From 46bb010ca7c5eb04551c030105f9999ca80e472f Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 8 Jun 2008 15:33:48 +0000 Subject: - set svn:eol-style to native - removed some svn:executable properties from non-executable files git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1144 b956fd51-792f-4845-bead-9b4dfca2ff2c --- .../Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas | 404 ++++++++++----------- 1 file changed, 202 insertions(+), 202 deletions(-) (limited to 'Game/Code/lib/JEDI-SDL/SDL/Pas/sdlgameinterface.pas') 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 } -{ } -{ 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 } +{ } +{ 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. -- cgit v1.2.3