From 245c519f40aa21e2858d58e20f5c9f202aca2aea Mon Sep 17 00:00:00 2001 From: Alexander Sulfrian Date: Sun, 25 Apr 2010 18:11:06 +0200 Subject: removed old (converted) opengl display class --- src/menu/display.cpp | 540 --------------------------------------------------- 1 file changed, 540 deletions(-) delete mode 100644 src/menu/display.cpp (limited to 'src/menu/display.cpp') diff --git a/src/menu/display.cpp b/src/menu/display.cpp deleted file mode 100644 index cab13f8d..00000000 --- a/src/menu/display.cpp +++ /dev/null @@ -1,540 +0,0 @@ -/* - * UltraStar Deluxe - Karaoke Game - * - * UltraStar Deluxe is the legal property of its developers, whose names - * are too numerous to list here. Please refer to the COPYRIGHT - * file distributed with this source distribution. - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; see the file COPYING. If not, write to - * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, - * Boston, MA 02110-1301, USA. - * - * $URL$ - * $Id$ - */ - -#if 0 - -#include "display.hpp" -#include -#include -#include - -// constants for software cursor effects time in milliseconds -const int Cursor_FadeIn_Time = 500; // seconds the fade in effect lasts -const int Cursor_FadeOut_Time = 2000; // seconds the fade out effect lasts -const int Cursor_AutoHide_Time = 5000; // seconds until auto fade out starts if there is no mouse movement - -namespace usdx -{ - Display* Display::get_instance(void) - { - if (!instance) { - instance = new Display(); - } - - return instance; - } - - Display::Display(void) - { - //popup hack - check_ok = false; - next_screen = NULL; - next_screen_with_check = NULL; - black_screen = false; - - // fade mod - fade_state = 0; - fade_enabled = (Ini.ScreenFade == 1); - fade_failed = false; - - glGenTextures(2, fade_tex); - - for (int i = 0; i < 2; i++) { - glBindTexture(GL_TEXTURE_2D, fade_tex[i]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - - //Set LastError for OSD to No Error - osd_last_error = "No Errors"; - - // software cursor default values - cursor_last_move = 0; - cursor_visible = false; - cursor_pressed = false; - cursor_x = -1; - cursor_y = -1; - cursor_fade = false; - cursor_hidden_by_screen = true; - } - - Display::~Display(void) - { - glDeleteTextures(2, fade_tex); - } - - bool Display::draw(void) - { - //We don't need this here anymore, - //Because the background care about cleaning the buffers - //glClearColor(1, 1, 1 , 0); - //glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - for (int s = 0; s < screens; s++) - { - int 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; - int ScreenX = 0; - - glViewPort((s-1) * screen_w / screens, 0, screen_w / screens, screen_h); - - // popup hack - // check was successful... move on - if (check_ok) { - if (next_screen_with_check) { - next_screen = next_screen_with_check; - next_screen_with_check = NULL; - check_ok = false; - } - else { - // on end of game fade to black before exit - black_screen = true; - } - } - - if (!next_screen && !black_screen) { - current_screen->Draw(); - - //popup mod - if (screen_popup_error && screen_popup_error->visible) - screen_popup_error->Draw(); - else if (screen_popup_info && screen_popup_info->visible) - screen_popup_info->Draw(); - else if (screen_popup_check && screen_popup_check->visible) - screen_popup_check->Draw(); - - // fade mod - fade_state = 0; - if ((Ini.ScreenFade == 1) && !fade_failed) - fade_enabled = true; - else if (Ini.ScreenFade == 0) - fade_enabled = false; - } - else { - // disable fading if initialization failed - if (fade_enabled && fade_failed) - fade_enabled = false; - - if (fade_enabled && !fade_failed) { - //Create Fading texture if we're just starting - if (fade_state == 0) { - // save old viewport and resize to fit texture - glPushAttrib(GL_VIEWPORT_BIT); - glViewPort(0, 0, 512, 512); - - // draw screen that will be faded - current_screen->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, fade_tex[s]); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); - - GLenum glError = glGetError(); - if (glError != GL_NO_ERROR) { - fade_failed = true; - Log->LogWarn(std::string("Fading disabled: ") + gluErrorString(glError), "TDisplay.Draw"); - } - - // restore viewport - glPopAttrib(); - - // blackscreen-hack - if (!black_screen) - next_screen->on_show(); - - // update fade state - last_fade_time = SDL_GetTicks(); - if ((s == 1) || (screens == 1)) - fade_state++; - } // end texture creation in first fading step - - //do some time-based fading - unsigned int current_time = SDL_GetTicks(); - if ((current_time > last_fade_time + 30) && (s == 0)) - { - fade_state += 4; - last_fade_time = current_time; - } - - // blackscreen-hack - if (!black_screen) - next_screen->Draw(); // draw next screen - else if (screen_act == 0) - { - glClearColor(0, 0, 0 , 0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - } - - // and draw old screen over it... slowly fading out - float fade_state_square = (fade_state * fade_state) / 10000.0; - - glBindTexture(GL_TEXTURE_2D, fade_tex[s]); - glColor4f(1, 1, 1, 1 - fade_state_square); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glTexCoord2f(0 + fade_state_square, 0 + fade_state_square); glVertex2f(0, 600); - glTexCoord2f(0 + fade_state_square, 1 - fade_state_square); glVertex2f(0, 0); - glTexCoord2f(1 - fade_state_square, 1 - fade_state_square); glVertex2f(800, 0); - glTexCoord2f(1 - fade_state_square, 0 + fade_state_square); glVertex2f(800, 600); - glEnd(); - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - } - - // blackscreen hack - else if (!black_screen) - next_screen->on_show(); - - if ((((fade_state > 40) || !fade_enabled) || fade_failed) && (s == 0)) { - // fade out complete... - fade_state = 0; - current_screen->on_hide(); - current_screen->show_finish = false; - current_screen = next_screen; - next_screen = NULL; - - if (!black_screen) { - current_screen->on_show_finish(); - current_screen->show_finish = true; - } - else { - return false; - } - } - } - - // Draw OSD only on first Screen if Debug Mode is enabled - if (((Ini->Debug == 1) || (Params->Debug)) && (s == 0)) - draw_debug_information(); - - } // for - - if (!black_screen) - draw_cursor(); - - return true; - } - - // sets SDL_ShowCursor depending on options set in Ini - void Display::set_cursor(void) - { - int cursor = 0; - - if ((current_screen != screen_sing) || (cursor_hidden_by_screen)) { - - // hide cursor on singscreen - if ((Ini->Mouse == 0) and (Ini->FullScreen == 0)) - // show sdl (os) cursor in window mode even when mouse support is off - cursor = 1; - - else if ((Ini->Mouse == 1)) - // show sdl (os) cursor when hardware cursor is selected - cursor = 1; - - if ((Ini->Mouse != 2)) - cursor_hidden_by_screen = false; - } - else if ((Ini.Mouse != 2)) - cursor_hidden_by_screen = true; - - SDL_ShowCursor(cursor); - - if (Ini->Mouse == 2) - { - if (cursor_hidden_by_screen) - { - // show software cursor - cursor_hidden_by_screen = false; - cursor_visible = false; - cursor_fade = false; - } - else if (current_screen == screen_sing) - { - // hide software cursor in singscreen - cursor_hidden_by_screen = true; - cursor_visible = false; - cursor_fade = false; - } - } - } - - // called by MoveCursor and OnMouseButton to update last move and start fade in - void Display::update_cursor_fade(void) - { - unsigned int ticks = SDL_GetTicks(); - - // fade in on movement (or button press) if not first movement - if ((!cursor_visible) && (cursor_last_move != 0)) - { - if (cursor_fade) // we use a trick here to consider progress of fade out - cursor_last_move = ticks - (int)(Cursor_FadeIn_Time * (1 - (ticks - cursor_last_move) / (float)Cursor_FadeOut_Time) + 0.5); - else - cursor_last_move = ticks; - - cursor_visible = true; - cursor_fade = true; - } - else if (!cursor_fade) - { - cursor_last_move = ticks; - } - } - - // called when cursor moves, positioning of software cursor - void Display::move_cursor(double x, double y) - { - if ((Ini->Mouse == 2) && ((x != cursor_x) || (y != cursor_y))) - { - cursor_x = x; - cursor_y = y; - - update_cursor_fade(); - } - } - - // called when left or right mousebutton is pressed or released - void Display::on_mouse_button(bool pressed) - { - if (Ini->Mouse == 2) - { - cursor_pressed = pressed; - update_cursor_fade(); - } - } - - // draws software cursor - void Display::draw_cursor(void) - { - float alpha; - unsigned int ticks; - if (Ini->Mouse == 2) - { - // draw software cursor - ticks = SDL_GetTicks(); - - if ((cursor_visible) && (cursor_last_move + Cursor_AutoHide_Time <= ticks)) - { - // start fade out after 5 secs w/o activity - cursor_visible = false; - cursor_last_move = ticks; - cursor_fade = true; - } - - // fading - if (cursor_fade) - { - if (cursor_visible) - { - // fade in - if (cursor_last_move + Cursor_FadeIn_Time <= ticks) - cursor_fade = false; - else - alpha = sin((ticks - cursor_last_move) * 0.5 * M_PI / Cursor_FadeIn_Time) * 0.7; - } - else - { - //fade out - if (cursor_last_move + Cursor_FadeOut_Time <= ticks) - cursor_fade = false; - else - alpha = cos((ticks - cursor_last_move) * 0.5 * M_PI / Cursor_FadeOut_Time) * 0.7; - } - } - - // no else if here because we may turn off fade in if block - if (!cursor_fade) - { - if (cursor_visible) - // alpha when cursor visible and not fading - alpha = 0.7; - else - // alpha when cursor is hidden - alpha = 0; - } - - if ((alpha > 0) && (!cursor_hidden_by_screen)) - { - glColor4f(1, 1, 1, alpha); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - - if ((cursor_pressed) && (tex_cursor_pressed->tex_num > 0)) - glBindTexture(GL_TEXTURE_2D, tex_cursor_pressed->tex_num); - else - glBindTexture(GL_TEXTURE_2D, tex_cursor_unpressed->tex_num); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); - glVertex2f(cursor_x, cursor_x); - - 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); - } - } - } - - bool Display::parse_input(unsigned int pressed_key, UCS4Char char_code, bool pressed_down) - { - if (next_screen) - return next_screen->parse_input(pressed_key, char_code, pressed_down); - - if (current_screen) - return current_screen->parse_input(pressed_key, char_code, pressed_down); - - return true; - } - - void Display::save_screen_shot() - { - Path *file_name; - std::string prefix; - char *screen_data; - SDL_Surface *surface; - bool success; - int align; - int row_size; - - // Exit if Screenshot-path does not exist or read-only - if (!screenshots_path) - return; - - for (int num = 1; num < 10000; num++) - { - /** TODO: - - // fill prefix to 4 digits with leading '0', e.g. '0001' - Prefix = Format('screenshot%.4d', [Num]); - FileName = ScreenshotsPath.Append(Prefix + '.png'); - - if not FileName.Exists() - break; - */ - } - - // we must take the row-alignment (4byte by default) into account - glGetIntegerv(GL_PACK_ALIGNMENT, &align); - - // calc aligned row-size - row_size = ((screen_w * 3 + (align - 1)) / align) * align; - - malloc(screen_data, row_size * screen_h); - glReadPixels(0, 0, screen_w, screen_h, GL_RGB, GL_UNSIGNED_BYTE, screen_data); - - // on big endian machines (powerpc) this may need to be changed to - // Needs to be tests. KaMiSchi Sept 2008 - // in this case one may have to add " glext, " to the list of used units - // glReadPixels(0, 0, ScreenW, ScreenH, GL_BGR, GL_UNSIGNED_BYTE, ScreenData); - Surface = SDL_CreateRGBSurfaceFrom( - screen_data, screen_w, screen_h, 24, row_size, - 0x0000ff, 0x00ff00, 0xff0000, 0); - - // Success = WriteJPGImage(FileName, Surface, 95); - // Success = WriteBMPImage(FileName, Surface); - success = WritePNGImage(file_name, surface); - if (success) - ScreenPopupInfo->ShowPopup(Format(Language.Translate("SCREENSHOT_SAVED"), [FileName.GetName.ToUTF8()])); - else - ScreenPopupError->ShowPopup(Language.Translate("SCREENSHOT_FAILED")); - - SDL_FreeSurface(surface); - free(screen_data); - } - - //------------ - // DrawDebugInformation - procedure draw fps and some other informations on screen - //------------ - void Display::draw_debug_information() - { - // 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(21); - SetFontItalic(false); - glColor4f(0, 0, 0, 1); - - // calculate fps - unsigned int ticks = SDL_GetTicks(); - if (ticks >= next_fps_swap) { - last_fps = fps_counter * 4; - fps_counter = 0; - next_fps_swap = ticks + 250; - } - - fps_counter++; - - // draw text - - // TODO: - // fps - SetFontPos(695, 0); - glPrint ("FPS: " + itoa(last_fps)); - - // rspeed - SetFontPos(695, 13); - glPrint ("RSpeed: " + itoa((int)(1000 * time_mid))); - - // lasterror - SetFontPos(695, 26); - glColor4f(1, 0, 0, 1); - glPrint(osd_last_error.c_str()); - - glColor4f(1, 1, 1, 1); - } -}; - -#endif -- cgit v1.2.3