From 1ba91d5a0e1df7419a561f6dcf16a0839509a5e7 Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Wed, 27 Aug 2008 13:28:57 +0000 Subject: Reordering of the directories[1]: moving Game/Code to src git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1302 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UDisplay.pas | 383 -------------------------------------------- 1 file changed, 383 deletions(-) delete mode 100644 Game/Code/Menu/UDisplay.pas (limited to 'Game/Code/Menu/UDisplay.pas') diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas deleted file mode 100644 index 2b10b2c6..00000000 --- a/Game/Code/Menu/UDisplay.pas +++ /dev/null @@ -1,383 +0,0 @@ -unit UDisplay; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - ucommon, - SDL, - UMenu, - gl, - glu, - SysUtils; - -type - TDisplay = class - private - //fade-to-black-hack - BlackScreen: Boolean; - - FadeEnabled: Boolean; // true if fading is enabled - FadeFailed: Boolean; // true if fading is possible (enough memory, etc.) - FadeState: integer; // fading state, 0 means that the fade texture must be initialized - LastFadeTime: Cardinal; // last fade update time - - FadeTex: array[1..2] of GLuint; - - FPSCounter : Cardinal; - LastFPS : Cardinal; - NextFPSSwap : Cardinal; - - OSD_LastError : String; - - procedure DrawDebugInformation; - public - NextScreen : PMenu; - CurrentScreen : PMenu; - - //popup data - NextScreenWithCheck: Pmenu; - CheckOK : Boolean; - - // FIXME: Fade is set to 0 in UMain and other files but not used here anymore. - Fade : Real; - - constructor Create; - destructor Destroy; override; - - procedure SaveScreenShot; - - function Draw: Boolean; - end; - -var - Display: TDisplay; - -implementation - -uses - UImage, - TextGL, - ULog, - UMain, - UTexture, - UIni, - UGraphic, - UTime, - UCommandLine; - -constructor TDisplay.Create; -var - i: integer; -begin - inherited Create; - - //popup hack - CheckOK := False; - NextScreen := nil; - NextScreenWithCheck := nil; - BlackScreen := False; - - // fade mod - FadeState := 0; - FadeEnabled := (Ini.ScreenFade = 1); - FadeFailed:= false; - - glGenTextures(2, @FadeTex); - - for i := 1 to 2 do - begin - glBindTexture(GL_TEXTURE_2D, FadeTex[i]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - end; - - //Set LastError for OSD to No Error - OSD_LastError := 'No Errors'; -end; - -destructor TDisplay.Destroy; -begin - glDeleteTextures(2, @FadeTex); - inherited Destroy; -end; - -function TDisplay.Draw: Boolean; -var - S: integer; - FadeStateSquare: Real; - currentTime: Cardinal; - glError: glEnum; -begin - Result := True; - - glClearColor(1, 1, 1 , 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; - - glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); - - // popup hack - // check was successful... move on - if CheckOK then - begin - if assigned(NextScreenWithCheck) then - begin - NextScreen := NextScreenWithCheck; - NextScreenWithCheck := nil; - CheckOk := False; - end - else - begin - // on end of game fade to black before exit - BlackScreen := True; - end; - end; - - if (not assigned(NextScreen)) and (not BlackScreen) then - begin - CurrentScreen.Draw; - - //popup mod - if (ScreenPopupError <> nil) and ScreenPopupError.Visible then - ScreenPopupError.Draw - else if (ScreenPopupCheck <> nil) and ScreenPopupCheck.Visible then - ScreenPopupCheck.Draw; - - // fade mod - FadeState := 0; - if ((Ini.ScreenFade = 1) and (not FadeFailed)) then - FadeEnabled := True - else if (Ini.ScreenFade = 0) then - FadeEnabled := False; - end - else - begin - // disable fading if initialization failed - if (FadeEnabled and FadeFailed) then - begin - FadeEnabled := False; - end; - - if (FadeEnabled and not FadeFailed) then - begin - //Create Fading texture if we're just starting - if FadeState = 0 then - begin - // save old viewport and resize to fit texture - glPushAttrib(GL_VIEWPORT_BIT); - glViewPort(0, 0, 512, 512); - - // draw screen that will be faded - CurrentScreen.Draw; - - // clear OpenGL errors, otherwise fading might be disabled due to some - // older errors in previous OpenGL calls. - glGetError(); - - // copy screen to texture - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); - glError := glGetError(); - if (glError <> GL_NO_ERROR) then - begin - FadeFailed := true; - Log.LogWarn('Fading disabled: ' + gluErrorString(glError), 'TDisplay.Draw'); - end; - - // restore viewport - glPopAttrib(); - - // blackscreen-hack - if not BlackScreen then - NextScreen.onShow; - - // update fade state - LastFadeTime := SDL_GetTicks(); - if (S = 2) or (Screens = 1) then - FadeState := FadeState + 1; - end; // end texture creation in first fading step - - //do some time-based fading - currentTime := SDL_GetTicks(); - if (currentTime > LastFadeTime+30) and (S = 1) then - begin - FadeState := FadeState + 4; - LastFadeTime := currentTime; - end; - - // blackscreen-hack - if not BlackScreen then - NextScreen.Draw // draw next screen - else if ScreenAct = 1 then - 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 - - FadeStateSquare := (FadeState*FadeState)/10000; - - glBindTexture(GL_TEXTURE_2D, FadeTex[S]); - glColor4f(1, 1, 1, 1-FadeStateSquare); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glTexCoord2f(0+FadeStateSquare, 0+FadeStateSquare); glVertex2f(0, 600); - glTexCoord2f(0+FadeStateSquare, 1-FadeStateSquare); glVertex2f(0, 0); - glTexCoord2f(1-FadeStateSquare, 1-FadeStateSquare); glVertex2f(800, 0); - glTexCoord2f(1-FadeStateSquare, 0+FadeStateSquare); glVertex2f(800, 600); - glEnd; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end - // blackscreen hack - else if not BlackScreen then - begin - NextScreen.OnShow; - end; - - if ((FadeState > 40) or (not FadeEnabled) or FadeFailed) and (S = 1) then - begin - // fade out complete... - FadeState := 0; - CurrentScreen.onHide; - CurrentScreen.ShowFinish := False; - CurrentScreen := NextScreen; - NextScreen := nil; - if not BlackScreen then - begin - CurrentScreen.onShowFinish; - CurrentScreen.ShowFinish := true; - end - else - begin - Result := False; - Break; - end; - 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 -end; - -procedure TDisplay.SaveScreenShot; -var - Num: integer; - FileName: string; - ScreenData: PChar; - Surface: PSDL_Surface; - Success: boolean; - Align: integer; - RowSize: integer; -begin - // Exit if Screenshot-path does not exist or read-only - if (ScreenshotsPath = '') then - Exit; - - for Num := 1 to 9999 do - begin - FileName := IntToStr(Num); - while Length(FileName) < 4 do - FileName := '0' + FileName; - FileName := ScreenshotsPath + 'screenshot' + FileName + '.png'; - if not FileExists(FileName) then - break - end; - - // we must take the row-alignment (4byte by default) into account - glGetIntegerv(GL_PACK_ALIGNMENT, @Align); - // calc aligned row-size - RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align; - - GetMem(ScreenData, RowSize * ScreenH); - glReadPixels(0, 0, ScreenW, ScreenH, GL_RGB, GL_UNSIGNED_BYTE, ScreenData); - Surface := SDL_CreateRGBSurfaceFrom( - ScreenData, ScreenW, ScreenH, 24, RowSize, - $0000FF, $00FF00, $FF0000, 0); - - //Success := WriteJPGImage(FileName, Surface, 95); - //Success := WriteBMPImage(FileName, Surface); - Success := WritePNGImage(FileName, Surface); - if Success then - ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName)) - else - ScreenPopupError.ShowPopup('Screenshot failed'); - - SDL_FreeSurface(Surface); - FreeMem(ScreenData); -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 := SDL_GetTicks(); - 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. -- cgit v1.2.3