aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes/UGraphic.pas
blob: 80eedc33f8a7a625c9a8fe8868334216d4f3c358 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
unit UGraphic;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  SDL,
  OpenGL12,
  UTexture,
  TextGL,
  ULog,
  SysUtils,
  ULyrics,
  UScreenLoading,
  UScreenWelcome,
  UScreenMain,
  UScreenName,
  UScreenLevel,
  UScreenOptions,
  UScreenOptionsGame,
  UScreenOptionsGraphics,
  UScreenOptionsSound,
  UScreenOptionsLyrics,
  UScreenOptionsThemes,
  UScreenOptionsRecord,
  UScreenOptionsAdvanced,
  UScreenSong,
  UScreenSing,
  UScreenScore,
  UScreenTop5,
  UScreenEditSub,
  UScreenEdit,
  UScreenEditConvert,
  UScreenEditHeader,
  UScreenOpen,
  UThemes,
  USkins,
  UScreenSongMenu,
  UScreenSongJumpto,
  {Party Screens}
  UScreenSingModi,
  UScreenPartyNewRound,
  UScreenPartyScore,
  UScreenPartyOptions,
  UScreenPartyWin,
  UScreenPartyPlayer,
  {Stats Screens}
  UScreenStatMain,
  UScreenStatDetail,
  {CreditsScreen}
  UScreenCredits,
  {Popup for errors, etc.}
  UScreenPopup;

type
  TRecR = record
    Top:    real;
    Left:   real;
    Right:  real;
    Bottom: real;
  end;

var
  Screen:         PSDL_Surface;
  LoadingThread:  PSDL_Thread;
  Mutex:          PSDL_Mutex;

  RenderW:    integer;
  RenderH:    integer;
  ScreenW:    integer;
  ScreenH:    integer;
  Screens:    integer;
  ScreenAct:  integer;
  ScreenX:    integer;

  ScreenLoading:      TScreenLoading;
  ScreenWelcome:      TScreenWelcome;
  ScreenMain:         TScreenMain;
  ScreenName:         TScreenName;
  ScreenLevel:        TScreenLevel;
  ScreenSong:         TScreenSong;
  ScreenSing:         TScreenSing;
  ScreenScore:        TScreenScore;
  ScreenTop5:         TScreenTop5;
  ScreenOptions:          TScreenOptions;
  ScreenOptionsGame:      TScreenOptionsGame;
  ScreenOptionsGraphics:  TScreenOptionsGraphics;
  ScreenOptionsSound:     TScreenOptionsSound;
  ScreenOptionsLyrics:    TScreenOptionsLyrics;
  ScreenOptionsThemes:    TScreenOptionsThemes;
  ScreenOptionsRecord:    TScreenOptionsRecord;
  ScreenOptionsAdvanced:  TScreenOptionsAdvanced;
  ScreenEditSub:      TScreenEditSub;
  ScreenEdit:         TScreenEdit;
  ScreenEditConvert:  TScreenEditConvert;
  ScreenEditHeader:   TScreenEditHeader;
  ScreenOpen:         TScreenOpen;

  ScreenSongMenu:     TScreenSongMenu;
  ScreenSongJumpto:     TScreenSongJumpto;

  //Party Screens
  ScreenSingModi:         TScreenSingModi;
  ScreenPartyNewRound:    TScreenPartyNewRound;
  ScreenPartyScore:       TScreenPartyScore;
  ScreenPartyWin:         TScreenPartyWin;
  ScreenPartyOptions:     TScreenPartyOptions;
  ScreenPartyPlayer:      TScreenPartyPlayer;

  //StatsScreens
  ScreenStatMain:         TScreenStatMain;
  ScreenStatDetail:       TScreenStatDetail;

  //CreditsScreen
  ScreenCredits: TScreenCredits;

  //popup mod
  ScreenPopupCheck: TScreenPopupCheck;
  ScreenPopupError: TScreenPopupError;

  //Notes
  Tex_Left:        array[0..6] of TTexture;   //rename to tex_note_left
  Tex_Mid:         array[0..6] of TTexture;   //rename to tex_note_mid
  Tex_Right:       array[0..6] of TTexture;   //rename to tex_note_right

  Tex_plain_Left:  array[1..6] of TTexture;   //rename to tex_notebg_left
  Tex_plain_Mid:   array[1..6] of TTexture;   //rename to tex_notebg_mid
  Tex_plain_Right: array[1..6] of TTexture;   //rename to tex_notebg_right

  Tex_BG_Left:     array[1..6] of TTexture;   //rename to tex_noteglow_left
  Tex_BG_Mid:      array[1..6] of TTexture;   //rename to tex_noteglow_mid
  Tex_BG_Right:    array[1..6] of TTexture;   //rename to tex_noteglow_right

  Tex_Note_Star:  TTexture;
  Tex_Note_Perfect_Star: TTexture;


  Tex_Ball:       TTexture;
  Tex_Lyric_Help_Bar: TTexture;
  FullScreen:     boolean;

  Tex_TimeProgress: TTexture;

  //Sing Bar Mod
  Tex_SingBar_Back:  TTexture;
  Tex_SingBar_Bar:  TTexture;
  Tex_SingBar_Front:  TTexture;
  //end Singbar Mod

  //PhrasenBonus - Line Bonus Mod
  Tex_SingLineBonusBack: array[0..8] of TTexture;
  //End PhrasenBonus - Line Bonus Mod

  //ScoreBG Texs
  Tex_ScoreBG: array [0..5] of TTexture;

  //Score Screen Textures
    Tex_Score_NoteBarLevel_Dark     : array [1..6] of TTexture;
    Tex_Score_NoteBarRound_Dark     : array [1..6] of TTexture;

    Tex_Score_NoteBarLevel_Light    : array [1..6] of TTexture;
    Tex_Score_NoteBarRound_Light    : array [1..6] of TTexture;

    Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture;
    Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture;

    Tex_Score_Ratings               : array [0..6] of TTexture;
    
const
  Skin_BGColorR = 1;
  Skin_BGColorG = 1;
  Skin_BGColorB = 1;

  Skin_SpectrumR = 0;
  Skin_SpectrumG = 0;
  Skin_SpectrumB = 0;

  Skin_Spectograph1R = 0.6;
  Skin_Spectograph1G = 0.8;
  Skin_Spectograph1B = 1;

  Skin_Spectograph2R = 0;
  Skin_Spectograph2G = 0;
  Skin_Spectograph2B = 0.2;

  Skin_SzczytR = 0.8;
  Skin_SzczytG = 0;
  Skin_SzczytB = 0;

  Skin_SzczytLimitR = 0;
  Skin_SzczytLimitG = 0.8;
  Skin_SzczytLimitB = 0;

  Skin_FontR = 0;
  Skin_FontG = 0;
  Skin_FontB = 0;

  Skin_FontHighlightR = 0.3; // 0.3
  Skin_FontHighlightG = 0.3; // 0.3
  Skin_FontHighlightB = 1;   // 1

  Skin_TimeR = 0.25; //0,0,0
  Skin_TimeG = 0.25;
  Skin_TimeB = 0.25;

  Skin_OscR = 0;
  Skin_OscG = 0;
  Skin_OscB = 0;

  Skin_LyricsT = 494; // 500 / 510 / 400
  Skin_SpectrumT = 470;
  Skin_SpectrumBot = 570;
  Skin_SpectrumH = 100;

  Skin_P1_LinesR = 0.5;  // 0.6 0.6 1
  Skin_P1_LinesG = 0.5;
  Skin_P1_LinesB = 0.5;

  Skin_P2_LinesR = 0.5; // 1 0.6 0.6
  Skin_P2_LinesG = 0.5;
  Skin_P2_LinesB = 0.5;

  Skin_P1_NotesB = 250;
  Skin_P2_NotesB = 430; // 430 / 300

  Skin_P1_ScoreT = 50;
  Skin_P1_ScoreL = 20;

  Skin_P2_ScoreT = 50;
  Skin_P2_ScoreL = 640;

procedure Initialize3D (Title: string);
procedure Reinitialize3D;
procedure SwapBuffers;

procedure LoadTextures;
procedure InitializeScreen;
procedure LoadLoadingScreen;
procedure LoadScreens;
procedure UnLoadScreens;

function LoadingThreadFunction: integer;


implementation

uses  UMain,
      UIni,
      UDisplay,
      UCommandLine,
      {$IFNDEF FPC}
      Graphics,
      {$ENDIF}
      {$IFDEF win32}
      windows,
      {$ENDIF}
      Classes;

procedure LoadFontTextures;
begin
  Log.LogStatus('Building Fonts', 'LoadTextures');
  BuildFont;
end;

procedure LoadTextures;


var
  P:        integer;
  R, G, B:  real;
  Col:      integer;
begin
   // zaladowanie tekstur
  Log.LogStatus('Loading Textures', 'LoadTextures');
  
  Tex_Left[0]  := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')),  'BMP', 'Transparent', 0);     //brauch man die noch?
  Tex_Mid[0]   := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')),   'BMP', 'Plain', 0);           //brauch man die noch?
  Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0);     //brauch man die noch?

  Log.LogStatus('Loading Textures - A', 'LoadTextures');
  
  // P1-6
  // TODO... do it once for each player... this is a bit crappy !!
  //                                       can we make it any better !?
  for P := 1 to 6 do
  begin
    LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
    Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
    
    Tex_Left[P]         := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')),  'PNG', 'Colorized', Col);
    Tex_Mid[P]          := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')),   'PNG', 'Colorized', Col);
    Tex_Right[P]        := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);

    Tex_plain_Left[P]   := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')),  'PNG', 'Colorized', Col);
    Tex_plain_Mid[P]    := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')),   'PNG', 'Colorized', Col);
    Tex_plain_Right[P]  := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);

    Tex_BG_Left[P]      := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')),  'PNG', 'Colorized', Col);
    Tex_BG_Mid[P]       := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')),   'PNG', 'Colorized', Col);
    Tex_BG_Right[P]     := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
  end;

  Log.LogStatus('Loading Textures - B', 'LoadTextures');

  Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'PNG', 'Transparent', 0);
  Tex_Note_Star         := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'PNG', 'Transparent', $FFFFFF);
  Tex_Ball              := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
  Tex_Lyric_Help_Bar    := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);


  //TimeBar mod
  Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
  //eoa TimeBar mod

  //SingBar Mod
  Tex_SingBar_Back  := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')),   'JPG', 'Plain', 0);
  Tex_SingBar_Bar   := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')),   'JPG', 'Plain', 0);
  Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')),   'JPG', 'Font', 0);
  //end Singbar Mod

  Log.LogStatus('Loading Textures - C', 'LoadTextures');

  //Line Bonus PopUp
  for P := 0 to 8 do
    begin
      Case P of
        0: begin
          R := 1;
          G := 0;
          B := 0;
        end;
        1..3: begin
          R := 1;
          G := (P * 0.25);
          B := 0;
        end;
        4: begin
          R := 1;
          G := 1;
          B := 0;
        end;
        5..7: begin
          R := 1-((P-4)*0.25);
          G := 1;
          B := 0;
        end;
        8: begin
          R := 0;
          G := 1;
          B := 0;
        end;
      End;

      Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
      Tex_SingLineBonusBack[P] :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', Col);
    end;

//## backgrounds for the scores ##
  for P := 0 to 5 do begin
    LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light');
    Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
    Tex_ScoreBG[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreBG')),  'PNG', 'Colorized', Col);
  end;


  Log.LogStatus('Loading Textures - D', 'LoadTextures');

// ######################
// Score screen textures
// ######################

//## the bars that visualize the score ##
  for P := 1 to 6 do begin
//NoteBar ScoreBar
    LoadColor(R, G, B, 'P' + IntToStr(P) + 'Dark');
    Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
    Tex_Score_NoteBarLevel_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark')),  'PNG', 'Colorized', Col);
    Tex_Score_NoteBarRound_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark_Round')),  'PNG', 'Colorized', Col);
//LineBonus ScoreBar
    LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
    Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
    Tex_Score_NoteBarLevel_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light')),  'PNG', 'Colorized', Col);
    Tex_Score_NoteBarRound_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light_Round')),  'PNG', 'Colorized', Col);
//GoldenNotes ScoreBar
    LoadColor(R, G, B, 'P' + IntToStr(P) + 'Lightest');
    Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
    Tex_Score_NoteBarLevel_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest')),  'PNG', 'Colorized', Col);
    Tex_Score_NoteBarRound_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest_Round')),  'PNG', 'Colorized', Col);
  end;

//## rating pictures that show a picture according to your rate ##
    for P := 0 to 6 do begin
    Tex_Score_Ratings[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Rating_'+IntToStr(P))),  'PNG', 'Transparent', 0);
  end;

  Log.LogStatus('Loading Textures - Done', 'LoadTextures');
end;

procedure Initialize3D (Title: string);
//var
//  Icon: TIcon;
//  Res:  TResourceStream;
// ISurface: PSDL_Surface; // Auto Removed, Unused Variable
// Pixel: PByteArray; // Auto Removed, Unused Variable
// I: Integer; // Auto Removed, Unused Variable
begin
  Log.LogStatus('LoadOpenGL', 'UGraphic.Initialize3D');
//  Log.BenchmarkStart(2);

  LoadOpenGL;

  Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D');
  if ( SDL_Init(SDL_INIT_VIDEO)= -1 ) then
  begin
    Log.LogError('SDL_Init Failed', 'UGraphic.Initialize3D');
    exit;
  end;

 { //Load Icon
  Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON);
  Icon := TIcon.Create;
  Icon.LoadFromStream(Res);
  Res.Free;
  Icon.
  //Create icon Surface
  SDL_CreateRGBSurfaceFrom (
  SDL_SWSURFACE,
  Icon.Width,
  Icon.Height,
  32,
  128 or 64,
  32 or 16,
  8 or 4,
  2 or 1);
  //SDL_BlitSurface(


  SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //}

  SDL_WM_SetCaption(PChar(Title), nil);

  InitializeScreen;

//  Log.BenchmarkEnd(2);
//  Log.LogBenchmark('--> Setting Screen', 2);

  // ladowanie tekstur
//  Log.BenchmarkStart(2);
  Texture := TTextureUnit.Create;
  Texture.Limit := 1024*1024;

//  LoadTextures;
//  Log.BenchmarkEnd(2);
//  Log.LogBenchmark('--> Loading Textures', 2);

{  Log.BenchmarkStart(2);
  Lyric:= TLyric.Create;
  Log.BenchmarkEnd(2);
  Log.LogBenchmark('--> Loading Fonts', 2);
}

//  Log.BenchmarkStart(2);

  Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D');
  Display := TDisplay.Create;
  
  Log.LogStatus('SDL_EnableUnicode', 'UGraphic.Initialize3D');
  SDL_EnableUnicode(1);
//  Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);

//  Log.LogStatus('Loading Screens', 'Initialize3D');
//  Log.BenchmarkStart(3);

  Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D');
  LoadFontTextures();

  // Show the Loading Screen -------------
  Log.LogStatus('Loading Loading Screen', 'UGraphic.Initialize3D');
  LoadLoadingScreen;


  Log.LogStatus(' Loading Textures', 'UGraphic.Initialize3D');
  LoadTextures; // jb


  
  // now that we have something to display while loading,
  // start thread that loads the rest of ultrastar
//  Mutex   := SDL_CreateMutex;
//  SDL_UnLockMutex(Mutex);

  // funktioniert so noch nicht, da der ladethread unver�ndert auf opengl zugreifen will
  // siehe dazu kommentar unten
  // Englisch Translation:
  // is currently not working because the loading thread trys to accses opengl unchanged
  // look comment below

  //LoadingThread  := SDL_CreateThread(@LoadingThread, nil);

  // this would be run in the loadingthread
  Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D');
  LoadScreens;


  // TODO!!!!!!1
  // hier k�me jetzt eine schleife, die
  // * den ladescreen malt (ab und zu)
  // * den "fortschritt" des ladescreens steuert
  // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex pr�fen) und
  //   * die texturen in die opengl l�dt, sowie
  //   * dem ladethread signalisiert, dass der speicher f�r die textur
  //     zum laden der n�chsten textur weiterverwendet werden kann (�ber weiteren mutex)
  // * �ber einen 3. mutex so lange l�uft, bis der ladethread signalisiert,
  //   dass er alles geladen hat fertig ist
  //
  // daf�r muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche
  // opengl funktionen aufzurufen, entsprechend mutexe ver�ndert
  // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuf�hren ist,
  // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ...
  //
  // English Translation:
  // here should be a loop witch
  // * draws the loading screen (form time to time)
  // * controlls the "process of the loading screen
  // * checks if the loadingthread has loaded textures (check mutex) and
  //   * load the textures into opengl
  //   * tells the loadingthread, that the memory for the texture can be reused
  //     to load the netx texture (over another mutex)
  // * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex)
  //
  // therefor loadtexture have to be changed, that it, instat of caling some opengl functions
  // for itself, it should change mutex
  // the mainthread have to know somehow what opengl function have to be called with which parameters like
  // texturetype, textureobjekt, textur-buffer-adress, ...



  // wait for loading thread to finish
  // funktioniert so auch noch nicht - currently dos not work this way
  // SDL_WaitThread(LoadingThread, I);
  // SDL_DestroyMutex(Mutex);

  Display.CurrentScreen^.FadeTo( @ScreenMain );

  Log.BenchmarkEnd(2);
  Log.LogBenchmark('--> Loading Screens', 2);

  Log.LogStatus('Finish', 'Initialize3D');
end;

procedure SwapBuffers;
begin
  SDL_GL_SwapBuffers;
  glMatrixMode(GL_PROJECTION);
    glLoadIdentity;
    glOrtho(0, RenderW, RenderH, 0, -1, 100);
  glMatrixMode(GL_MODELVIEW);
end;

procedure Reinitialize3D;
begin
  InitializeScreen;
end;

procedure InitializeScreen;
var
  S:      string;
  I:      integer;
  W, H:   integer;
  Depth:  Integer;
begin
  if (Params.Screens <> -1) then
    Screens := Params.Screens + 1
  else
    Screens := Ini.Screens + 1;

  SDL_GL_SetAttribute(SDL_GL_RED_SIZE,      5);
  SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,    5);
  SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,     5);
  SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,    5);
  SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,    16);
  SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,  1);

  // If there is a resolution in Parameters, use it, else use the Ini value
  I := Params.Resolution;
  if (I <> -1) then
    S := IResolution[I]
  else
    S := IResolution[Ini.Resolution];

  I := Pos('x', S);
  W := StrToInt(Copy(S, 1, I-1)) * Screens;
  H := StrToInt(Copy(S, I+1, 1000));

  {if ParamStr(1) = '-fsblack' then begin
    W := 800;
    H := 600;
  end;
  if ParamStr(1) = '-320x240' then begin
    W := 320;
    H := 240;
  end; }

  If (Params.Depth <> -1) then
    Depth := Params.Depth
  else
    Depth := Ini.Depth;


  Log.LogStatus('SDL_SetVideoMode', 'Set Window Icon');

// Okay it's possible to set the title bar / taskbar icon here
// it's working this way, but just if the bmp is in your exe folder
  SDL_WM_SetIcon(SDL_LoadBMP('ustar-icon.bmp'), 0);

  Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
//  SDL_SetRefreshrate(85);
//  SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

  {$IFDEF DARWIN}
    // Todo : eddie: remove before realease
    Ini.FullScreen := 0;
  {$ENDIF}

  if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
  begin
    Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode...   Windowed');
    screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE)
  end
  else
  begin
    Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode...   Full Screen');
    screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN );
    SDL_ShowCursor(0);
  end;
  
  if (screen = nil) then
  begin
    Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
    exit;
  end;

  // clear screen once window is being shown
  glClearColor(1, 1, 1, 1);
  glClear(GL_COLOR_BUFFER_BIT);
  SwapBuffers;

  // zmienne
  RenderW := 800;
  RenderH := 600;
  ScreenW := W;
  ScreenH := H;
end;

procedure LoadLoadingScreen;
begin
  ScreenLoading := TScreenLoading.Create;
  ScreenLoading.onShow;
  
  Display.CurrentScreen := @ScreenLoading;

  swapbuffers;

  ScreenLoading.Draw;
  Display.Draw;

  SwapBuffers;
end;

procedure LoadScreens;
begin
{  ScreenLoading := TScreenLoading.Create;
  ScreenLoading.onShow;
  Display.CurrentScreen := @ScreenLoading;
  ScreenLoading.Draw;
  Display.Draw;
  SwapBuffers;
}
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3);
{ ScreenWelcome :=          TScreenWelcome.Create; //'BG', 4, 3);
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);}
  ScreenMain :=             TScreenMain.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3);
  ScreenName :=             TScreenName.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3);
  ScreenLevel :=            TScreenLevel.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3);
  ScreenSong :=             TScreenSong.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3);
  ScreenSongMenu :=             TScreenSongMenu.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3);
  ScreenSing :=             TScreenSing.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3);
  ScreenScore :=            TScreenScore.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3);
  ScreenTop5 :=             TScreenTop5.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3);
  ScreenOptions :=          TScreenOptions.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3);
  ScreenOptionsGame :=      TScreenOptionsGame.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3);
  ScreenOptionsGraphics  :=  TScreenOptionsGraphics.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3);
  ScreenOptionsSound    :=     TScreenOptionsSound.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3);
  ScreenOptionsLyrics   :=    TScreenOptionsLyrics.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3);
  ScreenOptionsThemes   :=    TScreenOptionsThemes.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3);
  ScreenOptionsRecord   :=    TScreenOptionsRecord.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3);
  ScreenOptionsAdvanced :=    TScreenOptionsAdvanced.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3);
  ScreenEditSub :=          TScreenEditSub.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3);
  ScreenEdit :=             TScreenEdit.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3);
  ScreenEditConvert :=      TScreenEditConvert.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3);
//  ScreenEditHeader :=       TScreenEditHeader.Create(Skin.ScoreBG);
//  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3);
  ScreenOpen :=             TScreenOpen.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3);
  ScreenSingModi :=         TScreenSingModi.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3);
  ScreenSongMenu :=         TScreenSongMenu.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3);
  ScreenSongJumpto :=         TScreenSongJumpto.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3);
  ScreenPopupCheck := TScreenPopupCheck.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3);
  ScreenPopupError := TScreenPopupError.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3);
  ScreenPartyNewRound :=    TScreenPartyNewRound.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3);
  ScreenPartyScore :=       TScreenPartyScore.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3);
  ScreenPartyWin :=         TScreenPartyWin.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3);
  ScreenPartyOptions :=     TScreenPartyOptions.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3);
  ScreenPartyPlayer :=      TScreenPartyPlayer.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3);
  ScreenStatMain :=         TScreenStatMain.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3);
  ScreenStatDetail :=       TScreenStatDetail.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3);
  ScreenCredits    :=       TScreenCredits.Create;
  Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3);

end;

function LoadingThreadFunction: integer;
begin
  LoadScreens;
  Result:= 1;
end;

procedure UnLoadScreens;
begin
  freeandnil( ScreenMain );
  freeandnil( ScreenName );
  freeandnil( ScreenLevel);
  freeandnil( ScreenSong );
  freeandnil( ScreenSongMenu );
  freeandnil( ScreenSing );
  freeandnil( ScreenScore);
  freeandnil( ScreenTop5 );
  freeandnil( ScreenOptions );
  freeandnil( ScreenOptionsGame );
  freeandnil( ScreenOptionsGraphics );
  freeandnil( ScreenOptionsSound );
  freeandnil( ScreenOptionsLyrics );
//  freeandnil( ScreenOptionsThemes );
  freeandnil( ScreenOptionsRecord );
  freeandnil( ScreenOptionsAdvanced );
  freeandnil( ScreenEditSub );
  freeandnil( ScreenEdit );
  freeandnil( ScreenEditConvert );
  freeandnil( ScreenOpen );
  freeandnil( ScreenSingModi );
  freeandnil( ScreenSongMenu );
  freeandnil( ScreenSongJumpto);
  freeandnil( ScreenPopupCheck );
  freeandnil( ScreenPopupError );
  freeandnil( ScreenPartyNewRound );
  freeandnil( ScreenPartyScore    );
  freeandnil( ScreenPartyWin     );
  freeandnil( ScreenPartyOptions  );
  freeandnil( ScreenPartyPlayer   );
  freeandnil( ScreenStatMain     );
  freeandnil( ScreenStatDetail    );
end;

end.