From 257854c587f0876a912cfbeb4fe0a30970d25a9b Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Sun, 31 May 2009 14:10:42 +0000 Subject: merged (experimental) mouse support patch by d0ccrazy some changes to patch - implemented software cursor (texturable) - option to turn of mouse support or switch between hardware and software cursor - hide software cursor if there is no mouse activity for 5 seconds - soft fade in and out for software cursor - some test cursor-textures for deluxe theme (mog pls change these horible looking images) git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1789 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/menu/UDisplay.pas | 191 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 191 insertions(+) (limited to 'src/menu/UDisplay.pas') diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas index 58c416db..10a80c00 100644 --- a/src/menu/UDisplay.pas +++ b/src/menu/UDisplay.pas @@ -60,6 +60,17 @@ type OSD_LastError: string; + { software cursor data } + Cursor_X: Double; + Cursor_Y: Double; + Cursor_Pressed: Boolean; + Cursor_HiddenByScreen: Boolean; // hides software cursor and deactivate auto fade in + + // used for cursor fade out when there is no movement + Cursor_Visible: Boolean; + Cursor_LastMove: Cardinal; + Cursor_Fade: Boolean; + procedure DrawDebugInformation; public NextScreen: PMenu; @@ -78,11 +89,28 @@ type procedure SaveScreenShot; function Draw: boolean; + + { sets SDL_ShowCursor depending on options set in Ini } + procedure SetCursor; + + { called when cursor moves, positioning of software cursor } + procedure MoveCursor(X, Y: Double; Pressed: Boolean); + + + { draws software cursor } + procedure DrawCursor; end; var Display: TDisplay; +const + { constants for software cursor effects + time in milliseconds } + Cursor_FadeIn_Time = 500; // seconds the fade in effect lasts + Cursor_FadeOut_Time = 2000; // seconds the fade out effect lasts + Cursor_AutoHide_Time = 5000; // seconds until auto fade out starts if there is no mouse movement + implementation uses @@ -125,6 +153,15 @@ begin //Set LastError for OSD to No Error OSD_LastError := 'No Errors'; + + // software cursor default values + Cursor_LastMove := SDL_GetTicks; + Cursor_Visible := false; + Cursor_Pressed := false; + Cursor_X := -1; + Cursor_Y := -1; + Cursor_Fade := false; + Cursor_HiddenByScreen := true; end; destructor TDisplay.Destroy; @@ -306,6 +343,160 @@ begin if ((Ini.Debug = 1) or (Params.Debug)) and (S = 1) then DrawDebugInformation; end; // for + + if not BlackScreen then + DrawCursor; +end; + +{ sets SDL_ShowCursor depending on options set in Ini } +procedure TDisplay.SetCursor; + var + Cursor: Integer; +begin + Cursor := 0; + + if (CurrentScreen <> @ScreenSing) or (Cursor_HiddenByScreen) then + begin // hide cursor on singscreen + if (Ini.Mouse = 0) and (Ini.FullScreen = 0) then + // show sdl (os) cursor in window mode even when mouse support is off + Cursor := 1 + else if (Ini.Mouse = 1) then + // show sdl (os) cursor when hardware cursor is selected + Cursor := 1; + + if (Ini.Mouse <> 2) then + Cursor_HiddenByScreen := false; + end + else if (Ini.Mouse <> 2) then + Cursor_HiddenByScreen := true; + + + SDL_ShowCursor(Cursor); + + if (Ini.Mouse = 2) then + begin + if Cursor_HiddenByScreen then + begin + // show software cursor + Cursor_HiddenByScreen := false; + Cursor_Visible := false; + Cursor_Fade := false; + end + else if (CurrentScreen = @ScreenSing) then + begin + // hide software cursor in singscreen + Cursor_HiddenByScreen := true; + Cursor_Visible := false; + Cursor_Fade := false; + end; + end; +end; + +{ called when cursor moves, positioning of software cursor } +procedure TDisplay.MoveCursor(X, Y: Double; Pressed: Boolean); +var + Ticks: Cardinal; +begin + if (Ini.Mouse = 2) and ((X <> Cursor_X) or (Y <> Cursor_Y) or (Pressed <> Cursor_Pressed)) then + begin + Cursor_X := X; + Cursor_Y := Y; + Cursor_Pressed := Pressed; + + Ticks := SDL_GetTicks; + + if not Cursor_Visible then + begin + if (Cursor_Fade) then // we use a trick here to consider progress of fade out + Cursor_LastMove := Ticks - round(Cursor_FadeIn_Time * (1 - (Ticks - Cursor_LastMove)/Cursor_FadeOut_Time)) + else + Cursor_LastMove := Ticks; + + Cursor_Visible := True; + Cursor_Fade := True; + end + else if not Cursor_Fade then + begin + Cursor_LastMove := Ticks; + end; + end; +end; + +{ draws software cursor } +procedure TDisplay.DrawCursor; + var + Alpha: Single; + Ticks: Cardinal; +begin + if (Ini.Mouse = 2) then + begin // draw software cursor + Ticks := SDL_GetTicks; + + if (Cursor_Visible) and (Cursor_LastMove + Cursor_AutoHide_Time <= Ticks) then + begin // start fade out after 5 secs w/o activity + Cursor_Visible := False; + Cursor_LastMove := Ticks; + Cursor_Fade := True; + end; + + // fading + if (Cursor_Fade) then + begin + if (Cursor_Visible) then + begin // fade in + if (Cursor_LastMove + Cursor_FadeIn_Time <= Ticks) then + Cursor_Fade := False + else + Alpha := sin((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeIn_Time) * 0.7; + end + else + begin //fade out + if (Cursor_LastMove + Cursor_FadeOut_Time <= Ticks) then + Cursor_Fade := False + else + Alpha := cos((Ticks - Cursor_LastMove) * 0.5 * pi / Cursor_FadeOut_Time) * 0.7; + end; + end; + + // no else if here because we may turn off fade in if block + if not Cursor_Fade then + begin + if Cursor_Visible then + Alpha := 0.7 // alpha when cursor visible and not fading + else + Alpha := 0; // alpha when cursor is hidden + end; + + if (Alpha > 0) and (not Cursor_HiddenByScreen) then + begin + glColor4f(1, 1, 1, Alpha); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + + if (Cursor_Pressed) and (Tex_Cursor_Pressed.TexNum > 0) then + glBindTexture(GL_TEXTURE_2D, Tex_Cursor_Pressed.TexNum) + else + glBindTexture(GL_TEXTURE_2D, Tex_Cursor_Unpressed.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Cursor_X, Cursor_Y); + + glTexCoord2f(0, 1); + glVertex2f(Cursor_X, Cursor_Y + 32); + + glTexCoord2f(1, 1); + glVertex2f(Cursor_X + 32, Cursor_Y + 32); + + glTexCoord2f(1, 0); + glVertex2f(Cursor_X + 32, Cursor_Y); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; + end; end; procedure TDisplay.SaveScreenShot; 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