aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas
diff options
context:
space:
mode:
Diffstat (limited to 'Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas')
-rw-r--r--Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas404
1 files changed, 202 insertions, 202 deletions
diff --git a/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas b/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas
index cc95751d..9a58ff40 100644
--- a/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas
+++ b/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas
@@ -1,202 +1,202 @@
-unit sdlgameinterface;
-{
- $Id: sdlgameinterface.pas,v 1.4 2005/08/03 18:57:31 savage Exp $
-
-}
-{******************************************************************************}
-{ }
-{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
-{ Game Interface Base class }
-{ }
-{ The initial developer of this Pascal code was : }
-{ Dominqiue Louis <Dominique@SavageSoftware.com.au> }
-{ }
-{ Portions created by Dominqiue Louis are }
-{ Copyright (C) 2000 - 2001 Dominqiue Louis. }
-{ }
-{ }
-{ Contributor(s) }
-{ -------------- }
-{ }
-{ }
-{ Obtained through: }
-{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
-{ }
-{ You may retrieve the latest version of this file at the Project }
-{ JEDI home page, located at http://delphi-jedi.org }
-{ }
-{ The contents of this file are used with permission, subject to }
-{ the Mozilla Public License Version 1.1 (the "License"); you may }
-{ not use this file except in compliance with the License. You may }
-{ obtain a copy of the License at }
-{ http://www.mozilla.org/MPL/MPL-1.1.html }
-{ }
-{ Software distributed under the License is distributed on an }
-{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
-{ implied. See the License for the specific language governing }
-{ rights and limitations under the License. }
-{ }
-{ Description }
-{ ----------- }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ }
-{ Requires }
-{ -------- }
-{ The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so }
-{ They are available from... }
-{ http://www.libsdl.org . }
-{ }
-{ Programming Notes }
-{ ----------------- }
-{ }
-{ }
-{ }
-{ }
-{ Revision History }
-{ ---------------- }
-{ September 23 2004 - DL : Initial Creation }
-{
- $Log: sdlgameinterface.pas,v $
- Revision 1.4 2005/08/03 18:57:31 savage
- Various updates and additions. Mainly to handle OpenGL 3D Window support and better cursor support for the mouse class
-
- Revision 1.3 2004/10/17 18:41:49 savage
- Slight Change to allow Reseting of Input Event handlers
-
- Revision 1.2 2004/09/30 22:35:47 savage
- Changes, enhancements and additions as required to get SoAoS working.
-
-
-}
-{******************************************************************************}
-
-interface
-
-uses
- sdl,
- sdlwindow;
-
-type
- TGameInterfaceClass = class of TGameInterface;
-
- TGameInterface = class( TObject )
- private
- FNextGameInterface : TGameInterfaceClass;
- protected
- Dragging : Boolean;
- Loaded : Boolean;
- procedure FreeSurfaces; virtual;
- procedure Render; virtual; abstract;
- procedure Close; virtual;
- procedure Update( aElapsedTime : single ); virtual;
- procedure MouseDown( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure MouseMove( Shift: TSDLMod; CurrentPos : TPoint; RelativePos : TPoint ); virtual;
- procedure MouseUp( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure MouseWheelScroll( WheelDelta : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
- procedure KeyDown( var Key: TSDLKey; Shift: TSDLMod; unicode : UInt16 ); virtual;
- public
- MainWindow : TSDLCustomWindow;
- procedure ResetInputManager;
- procedure LoadSurfaces; virtual;
- function PointIsInRect( Point : TPoint; x, y, x1, y1 : integer ) : Boolean;
- constructor Create( const aMainWindow : TSDLCustomWindow );
- destructor Destroy; override;
- property NextGameInterface : TGameInterfaceClass read FNextGameInterface write FNextGameInterface;
- end;
-
-implementation
-
-{ TGameInterface }
-procedure TGameInterface.Close;
-begin
- FNextGameInterface := nil;
-end;
-
-constructor TGameInterface.Create( const aMainWindow : TSDLCustomWindow );
-begin
- inherited Create;
- MainWindow := aMainWindow;
- FNextGameInterface := TGameInterface;
- ResetInputManager;
-end;
-
-destructor TGameInterface.Destroy;
-begin
- if Loaded then
- FreeSurfaces;
- inherited;
-end;
-
-procedure TGameInterface.FreeSurfaces;
-begin
- Loaded := False;
-end;
-
-procedure TGameInterface.KeyDown(var Key: TSDLKey; Shift: TSDLMod; unicode: UInt16);
-begin
-
-end;
-
-procedure TGameInterface.LoadSurfaces;
-begin
- Loaded := True;
-end;
-
-procedure TGameInterface.MouseDown(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
- Dragging := True;
-end;
-
-procedure TGameInterface.MouseMove(Shift: TSDLMod; CurrentPos, RelativePos: TPoint);
-begin
-
-end;
-
-procedure TGameInterface.MouseUp(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
- Dragging := True;
-end;
-
-procedure TGameInterface.MouseWheelScroll(WheelDelta: Integer; Shift: TSDLMod; MousePos: TPoint);
-begin
-
-end;
-
-function TGameInterface.PointIsInRect( Point : TPoint; x, y, x1, y1: integer ): Boolean;
-begin
- if ( Point.x >= x )
- and ( Point.y >= y )
- and ( Point.x <= x1 )
- and ( Point.y <= y1 ) then
- result := true
- else
- result := false;
-end;
-
-procedure TGameInterface.ResetInputManager;
-var
- temp : TSDLNotifyEvent;
-begin
- MainWindow.InputManager.Mouse.OnMouseDown := MouseDown;
- MainWindow.InputManager.Mouse.OnMouseMove := MouseMove;
- MainWindow.InputManager.Mouse.OnMouseUp := MouseUp;
- MainWindow.InputManager.Mouse.OnMouseWheel := MouseWheelScroll;
- MainWindow.InputManager.KeyBoard.OnKeyDown := KeyDown;
- temp := Render;
- MainWindow.OnRender := temp;
- temp := Close;
- MainWindow.OnClose := temp;
- MainWindow.OnUpdate := Update;
-end;
-
-procedure TGameInterface.Update(aElapsedTime: single);
-begin
-
-end;
-
-end.
+unit sdlgameinterface;
+{
+ $Id: sdlgameinterface.pas,v 1.4 2005/08/03 18:57:31 savage Exp $
+
+}
+{******************************************************************************}
+{ }
+{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
+{ Game Interface Base class }
+{ }
+{ The initial developer of this Pascal code was : }
+{ Dominqiue Louis <Dominique@SavageSoftware.com.au> }
+{ }
+{ Portions created by Dominqiue Louis are }
+{ Copyright (C) 2000 - 2001 Dominqiue Louis. }
+{ }
+{ }
+{ Contributor(s) }
+{ -------------- }
+{ }
+{ }
+{ Obtained through: }
+{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
+{ }
+{ You may retrieve the latest version of this file at the Project }
+{ JEDI home page, located at http://delphi-jedi.org }
+{ }
+{ The contents of this file are used with permission, subject to }
+{ the Mozilla Public License Version 1.1 (the "License"); you may }
+{ not use this file except in compliance with the License. You may }
+{ obtain a copy of the License at }
+{ http://www.mozilla.org/MPL/MPL-1.1.html }
+{ }
+{ Software distributed under the License is distributed on an }
+{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
+{ implied. See the License for the specific language governing }
+{ rights and limitations under the License. }
+{ }
+{ Description }
+{ ----------- }
+{ }
+{ }
+{ }
+{ }
+{ }
+{ }
+{ }
+{ Requires }
+{ -------- }
+{ The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so }
+{ They are available from... }
+{ http://www.libsdl.org . }
+{ }
+{ Programming Notes }
+{ ----------------- }
+{ }
+{ }
+{ }
+{ }
+{ Revision History }
+{ ---------------- }
+{ September 23 2004 - DL : Initial Creation }
+{
+ $Log: sdlgameinterface.pas,v $
+ Revision 1.4 2005/08/03 18:57:31 savage
+ Various updates and additions. Mainly to handle OpenGL 3D Window support and better cursor support for the mouse class
+
+ Revision 1.3 2004/10/17 18:41:49 savage
+ Slight Change to allow Reseting of Input Event handlers
+
+ Revision 1.2 2004/09/30 22:35:47 savage
+ Changes, enhancements and additions as required to get SoAoS working.
+
+
+}
+{******************************************************************************}
+
+interface
+
+uses
+ sdl,
+ sdlwindow;
+
+type
+ TGameInterfaceClass = class of TGameInterface;
+
+ TGameInterface = class( TObject )
+ private
+ FNextGameInterface : TGameInterfaceClass;
+ protected
+ Dragging : Boolean;
+ Loaded : Boolean;
+ procedure FreeSurfaces; virtual;
+ procedure Render; virtual; abstract;
+ procedure Close; virtual;
+ procedure Update( aElapsedTime : single ); virtual;
+ procedure MouseDown( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
+ procedure MouseMove( Shift: TSDLMod; CurrentPos : TPoint; RelativePos : TPoint ); virtual;
+ procedure MouseUp( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
+ procedure MouseWheelScroll( WheelDelta : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
+ procedure KeyDown( var Key: TSDLKey; Shift: TSDLMod; unicode : UInt16 ); virtual;
+ public
+ MainWindow : TSDLCustomWindow;
+ procedure ResetInputManager;
+ procedure LoadSurfaces; virtual;
+ function PointIsInRect( Point : TPoint; x, y, x1, y1 : integer ) : Boolean;
+ constructor Create( const aMainWindow : TSDLCustomWindow );
+ destructor Destroy; override;
+ property NextGameInterface : TGameInterfaceClass read FNextGameInterface write FNextGameInterface;
+ end;
+
+implementation
+
+{ TGameInterface }
+procedure TGameInterface.Close;
+begin
+ FNextGameInterface := nil;
+end;
+
+constructor TGameInterface.Create( const aMainWindow : TSDLCustomWindow );
+begin
+ inherited Create;
+ MainWindow := aMainWindow;
+ FNextGameInterface := TGameInterface;
+ ResetInputManager;
+end;
+
+destructor TGameInterface.Destroy;
+begin
+ if Loaded then
+ FreeSurfaces;
+ inherited;
+end;
+
+procedure TGameInterface.FreeSurfaces;
+begin
+ Loaded := False;
+end;
+
+procedure TGameInterface.KeyDown(var Key: TSDLKey; Shift: TSDLMod; unicode: UInt16);
+begin
+
+end;
+
+procedure TGameInterface.LoadSurfaces;
+begin
+ Loaded := True;
+end;
+
+procedure TGameInterface.MouseDown(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
+begin
+ Dragging := True;
+end;
+
+procedure TGameInterface.MouseMove(Shift: TSDLMod; CurrentPos, RelativePos: TPoint);
+begin
+
+end;
+
+procedure TGameInterface.MouseUp(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
+begin
+ Dragging := True;
+end;
+
+procedure TGameInterface.MouseWheelScroll(WheelDelta: Integer; Shift: TSDLMod; MousePos: TPoint);
+begin
+
+end;
+
+function TGameInterface.PointIsInRect( Point : TPoint; x, y, x1, y1: integer ): Boolean;
+begin
+ if ( Point.x >= x )
+ and ( Point.y >= y )
+ and ( Point.x <= x1 )
+ and ( Point.y <= y1 ) then
+ result := true
+ else
+ result := false;
+end;
+
+procedure TGameInterface.ResetInputManager;
+var
+ temp : TSDLNotifyEvent;
+begin
+ MainWindow.InputManager.Mouse.OnMouseDown := MouseDown;
+ MainWindow.InputManager.Mouse.OnMouseMove := MouseMove;
+ MainWindow.InputManager.Mouse.OnMouseUp := MouseUp;
+ MainWindow.InputManager.Mouse.OnMouseWheel := MouseWheelScroll;
+ MainWindow.InputManager.KeyBoard.OnKeyDown := KeyDown;
+ temp := Render;
+ MainWindow.OnRender := temp;
+ temp := Close;
+ MainWindow.OnClose := temp;
+ MainWindow.OnUpdate := Update;
+end;
+
+procedure TGameInterface.Update(aElapsedTime: single);
+begin
+
+end;
+
+end.