From ce6c218326fa8bbfc13be744b61aeae5f9c967ae Mon Sep 17 00:00:00 2001 From: Alexander Sulfrian Date: Fri, 25 Dec 2009 16:11:40 +0100 Subject: converted UDisplay --- src/menu/display.cpp | 536 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 536 insertions(+) create mode 100644 src/menu/display.cpp (limited to 'src/menu/display.cpp') diff --git a/src/menu/display.cpp b/src/menu/display.cpp new file mode 100644 index 00000000..200f961f --- /dev/null +++ b/src/menu/display.cpp @@ -0,0 +1,536 @@ +/* + * 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. + * + * $URL$ + * $Id$ + */ + +#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); + } +}; -- cgit v1.2.3