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|
unit UDisplay;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
ucommon,
SDL,
UMenu,
gl,
glu,
SysUtils;
type
TDisplay = class
private
//fade-to-black-hack
BlackScreen: Boolean;
doFade : Boolean;
canFade : Boolean;
myFade : integer;
lastTime : Cardinal;
pTexData : Pointer;
pTex : array[1..2] of glUInt;
FPSCounter : Cardinal;
LastFPS : Cardinal;
NextFPSSwap : Cardinal;
OSD_LastError : String;
procedure DrawDebugInformation;
public
NextScreen : PMenu;
CurrentScreen : PMenu;
//popup hack
NextScreenWithCheck: Pmenu;
CheckOK : Boolean;
Fade : Real;
constructor Create;
destructor Destroy; override;
procedure SaveScreenShot;
function Draw: Boolean;
end;
var
Display: TDisplay;
implementation
uses
UImage,
TextGL,
ULog,
UMain,
UTexture,
UIni,
UGraphic,
UTime,
UCommandLine;
constructor TDisplay.Create;
var
i: integer;
begin
inherited Create;
//popup hack
CheckOK := False;
NextScreen := NIL;
NextScreenWithCheck := NIL;
BlackScreen := False;
// fade mod
myfade:=0;
if Ini.ScreenFade=1 then
doFade:=True
else
doFade:=False;
canFade:=True;
// generate texture for fading between screens
GetMem(pTexData, 512*512*4);
if pTexData <> NIL then
for i:= 1 to 2 do
begin
glGenTextures(1, @pTex[i] );
if glGetError <> GL_NO_ERROR then
canFade := False;
glBindTexture(GL_TEXTURE_2D, pTex[i]);
if glGetError <> GL_NO_ERROR then
canFade := False;
glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
if glGetError <> GL_NO_ERROR then
canFade := False;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if glGetError <> GL_NO_ERROR then
canFade := False;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if glGetError <> GL_NO_ERROR then
canFade := False;
end
else
begin
canFade:=False;
end;
FreeMem(pTexData);
//Set LastError for OSD to No Error
OSD_LastError := 'No Errors';
end;
destructor TDisplay.Destroy;
begin
if canFade then
glDeleteTextures(1,@pTex);
inherited Destroy;
end;
function TDisplay.Draw: Boolean;
var
S: integer;
Col: Real;
myFade2: Real;
currentTime: Cardinal;
glError: glEnum;
glErrorStr: String;
begin
Result := True;
Col := 1;
{if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
Col := 0; }
glClearColor(Col, Col, Col , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
for S := 1 to Screens do begin
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;
ScreenX := 0;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
//popup hack
// check was successful... move on
if CheckOK then
begin
if assigned (NextScreenWithCheck)then
begin
NextScreen:=NextScreenWithCheck;
NextScreenWithCheck := NIL;
CheckOk:=False;
end
else
begin
BlackScreen:=True; // end of game - fade to black before exit
end;
end;
// CurrentScreen.SetAnimationProgress(1);
if (not assigned (NextScreen)) and (not BlackScreen) then
begin
CurrentScreen.Draw;
//popup mod
if (ScreenPopupError <> NIL) and ScreenPopupError.Visible then
ScreenPopupError.Draw
else if (ScreenPopupCheck <> NIL) and ScreenPopupCheck.Visible then
ScreenPopupCheck.Draw;
// fade mod
myfade:=0;
if (Ini.ScreenFade=1) and canFade then
doFade:=True
else if Ini.ScreenFade=0 then
doFade:=False;
end
else
begin
// check if we had an initialization error (canfade=false, dofade=true)
if doFade and not canFade then
begin
doFade:=False; //disable fading
// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
end;
if doFade and canFade then
begin
// fade mod
//Create Fading texture if we're just starting
if myfade = 0 then
begin
glViewPort(0, 0, 512, 512);
CurrentScreen.Draw;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
glError:=glGetError;
if (glError <> GL_NO_ERROR) then
begin
canFade := False;
glErrorStr := gluErrorString(glError);
// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
end;
glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
// blackscreen-hack
if not BlackScreen then
NextScreen.onShow;
lastTime:=SDL_GetTicks();
if (S=2) or (Screens = 1) then
myfade:=myfade+1;
end; // end texture creation in first fading step
//do some time-based fading
currentTime:=SDL_GetTicks();
if (currentTime > lastTime+30) and (S=1) then
begin
myfade:=myfade+4;
lastTime:=currentTime;
end;
// LastFade := Fade; // whatever
// Fade := Fade -0.999; // start fading out
// CurrentScreen.ShowFinish := false; // no purpose?
// CurrentScreen.SetAnimationProgress(Fade-1); // nop?
// blackscreen-hack
if not BlackScreen then
NextScreen.Draw // draw next screen
else if ScreenAct=1 then
begin
glClearColor(0, 0, 0 , 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;
// and draw old screen over it... slowly fading out
myfade2:=(myfade*myfade)/10000;
glBindTexture(GL_TEXTURE_2D, pTex[S]);
glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end
// blackscreen hack
else if not BlackScreen then
begin
NextScreen.OnShow;
end;
if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then
begin // fade out complete...
myFade:=0;
CurrentScreen.onHide;
CurrentScreen.ShowFinish:=False;
CurrentScreen:=NextScreen;
NextScreen := nil;
if not blackscreen then
begin
CurrentScreen.onShowFinish;
CurrentScreen.ShowFinish := true;
end
else
begin
Result:=False;
Break;
end;
// end of fade mod
end;
end; // if
//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
// SDL_GL_SwapBuffers();
end;
{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
begin
Self.FadeIn := FadeIn;
FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
ActualStep := $FF;
Result := $FF div FadeStep;
end;}
procedure TDisplay.SaveScreenShot;
var
Num: integer;
FileName: string;
ScreenData: PChar;
Surface: PSDL_Surface;
Success: boolean;
Align: integer;
RowSize: integer;
begin
for Num := 1 to 9999 do
begin
FileName := IntToStr(Num);
while Length(FileName) < 4 do
FileName := '0' + FileName;
FileName := ScreenshotsPath + 'screenshot' + FileName + '.png';
if not FileExists(FileName) then
break
end;
// we must take the row-alignment (4byte by default) into account
glGetIntegerv(GL_PACK_ALIGNMENT, @Align);
// calc aligned row-size
RowSize := ((ScreenW*3 + (Align-1)) div Align) * Align;
GetMem(ScreenData, RowSize * ScreenH);
glReadPixels(0, 0, ScreenW, ScreenH, GL_RGB, GL_UNSIGNED_BYTE, ScreenData);
Surface := SDL_CreateRGBSurfaceFrom(
ScreenData, ScreenW, ScreenH, 24, RowSize,
$0000FF, $00FF00, $FF0000, 0);
//Success := WriteJPGImage(FileName, Surface, 95);
//Success := WriteBMPImage(FileName, Surface);
Success := WritePNGImage(FileName, Surface);
if Success then
ScreenPopupError.ShowPopup('Screenshot saved: ' + ExtractFileName(FileName))
else
ScreenPopupError.ShowPopup('Screenshot failed');
SDL_FreeSurface(Surface);
FreeMem(ScreenData);
end;
//------------
// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
//------------
procedure TDisplay.DrawDebugInformation;
var Ticks: Cardinal;
begin
//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(7);
SetFontItalic(False);
glColor4f(0, 0, 0, 1);
//Calculate FPS
Ticks := SDL_GetTicks();
if (Ticks >= NextFPSSwap) then
begin
LastFPS := FPSCounter * 4;
FPSCounter := 0;
NextFPSSwap := Ticks + 250;
end;
Inc(FPSCounter);
//Draw Text
//FPS
SetFontPos(695, 0);
glPrint (PChar('FPS: ' + InttoStr(LastFPS)));
//RSpeed
SetFontPos(695, 13);
glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
//LastError
SetFontPos(695, 26);
glColor4f(1, 0, 0, 1);
glPrint (PChar(OSD_LastError));
glColor4f(1, 1, 1, 1);
end;
end.
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