationen vorbereiten
+ ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
+ ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER));
+
+ //Initialisieren der Daten des Headers
+ FileHeader.bfType := 19778; //$4D42 = 'BM'
+ FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
+
+ //Schreiben der Bitmap-Informationen
+ FileInfo.biSize := SizeOf(BITMAPINFOHEADER);
+ FileInfo.biWidth := ScreenW;
+ FileInfo.biHeight := ScreenH;
+ FileInfo.biPlanes := 1;
+ FileInfo.biBitCount := 32;
+ FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8);
+
+ //Größenangabe auch in den Header übernehmen
+ FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
+
+ //Speicher für die Bilddaten reservieren
+ GetMem(pPicData, FileInfo.biSizeImage);
+ try
+ //Bilddaten von OpenGL anfordern (siehe oben)
+ glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pPicData);
+
+ //Und den ganzen Müll in die Datei schieben ;-)
+ //Moderne Leute nehmen dafür auch Streams ...
+ AssignFile(f, Filename);
+ Rewrite( f,1 );
+ try
+ BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER));
+ BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER));
+ BlockWrite(F, pPicData^, FileInfo.biSizeImage );
+ finally
+ CloseFile(f);
+ end;
+ finally
+ //Und den angeforderten Speicher wieder freigeben ...
+ FreeMem(pPicData, FileInfo.biSizeImage);
+ end;
+end;
+
+//------------
+// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
+//------------
+procedure TDisplay.DrawDebugInformation;
+var Ticks: Cardinal;
+begin
+ //Some White Background for information
+ glEnable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(1, 1, 1, 0.5);
+ glBegin(GL_QUADS);
+ glVertex2f(690, 44);
+ glVertex2f(690, 0);
+ glVertex2f(800, 0);
+ glVertex2f(800, 44);
+ glEnd;
+ glDisable(GL_BLEND);
+
+ //Set Font Specs
+ SetFontStyle(0);
+ SetFontSize(7);
+ SetFontItalic(False);
+ glColor4f(0, 0, 0, 1);
+
+ //Calculate FPS
+ Ticks := GetTickCount;
+ if (Ticks >= NextFPSSwap) then
+ begin
+ LastFPS := FPSCounter * 4;
+ FPSCounter := 0;
+ NextFPSSwap := Ticks + 250;
+ end;
+
+ Inc(FPSCounter);
+
+ //Draw Text
+
+ //FPS
+ SetFontPos(695, 0);
+ glPrint (PChar('FPS: ' + InttoStr(LastFPS)));
+
+ //RSpeed
+ SetFontPos(695, 13);
+ glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
+
+ //LastError
+ SetFontPos(695, 26);
+ glColor4f(1, 0, 0, 1);
+ glPrint (PChar(OSD_LastError));
+
+ glColor4f(1, 1, 1, 1);
+end;
+
+end.