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-rw-r--r--Game/Code/Classes/UIni.pas6
-rw-r--r--Game/Code/Classes/UVideo.pas26
-rw-r--r--Game/Code/Menu/UDisplay.pas94
-rw-r--r--Game/Code/Screens/UScreenOptions.pas12
-rw-r--r--Game/Code/Screens/UScreenOptionsRecord.pas15
-rw-r--r--Game/Code/UltraStar.dpr2
-rw-r--r--Game/Output/Languages/English.ini4
-rw-r--r--Game/Output/Languages/German.ini4
-rw-r--r--Game/Output/Languages/Italian.ini4
9 files changed, 108 insertions, 59 deletions
diff --git a/Game/Code/Classes/UIni.pas b/Game/Code/Classes/UIni.pas
index e5891f58..37258a44 100644
--- a/Game/Code/Classes/UIni.pas
+++ b/Game/Code/Classes/UIni.pas
@@ -428,7 +428,7 @@ begin
//Theme List Patch
- //I2 Saves the no of the Deluxe (Standard-) Theme
+ //I2 Saves the no of the (Standard-) Theme
I2 := 0;
//I counts is the cur. Theme no
I := 0;
@@ -441,8 +441,8 @@ begin
Tekst := UpperCase(ThemeIni.ReadString('Theme','Name',GetFileName(SR.Name)));
ThemeIni.Free;
- //if Deluxe Theme then save Themeno to I2
- if (Tekst = 'DELUXE') then
+ //if Default Theme then save Themeno to I2
+ if (Tekst = 'Blue Sensation') then
I2 := I;
//Search for Skins for this Theme
diff --git a/Game/Code/Classes/UVideo.pas b/Game/Code/Classes/UVideo.pas
index b37166c1..9e04a8ec 100644
--- a/Game/Code/Classes/UVideo.pas
+++ b/Game/Code/Classes/UVideo.pas
@@ -767,14 +767,23 @@ var
begin
// have a nice black background to draw on (even if there were errors opening the vid)
- if (Screen=1) and not Window.windowed then begin
+ if Not Window.windowed then
+ begin
glDisable(GL_BLEND);
//glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_FALSE);
//glDisable(GL_CULL_FACE);
+
+ glScissor(round((ScreenW/Screens)*(Screen-1)),
+ 0,
+ round(ScreenW/Screens),
+ round(ScreenH));
+ glEnable(GL_SCISSOR_TEST);
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glDisable(GL_SCISSOR_TEST);
end else
glEnable(GL_BLEND);
@@ -786,13 +795,14 @@ begin
GetVideoRect(ScreenRect, TexRect, Window);
-
- glScissor(round((Window.Left)*(ScreenW/Screens)/RenderW+(ScreenW/Screens)*(Screen-1)),
- round((RenderH-Window.Lower)*ScreenH/RenderH),
- round((Window.Right-Window.Left)*(ScreenW/Screens)/RenderW),
- round((Window.Lower-Window.Upper)*ScreenH/RenderH));
- glEnable(GL_SCISSOR_TEST);
-
+ if Window.windowed then
+ begin
+ glScissor(round((Window.Left)*(ScreenW/Screens)/RenderW+(ScreenW/Screens)*(Screen-1)),
+ round((RenderH-Window.Lower)*ScreenH/RenderH),
+ round((Window.Right-Window.Left)*(ScreenW/Screens)/RenderW),
+ round((Window.Lower-Window.Upper)*ScreenH/RenderH));
+ glEnable(GL_SCISSOR_TEST);
+ end;
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, Blend);
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index 56fa8ce1..d2027ca7 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -20,13 +20,13 @@ type
Fade: Real;
// fade-mod
- doFade: Boolean;
- canFade: Boolean;
- DoneOnShow: Boolean;
- myFade: integer;
- lastTime: Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
+ doFade: Boolean;
+ canFade: Boolean;
+ DoneOnShow: Boolean;
+ myFade: integer;
+ lastTime: Cardinal;
+ pTex: array[1..2] of glUInt;
+ TexW, TexH: Cardinal;
// end
//FPS Counter
@@ -54,10 +54,12 @@ var
implementation
-uses UGraphic, UTime, Graphics, Jpeg, UFiles, UTexture, UIni, TextGL, UCommandLine;
+uses UGraphic, UTime, Math, Graphics, Jpeg, UFiles, UTexture, UIni, TextGL, UCommandLine;
constructor TDisplay.Create;
-var i: integer;
+var
+ i: integer;
+
begin
inherited Create;
@@ -77,28 +79,32 @@ begin
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
+ TexW := Round(Power(2, Ceil(Log2(ScreenW div Screens))));
+ TexH := Round(Power(2, Ceil(Log2(ScreenH))));
+
+ glGetError();
+
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);
+
+ //glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ //if glGetError <> GL_NO_ERROR then canFade := False;
+
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, TexW, TexH, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
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';
@@ -115,14 +121,15 @@ end;
function TDisplay.Draw: Boolean;
var
- S: integer;
- Col: Real;
+ S: integer;
+ Col: Real;
// fade mod
- myFade2: Real;
- currentTime: Cardinal;
- glError: glEnum;
- glErrorStr: String;
- Ticks: Cardinal;
+ myFade2: Real;
+ FadeW, FadeH: Real;
+ currentTime: Cardinal;
+ glError: glEnum;
+ glErrorStr: String;
+ Ticks: Cardinal;
// end
begin
Result := True;
@@ -197,11 +204,14 @@ begin
//Create Fading texture if we're just starting
if myfade = 0 then
begin
- glViewPort(0, 0, 512, 512);
+ //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);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (S-1) * ScreenW div Screens, 0,
+ ScreenW div Screens, ScreenH);
+
glError:=glGetError;
if glError <> GL_NO_ERROR then
begin
@@ -217,7 +227,7 @@ begin
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);
+ //glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
lastTime:=GetTickCount;
if (S=2) or (Screens = 1) then
@@ -257,16 +267,27 @@ begin
// and draw old screen over it... slowly fading out
myfade2:=(myfade*myfade)/10000;
+ FadeW := (ScreenW div Screens)/TexW;
+ FadeH := ScreenH/TexH;
+
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);
+ //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);
+ glTexCoord2f((0+myfade2)*FadeW, (0+myfade2)*FadeH);
+ glVertex2f(0, RenderH);
+
+ glTexCoord2f((0+myfade2)*FadeW, (1-myfade2)*FadeH);
+ glVertex2f(0, 0);
+
+ glTexCoord2f((1-myfade2)*FadeW, (1-myfade2)*FadeH);
+ glVertex2f(RenderW, 0);
+
+ glTexCoord2f((1-myfade2)*FadeW, (0+myfade2)*FadeH);
+ glVertex2f(RenderW, RenderH);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
@@ -276,7 +297,6 @@ begin
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
@@ -311,7 +331,9 @@ begin
FPSCounter := 0;
NextFPSSwap := Ticks + 250;
end;
- Inc(FPSCounter);
+
+ if(S = 1) then
+ Inc(FPSCounter);
//Draw OSD only on first Screen if Debug Mode is enabled
if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then
diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas
index f5a29054..ee4c2cba 100644
--- a/Game/Code/Screens/UScreenOptions.pas
+++ b/Game/Code/Screens/UScreenOptions.pas
@@ -19,10 +19,10 @@ type
const
ID='ID_006'; //for help system
-
+
implementation
-uses UGraphic, UHelp, ULog;
+uses UGraphic, UHelp, ULog, URecord, ULanguage;
function TScreenOptions.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
@@ -74,8 +74,12 @@ begin
end;
if SelInteraction = 5 then begin
- Music.PlayStart;
- FadeTo(@ScreenOptionsRecord);
+ if (Length(Recording.SoundCard)>0) then
+ begin
+ Music.PlayStart;
+ FadeTo(@ScreenOptionsRecord);
+ end else
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SOUND_INPUT'));
end;
if SelInteraction = 6 then begin
diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas
index 8b3df639..8dda4a6f 100644
--- a/Game/Code/Screens/UScreenOptionsRecord.pas
+++ b/Game/Code/Screens/UScreenOptionsRecord.pas
@@ -90,21 +90,22 @@ begin
LoadFromTheme(Theme.OptionsRecord);
SetLength(ICard, Length(Recording.SoundCard));
+
for SC := 0 to High(Recording.SoundCard) do
ICard[SC] := Recording.SoundCard[SC].Description;
// end;
-// if Length(Recording.SoundCard[Ini.Card].Input) > 0 then begin
+ if (Length(Recording.SoundCard)>0) then
+ begin
SetLength(IInput, Length(Recording.SoundCard[Ini.Card].Input));
for SCI := 0 to High(Recording.SoundCard[Ini.Card].Input) do
IInput[SCI] := Recording.SoundCard[Ini.Card].Input[SCI].Name;
-// end;
-
- AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard);
- SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput);
- SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel);
- SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel);
+ AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard);
+ SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput);
+ SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel);
+ SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel);
+ end;
AddButton(Theme.OptionsRecord.ButtonExit);
if (Length(Button[0].Text)=0) then
diff --git a/Game/Code/UltraStar.dpr b/Game/Code/UltraStar.dpr
index f8f8b397..056f2f78 100644
--- a/Game/Code/UltraStar.dpr
+++ b/Game/Code/UltraStar.dpr
@@ -124,7 +124,7 @@ uses
acinerella in 'lib\acinerella\acinerella.pas';
const
- Version = 'UltraStar Deluxe v1.0.1a Challenge-MOD r7b beta 2 2010-04-04';
+ Version = 'UltraStar Deluxe v1.0.1a Challenge-MOD r7b beta 5 2010-04-07';
var
WndTitle: string;
diff --git a/Game/Output/Languages/English.ini b/Game/Output/Languages/English.ini
index d8e44373..8fe018a8 100644
--- a/Game/Output/Languages/English.ini
+++ b/Game/Output/Languages/English.ini
@@ -413,6 +413,10 @@ MSG_HELP_KEYMAP=Key mapping
;new
SING_OPTIONS_ADVANCED_SUMPLAYERS=Sum up Top 8
+#### Options ####
+;new
+ERROR_NO_SOUND_INPUT=No sound input devices found!
+
#########################################################
# Help System #
#########################################################
diff --git a/Game/Output/Languages/German.ini b/Game/Output/Languages/German.ini
index 37b457b9..42be25ba 100644
--- a/Game/Output/Languages/German.ini
+++ b/Game/Output/Languages/German.ini
@@ -414,6 +414,10 @@ MSG_HELP_KEYMAP=Tastenbelegung
;new
SING_OPTIONS_ADVANCED_SUMPLAYERS=Sum up Top 8
+#### Options ####
+;new
+ERROR_NO_SOUND_INPUT=Keine Aufnahmegeräte gefunden!
+
#-------------------------------------------------------#
# Help System #
#-------------------------------------------------------#
diff --git a/Game/Output/Languages/Italian.ini b/Game/Output/Languages/Italian.ini
index cd79a0cf..df194739 100644
--- a/Game/Output/Languages/Italian.ini
+++ b/Game/Output/Languages/Italian.ini
@@ -404,6 +404,10 @@ EDITOR_CAPITALIZE_LETTER=Capitalized letter at the beginning of line
;new
SING_OPTIONS_ADVANCED_SUMPLAYERS=Sum up Top 8
+#### Options ####
+;new
+ERROR_NO_SOUND_INPUT=No sound input devices found!
+
#-------------------------------------------------------#
# Help System #
#-------------------------------------------------------#