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diff --git a/src/classes/UGraphic.pas b/src/classes/UGraphic.pas
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+unit UGraphic;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SDL,
+ gl,
+ glext,
+ UTexture,
+ TextGL,
+ ULog,
+ SysUtils,
+ ULyrics,
+ UImage,
+ UMusic,
+ UScreenLoading,
+ UScreenWelcome,
+ UScreenMain,
+ UScreenName,
+ UScreenLevel,
+ UScreenOptions,
+ UScreenOptionsGame,
+ UScreenOptionsGraphics,
+ UScreenOptionsSound,
+ UScreenOptionsLyrics,
+ UScreenOptionsThemes,
+ UScreenOptionsRecord,
+ UScreenOptionsAdvanced,
+ UScreenSong,
+ UScreenSing,
+ UScreenScore,
+ UScreenTop5,
+ UScreenEditSub,
+ UScreenEdit,
+ UScreenEditConvert,
+ UScreenEditHeader,
+ UScreenOpen,
+ UThemes,
+ USkins,
+ UScreenSongMenu,
+ UScreenSongJumpto,
+ {Party Screens}
+ UScreenSingModi,
+ UScreenPartyNewRound,
+ UScreenPartyScore,
+ UScreenPartyOptions,
+ UScreenPartyWin,
+ UScreenPartyPlayer,
+ {Stats Screens}
+ UScreenStatMain,
+ UScreenStatDetail,
+ {CreditsScreen}
+ UScreenCredits,
+ {Popup for errors, etc.}
+ UScreenPopup;
+
+type
+ TRecR = record
+ Top: real;
+ Left: real;
+ Right: real;
+ Bottom: real;
+ end;
+
+var
+ Screen: PSDL_Surface;
+ LoadingThread: PSDL_Thread;
+ Mutex: PSDL_Mutex;
+
+ RenderW: integer;
+ RenderH: integer;
+ ScreenW: integer;
+ ScreenH: integer;
+ Screens: integer;
+ ScreenAct: integer;
+ ScreenX: integer;
+
+ ScreenLoading: TScreenLoading;
+ ScreenWelcome: TScreenWelcome;
+ ScreenMain: TScreenMain;
+ ScreenName: TScreenName;
+ ScreenLevel: TScreenLevel;
+ ScreenSong: TScreenSong;
+ ScreenSing: TScreenSing;
+ ScreenScore: TScreenScore;
+ ScreenTop5: TScreenTop5;
+ ScreenOptions: TScreenOptions;
+ ScreenOptionsGame: TScreenOptionsGame;
+ ScreenOptionsGraphics: TScreenOptionsGraphics;
+ ScreenOptionsSound: TScreenOptionsSound;
+ ScreenOptionsLyrics: TScreenOptionsLyrics;
+ ScreenOptionsThemes: TScreenOptionsThemes;
+ ScreenOptionsRecord: TScreenOptionsRecord;
+ ScreenOptionsAdvanced: TScreenOptionsAdvanced;
+ ScreenEditSub: TScreenEditSub;
+ ScreenEdit: TScreenEdit;
+ ScreenEditConvert: TScreenEditConvert;
+ ScreenEditHeader: TScreenEditHeader;
+ ScreenOpen: TScreenOpen;
+
+ ScreenSongMenu: TScreenSongMenu;
+ ScreenSongJumpto: TScreenSongJumpto;
+
+ //Party Screens
+ ScreenSingModi: TScreenSingModi;
+ ScreenPartyNewRound: TScreenPartyNewRound;
+ ScreenPartyScore: TScreenPartyScore;
+ ScreenPartyWin: TScreenPartyWin;
+ ScreenPartyOptions: TScreenPartyOptions;
+ ScreenPartyPlayer: TScreenPartyPlayer;
+
+ //StatsScreens
+ ScreenStatMain: TScreenStatMain;
+ ScreenStatDetail: TScreenStatDetail;
+
+ //CreditsScreen
+ ScreenCredits: TScreenCredits;
+
+ //popup mod
+ ScreenPopupCheck: TScreenPopupCheck;
+ ScreenPopupError: TScreenPopupError;
+
+ //Notes
+ Tex_Left: array[0..6] of TTexture; //rename to tex_note_left
+ Tex_Mid: array[0..6] of TTexture; //rename to tex_note_mid
+ Tex_Right: array[0..6] of TTexture; //rename to tex_note_right
+
+ Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left
+ Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid
+ Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right
+
+ Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left
+ Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid
+ Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right
+
+ Tex_Note_Star: TTexture;
+ Tex_Note_Perfect_Star: TTexture;
+
+
+ Tex_Ball: TTexture;
+ Tex_Lyric_Help_Bar: TTexture;
+ FullScreen: boolean;
+
+ Tex_TimeProgress: TTexture;
+
+ //Sing Bar Mod
+ Tex_SingBar_Back: TTexture;
+ Tex_SingBar_Bar: TTexture;
+ Tex_SingBar_Front: TTexture;
+ //end Singbar Mod
+
+ //PhrasenBonus - Line Bonus Mod
+ Tex_SingLineBonusBack: array[0..8] of TTexture;
+ //End PhrasenBonus - Line Bonus Mod
+
+ //ScoreBG Texs
+ Tex_ScoreBG: array [0..5] of TTexture;
+
+ //Score Screen Textures
+ Tex_Score_NoteBarLevel_Dark : array [1..6] of TTexture;
+ Tex_Score_NoteBarRound_Dark : array [1..6] of TTexture;
+
+ Tex_Score_NoteBarLevel_Light : array [1..6] of TTexture;
+ Tex_Score_NoteBarRound_Light : array [1..6] of TTexture;
+
+ Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture;
+ Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture;
+
+ Tex_Score_Ratings : array [0..7] of TTexture;
+
+const
+ Skin_BGColorR = 1;
+ Skin_BGColorG = 1;
+ Skin_BGColorB = 1;
+
+ Skin_SpectrumR = 0;
+ Skin_SpectrumG = 0;
+ Skin_SpectrumB = 0;
+
+ Skin_Spectograph1R = 0.6;
+ Skin_Spectograph1G = 0.8;
+ Skin_Spectograph1B = 1;
+
+ Skin_Spectograph2R = 0;
+ Skin_Spectograph2G = 0;
+ Skin_Spectograph2B = 0.2;
+
+ Skin_SzczytR = 0.8;
+ Skin_SzczytG = 0;
+ Skin_SzczytB = 0;
+
+ Skin_SzczytLimitR = 0;
+ Skin_SzczytLimitG = 0.8;
+ Skin_SzczytLimitB = 0;
+
+ Skin_FontR = 0;
+ Skin_FontG = 0;
+ Skin_FontB = 0;
+
+ Skin_FontHighlightR = 0.3; // 0.3
+ Skin_FontHighlightG = 0.3; // 0.3
+ Skin_FontHighlightB = 1; // 1
+
+ Skin_TimeR = 0.25; //0,0,0
+ Skin_TimeG = 0.25;
+ Skin_TimeB = 0.25;
+
+ Skin_OscR = 0;
+ Skin_OscG = 0;
+ Skin_OscB = 0;
+
+ Skin_LyricsT = 494; // 500 / 510 / 400
+ Skin_SpectrumT = 470;
+ Skin_SpectrumBot = 570;
+ Skin_SpectrumH = 100;
+
+ Skin_P1_LinesR = 0.5; // 0.6 0.6 1
+ Skin_P1_LinesG = 0.5;
+ Skin_P1_LinesB = 0.5;
+
+ Skin_P2_LinesR = 0.5; // 1 0.6 0.6
+ Skin_P2_LinesG = 0.5;
+ Skin_P2_LinesB = 0.5;
+
+ Skin_P1_NotesB = 250;
+ Skin_P2_NotesB = 430; // 430 / 300
+
+ Skin_P1_ScoreT = 50;
+ Skin_P1_ScoreL = 20;
+
+ Skin_P2_ScoreT = 50;
+ Skin_P2_ScoreL = 640;
+
+procedure Initialize3D (Title: string);
+procedure Reinitialize3D;
+procedure SwapBuffers;
+
+procedure LoadTextures;
+procedure InitializeScreen;
+procedure LoadLoadingScreen;
+procedure LoadScreens;
+procedure UnLoadScreens;
+
+function LoadingThreadFunction: integer;
+
+
+implementation
+
+uses
+ UMain,
+ UIni,
+ UDisplay,
+ UCommandLine,
+ Classes;
+
+procedure LoadFontTextures;
+begin
+ Log.LogStatus('Building Fonts', 'LoadTextures');
+ BuildFont;
+end;
+
+procedure LoadTextures;
+
+
+var
+ P: integer;
+ R, G, B: real;
+ Col: integer;
+begin
+ // zaladowanie tekstur
+ Log.LogStatus('Loading Textures', 'LoadTextures');
+
+ Tex_Left[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Mid[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
+ Tex_Right[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+
+ Log.LogStatus('Loading Textures - A', 'LoadTextures');
+
+ // P1-6
+ // TODO... do it once for each player... this is a bit crappy !!
+ // can we make it any better !?
+ for P := 1 to 6 do
+ begin
+ LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+
+ Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col);
+
+ Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col);
+
+ Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col);
+ end;
+
+ Log.LogStatus('Loading Textures - B', 'LoadTextures');
+
+ Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0);
+ Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
+ Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+
+
+ //TimeBar mod
+ Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar'));
+ //eoa TimeBar mod
+
+ //SingBar Mod
+ Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0);
+ //end Singbar Mod
+
+ Log.LogStatus('Loading Textures - C', 'LoadTextures');
+
+ //Line Bonus PopUp
+ for P := 0 to 8 do
+ begin
+ Case P of
+ 0: begin
+ R := 1;
+ G := 0;
+ B := 0;
+ end;
+ 1..3: begin
+ R := 1;
+ G := (P * 0.25);
+ B := 0;
+ end;
+ 4: begin
+ R := 1;
+ G := 1;
+ B := 0;
+ end;
+ 5..7: begin
+ R := 1-((P-4)*0.25);
+ G := 1;
+ B := 0;
+ end;
+ 8: begin
+ R := 0;
+ G := 1;
+ B := 0;
+ end;
+ End;
+
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), TEXTURE_TYPE_COLORIZED, Col);
+ end;
+
+//## backgrounds for the scores ##
+ for P := 0 to 5 do begin
+ LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_ScoreBG[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreBG')), TEXTURE_TYPE_COLORIZED, Col);
+ end;
+
+
+ Log.LogStatus('Loading Textures - D', 'LoadTextures');
+
+// ######################
+// Score screen textures
+// ######################
+
+//## the bars that visualize the score ##
+ for P := 1 to 6 do begin
+//NoteBar ScoreBar
+ LoadColor(R, G, B, 'P' + IntToStr(P) + 'Dark');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_Score_NoteBarLevel_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Score_NoteBarRound_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark_Round')), TEXTURE_TYPE_COLORIZED, Col);
+//LineBonus ScoreBar
+ LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_Score_NoteBarLevel_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Score_NoteBarRound_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light_Round')), TEXTURE_TYPE_COLORIZED, Col);
+//GoldenNotes ScoreBar
+ LoadColor(R, G, B, 'P' + IntToStr(P) + 'Lightest');
+ Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ Tex_Score_NoteBarLevel_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Score_NoteBarRound_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest_Round')), TEXTURE_TYPE_COLORIZED, Col);
+ end;
+
+//## rating pictures that show a picture according to your rate ##
+ for P := 0 to 7 do begin
+ Tex_Score_Ratings[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Rating_'+IntToStr(P))), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+
+ Log.LogStatus('Loading Textures - Done', 'LoadTextures');
+end;
+
+(*
+ * Load OpenGL extensions. Must be called after SDL_SetVideoMode() and each
+ * time the pixel-format or render-context (RC) changes.
+ *)
+procedure LoadOpenGLExtensions;
+begin
+ // Load OpenGL 1.2 extensions for OpenGL 1.2 compatibility
+ if (not Load_GL_version_1_2()) then
+ begin
+ Log.LogCritical('Failed loading OpenGL 1.2', 'UGraphic.Initialize3D');
+ end;
+
+ // Other extensions e.g. OpenGL 1.3-2.0 or Framebuffer-Object might be loaded here
+ // ...
+ //Load_GL_EXT_framebuffer_object();
+end;
+
+procedure Initialize3D (Title: string);
+var
+ Icon: PSDL_Surface;
+begin
+ Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D');
+ if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then
+ begin
+ Log.LogError('SDL_Init Failed', 'UGraphic.Initialize3D');
+ exit;
+ end;
+
+ // load icon image (must be 32x32 for win32)
+ Icon := LoadImage('WINDOWICON');
+ if (Icon <> nil) then
+ SDL_WM_SetIcon(Icon, 0);
+
+ SDL_WM_SetCaption(PChar(Title), nil);
+
+ //Log.BenchmarkStart(2);
+
+ InitializeScreen;
+
+ //Log.BenchmarkEnd(2);
+ //Log.LogBenchmark('--> Setting Screen', 2);
+
+ //Log.BenchmarkStart(2);
+ Texture := TTextureUnit.Create;
+ // FIXME: this does not seem to be correct as Limit is the max. of either
+ // width or height.
+ Texture.Limit := 1024*1024;
+
+ //LoadTextures;
+ //Log.BenchmarkEnd(2);
+ //Log.LogBenchmark('--> Loading Textures', 2);
+
+ {
+ Log.BenchmarkStart(2);
+ Lyric:= TLyric.Create;
+ Log.BenchmarkEnd(2);
+ Log.LogBenchmark('--> Loading Fonts', 2);
+ }
+
+ // Note: do not initialize video modules earlier. They might depend on some
+ // SDL video functions or OpenGL extensions initialized in InitializeScreen()
+ InitializeVideo();
+
+ //Log.BenchmarkStart(2);
+
+ Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D');
+ Display := TDisplay.Create;
+
+ //Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);
+
+ //Log.LogStatus('Loading Screens', 'Initialize3D');
+ //Log.BenchmarkStart(3);
+
+ Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D');
+ LoadFontTextures();
+
+ // Show the Loading Screen -------------
+ Log.LogStatus('Loading Loading Screen', 'UGraphic.Initialize3D');
+ LoadLoadingScreen;
+
+
+ Log.LogStatus(' Loading Textures', 'UGraphic.Initialize3D');
+ LoadTextures; // jb
+
+
+
+ // now that we have something to display while loading,
+ // start thread that loads the rest of ultrastar
+ //Mutex := SDL_CreateMutex;
+ //SDL_UnLockMutex(Mutex);
+
+ // does not work this way because the loading thread tries to access opengl.
+ // See comment below
+ //LoadingThread := SDL_CreateThread(@LoadingThread, nil);
+
+ // this would be run in the loadingthread
+ Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D');
+ LoadScreens;
+
+
+ // TODO:
+ // here should be a loop which
+ // * 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
+ // currently does not work this way
+ // SDL_WaitThread(LoadingThread, I);
+ // SDL_DestroyMutex(Mutex);
+
+ Display.CurrentScreen^.FadeTo( @ScreenMain );
+
+ Log.BenchmarkEnd(2);
+ Log.LogBenchmark('--> Loading Screens', 2);
+
+ Log.LogStatus('Finish', 'Initialize3D');
+end;
+
+procedure SwapBuffers;
+begin
+ SDL_GL_SwapBuffers;
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity;
+ glOrtho(0, RenderW, RenderH, 0, -1, 100);
+ glMatrixMode(GL_MODELVIEW);
+end;
+
+procedure Reinitialize3D;
+begin
+ InitializeScreen;
+end;
+
+procedure InitializeScreen;
+var
+ S: string;
+ I: integer;
+ W, H: integer;
+ Depth: Integer;
+begin
+ if (Params.Screens <> -1) then
+ Screens := Params.Screens + 1
+ else
+ Screens := Ini.Screens + 1;
+
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // Z-Buffer depth
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+ // VSYNC works for windows only at the moment. SDL_GL_SWAP_CONTROL under
+ // linux uses GLX_MESA_swap_control which is not supported by nvidea cards.
+ // Maybe use glXSwapIntervalSGI(1) from the GLX_SGI_swap_control extension instead.
+ //SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); // VSYNC (currently Windows only)
+
+ // If there is a resolution in Parameters, use it, else use the Ini value
+ I := Params.Resolution;
+ if (I <> -1) then
+ S := IResolution[I]
+ else
+ S := IResolution[Ini.Resolution];
+
+ I := Pos('x', S);
+ W := StrToInt(Copy(S, 1, I-1)) * Screens;
+ H := StrToInt(Copy(S, I+1, 1000));
+
+ if (Params.Depth <> -1) then
+ Depth := Params.Depth
+ else
+ Depth := Ini.Depth;
+
+ Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
+ //SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
+
+ if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
+ begin
+ Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Windowed');
+ screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE)
+ end
+ else
+ begin
+ Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Full Screen');
+ screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN );
+ SDL_ShowCursor(0);
+ end;
+
+ if (screen = nil) then
+ begin
+ Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
+ exit;
+ end;
+
+ LoadOpenGLExtensions();
+
+ // define virtual (Render) and real (Screen) screen size
+ RenderW := 800;
+ RenderH := 600;
+ ScreenW := W;
+ ScreenH := H;
+
+ // clear screen once window is being shown
+ // Note: SwapBuffers uses RenderW/H, so they must be defined before
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ SwapBuffers;
+end;
+
+procedure LoadLoadingScreen;
+begin
+ ScreenLoading := TScreenLoading.Create;
+ ScreenLoading.onShow;
+
+ Display.CurrentScreen := @ScreenLoading;
+
+ swapbuffers;
+
+ ScreenLoading.Draw;
+ Display.Draw;
+
+ SwapBuffers;
+end;
+
+procedure LoadScreens;
+begin
+{ ScreenLoading := TScreenLoading.Create;
+ ScreenLoading.onShow;
+ Display.CurrentScreen := @ScreenLoading;
+ ScreenLoading.Draw;
+ Display.Draw;
+ SwapBuffers;
+}
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3);
+{ ScreenWelcome := TScreenWelcome.Create; //'BG', 4, 3);
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);}
+ ScreenMain := TScreenMain.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3);
+ ScreenName := TScreenName.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3);
+ ScreenLevel := TScreenLevel.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3);
+ ScreenSong := TScreenSong.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3);
+ ScreenSongMenu := TScreenSongMenu.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3);
+ ScreenSing := TScreenSing.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3);
+ ScreenScore := TScreenScore.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3);
+ ScreenTop5 := TScreenTop5.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3);
+ ScreenOptions := TScreenOptions.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3);
+ ScreenOptionsGame := TScreenOptionsGame.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3);
+ ScreenOptionsGraphics := TScreenOptionsGraphics.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3);
+ ScreenOptionsSound := TScreenOptionsSound.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3);
+ ScreenOptionsLyrics := TScreenOptionsLyrics.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3);
+ ScreenOptionsThemes := TScreenOptionsThemes.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3);
+ ScreenOptionsRecord := TScreenOptionsRecord.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3);
+ ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3);
+ ScreenEditSub := TScreenEditSub.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3);
+ ScreenEdit := TScreenEdit.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3);
+ ScreenEditConvert := TScreenEditConvert.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3);
+// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG);
+// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3);
+ ScreenOpen := TScreenOpen.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3);
+ ScreenSingModi := TScreenSingModi.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3);
+ ScreenSongMenu := TScreenSongMenu.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3);
+ ScreenSongJumpto := TScreenSongJumpto.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3);
+ ScreenPopupCheck := TScreenPopupCheck.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3);
+ ScreenPopupError := TScreenPopupError.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3);
+ ScreenPartyNewRound := TScreenPartyNewRound.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3);
+ ScreenPartyScore := TScreenPartyScore.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3);
+ ScreenPartyWin := TScreenPartyWin.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3);
+ ScreenPartyOptions := TScreenPartyOptions.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3);
+ ScreenPartyPlayer := TScreenPartyPlayer.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3);
+ ScreenStatMain := TScreenStatMain.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3);
+ ScreenStatDetail := TScreenStatDetail.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3);
+ ScreenCredits := TScreenCredits.Create;
+ Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3);
+
+end;
+
+function LoadingThreadFunction: integer;
+begin
+ LoadScreens;
+ Result:= 1;
+end;
+
+procedure UnLoadScreens;
+begin
+ freeandnil( ScreenMain );
+ freeandnil( ScreenName );
+ freeandnil( ScreenLevel);
+ freeandnil( ScreenSong );
+ freeandnil( ScreenSongMenu );
+ freeandnil( ScreenSing );
+ freeandnil( ScreenScore);
+ freeandnil( ScreenTop5 );
+ freeandnil( ScreenOptions );
+ freeandnil( ScreenOptionsGame );
+ freeandnil( ScreenOptionsGraphics );
+ freeandnil( ScreenOptionsSound );
+ freeandnil( ScreenOptionsLyrics );
+// freeandnil( ScreenOptionsThemes );
+ freeandnil( ScreenOptionsRecord );
+ freeandnil( ScreenOptionsAdvanced );
+ freeandnil( ScreenEditSub );
+ freeandnil( ScreenEdit );
+ freeandnil( ScreenEditConvert );
+ freeandnil( ScreenOpen );
+ freeandnil( ScreenSingModi );
+ freeandnil( ScreenSongMenu );
+ freeandnil( ScreenSongJumpto);
+ freeandnil( ScreenPopupCheck );
+ freeandnil( ScreenPopupError );
+ freeandnil( ScreenPartyNewRound );
+ freeandnil( ScreenPartyScore );
+ freeandnil( ScreenPartyWin );
+ freeandnil( ScreenPartyOptions );
+ freeandnil( ScreenPartyPlayer );
+ freeandnil( ScreenStatMain );
+ freeandnil( ScreenStatDetail );
+end;
+
+end.