From 3dc26d2e5c5b360f844ea23c3f60ea4178f6f883 Mon Sep 17 00:00:00 2001 From: tobigun Date: Thu, 23 Jul 2009 14:42:01 +0000 Subject: merge with current trunk revision 1827 git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@1855 b956fd51-792f-4845-bead-9b4dfca2ff2c --- unicode/src/menu/UDisplay.pas | 294 +++++++++++++++++++++++++++++++++++------- 1 file changed, 244 insertions(+), 50 deletions(-) (limited to 'unicode/src/menu/UDisplay.pas') diff --git a/unicode/src/menu/UDisplay.pas b/unicode/src/menu/UDisplay.pas index 3e653183..f2eb2ced 100644 --- a/unicode/src/menu/UDisplay.pas +++ b/unicode/src/menu/UDisplay.pas @@ -45,43 +45,71 @@ type TDisplay = class private //fade-to-black-hack - BlackScreen: Boolean; + 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 + 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; + FadeTex: array[1..2] of GLuint; + + FPSCounter: cardinal; + LastFPS: cardinal; + NextFPSSwap: cardinal; - FPSCounter : Cardinal; - LastFPS : Cardinal; - NextFPSSwap : Cardinal; + OSD_LastError: string; - 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; - CurrentScreen : PMenu; + NextScreen: PMenu; + CurrentScreen: PMenu; //popup data NextScreenWithCheck: Pmenu; - CheckOK : Boolean; + CheckOK: boolean; // FIXME: Fade is set to 0 in UMain and other files but not used here anymore. - Fade : Real; + Fade: real; constructor Create; destructor Destroy; override; procedure SaveScreenShot; - function Draw: Boolean; + 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; + 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 @@ -104,15 +132,15 @@ begin inherited Create; //popup hack - CheckOK := False; + CheckOK := false; NextScreen := nil; NextScreenWithCheck := nil; - BlackScreen := False; + BlackScreen := false; // fade mod - FadeState := 0; + FadeState := 0; FadeEnabled := (Ini.ScreenFade = 1); - FadeFailed:= false; + FadeFailed := false; glGenTextures(2, @FadeTex); @@ -125,6 +153,15 @@ begin //Set LastError for OSD to No Error OSD_LastError := 'No Errors'; + + // software cursor default values + Cursor_LastMove := 0; + Cursor_Visible := false; + Cursor_Pressed := false; + Cursor_X := -1; + Cursor_Y := -1; + Cursor_Fade := false; + Cursor_HiddenByScreen := true; end; destructor TDisplay.Destroy; @@ -133,14 +170,14 @@ begin inherited Destroy; end; -function TDisplay.Draw: Boolean; +function TDisplay.Draw: boolean; var - S: integer; - FadeStateSquare: Real; - currentTime: Cardinal; - glError: glEnum; + S: integer; + FadeStateSquare: real; + currentTime: cardinal; + glError: glEnum; begin - Result := True; + Result := true; //We don't need this here anymore, //Because the background care about cleaning the buffers @@ -166,12 +203,12 @@ begin begin NextScreen := NextScreenWithCheck; NextScreenWithCheck := nil; - CheckOk := False; + CheckOk := false; end else begin // on end of game fade to black before exit - BlackScreen := True; + BlackScreen := true; end; end; @@ -188,16 +225,16 @@ begin // fade mod FadeState := 0; if ((Ini.ScreenFade = 1) and (not FadeFailed)) then - FadeEnabled := True + FadeEnabled := true else if (Ini.ScreenFade = 0) then - FadeEnabled := False; + FadeEnabled := false; end else begin // disable fading if initialization failed if (FadeEnabled and FadeFailed) then begin - FadeEnabled := False; + FadeEnabled := false; end; if (FadeEnabled and not FadeFailed) then @@ -275,7 +312,7 @@ begin glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); end - // blackscreen hack +// blackscreen hack else if not BlackScreen then begin NextScreen.OnShow; @@ -286,7 +323,7 @@ begin // fade out complete... FadeState := 0; CurrentScreen.onHide; - CurrentScreen.ShowFinish := False; + CurrentScreen.ShowFinish := false; CurrentScreen := NextScreen; NextScreen := nil; if not BlackScreen then @@ -296,16 +333,172 @@ begin end else begin - Result := False; + Result := false; Break; end; end; end; // if - //Draw OSD only on first Screen if Debug Mode is enabled +// 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 + + 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; + + { fade in on movement (or button press) if not first movement } + if (not Cursor_Visible) and (Cursor_LastMove <> 0) 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; @@ -318,7 +511,7 @@ var Align: integer; RowSize: integer; begin - // Exit if Screenshot-path does not exist or read-only +// Exit if Screenshot-path does not exist or read-only if (ScreenshotsPath = '') then Exit; @@ -332,9 +525,9 @@ begin break end; - // we must take the row-alignment (4byte by default) into account +// we must take the row-alignment (4byte by default) into account glGetIntegerv(GL_PACK_ALIGNMENT, @Align); - // calc aligned row-size +// calc aligned row-size RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align; GetMem(ScreenData, RowSize * ScreenH); @@ -347,8 +540,8 @@ begin ScreenData, ScreenW, ScreenH, 24, RowSize, $0000FF, $00FF00, $FF0000, 0); - //Success := WriteJPGImage(FileName, Surface, 95); - //Success := WriteBMPImage(FileName, Surface); +// Success := WriteJPGImage(FileName, Surface, 95); +// Success := WriteBMPImage(FileName, Surface); Success := WritePNGImage(FileName, Surface); if Success then ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName)) @@ -360,12 +553,13 @@ begin end; //------------ -// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen +// DrawDebugInformation - procedure draw fps and some other informations on screen //------------ procedure TDisplay.DrawDebugInformation; -var Ticks: Cardinal; +var + Ticks: cardinal; begin - //Some White Background for information +// Some White Background for information glEnable(GL_BLEND); glDisable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 0.5); @@ -377,13 +571,13 @@ begin glEnd; glDisable(GL_BLEND); - //Set Font Specs +// set font specs SetFontStyle(0); SetFontSize(21); - SetFontItalic(False); + SetFontItalic(false); glColor4f(0, 0, 0, 1); - //Calculate FPS +// calculate fps Ticks := SDL_GetTicks(); if (Ticks >= NextFPSSwap) then begin @@ -394,17 +588,17 @@ begin Inc(FPSCounter); - //Draw Text +// draw text - //FPS +// fps SetFontPos(695, 0); glPrint ('FPS: ' + InttoStr(LastFPS)); - //RSpeed +// rspeed SetFontPos(695, 13); glPrint ('RSpeed: ' + InttoStr(Round(1000 * TimeMid))); - //LastError +// lasterror SetFontPos(695, 26); glColor4f(1, 0, 0, 1); glPrint (OSD_LastError); -- cgit v1.2.3