From 678cc132f942ff4d84a803550eedf96acc543bca Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 23 May 2010 09:07:15 +0000 Subject: update to trunk rev. 2391 git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2401 b956fd51-792f-4845-bead-9b4dfca2ff2c --- cmake/src/base/UMain.pas | 302 ++++++++++++++++++++++++++--------------------- 1 file changed, 169 insertions(+), 133 deletions(-) (limited to 'cmake/src/base/UMain.pas') diff --git a/cmake/src/base/UMain.pas b/cmake/src/base/UMain.pas index 275510fc..0d479420 100644 --- a/cmake/src/base/UMain.pas +++ b/cmake/src/base/UMain.pas @@ -37,13 +37,9 @@ uses SysUtils, SDL; -var - Done: boolean; - Restart: boolean; - procedure Main; procedure MainLoop; -procedure CheckEvents; +function CheckEvents: boolean; type TMainThreadExecProc = procedure(Data: Pointer); @@ -73,22 +69,30 @@ uses UCovers, UDataBase, UDisplay, - UDLLManager, UGraphic, UGraphicClasses, UIni, UJoystick, ULanguage, ULog, - UPath, + UPathUtils, UPlaylist, UMusic, + URecord, UBeatTimer, UPlatform, USkins, USongs, UThemes, UParty, + ULuaCore, + UHookableEvent, + ULuaGl, + ULuaLog, + ULuaTexture, + ULuaTextGL, + ULuaParty, + ULuaScreenSing, UTime; procedure Main; @@ -124,6 +128,10 @@ begin SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER); SDL_EnableUnicode(1); + // create luacore first so other classes can register their events + LuaCore := TLuaCore.Create; + + USTime := TTime.Create; VideoBGTimer := TRelativeTimer.Create; @@ -148,15 +156,6 @@ begin Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Language', 1); -{ - // SDL_ttf (Not used yet, maybe in version 1.5) - Log.BenchmarkStart(1); - Log.LogStatus('Initialize SDL_ttf', 'Initialization'); - TTF_Init(); - Log.BenchmarkEnd(1); - Log.LogBenchmark('Initializing SDL_ttf', 1); -} - // Skin Log.BenchmarkStart(1); Log.LogStatus('Loading Skin List', 'Initialization'); @@ -164,6 +163,12 @@ begin Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Skin List', 1); + Log.BenchmarkStart(1); + Log.LogStatus('Loading Theme List', 'Initialization'); + Theme := TTheme.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Theme List', 1); + // Ini + Paths Log.BenchmarkStart(1); Log.LogStatus('Load Ini', 'Initialization'); @@ -174,12 +179,6 @@ begin Log.LogStatus('Write Ini', 'Initialization'); Ini.Save; - // Load Languagefile - if (Params.Language <> -1) then - Language.ChangeLanguage(ILanguage[Params.Language]) - else - Language.ChangeLanguage(ILanguage[Ini.Language]); - Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Ini', 1); @@ -195,10 +194,10 @@ begin // Theme Log.BenchmarkStart(1); - Log.LogStatus('Load Themes', 'Initialization'); - Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color); + Log.LogStatus('Load Theme', 'Initialization'); + Theme.LoadTheme(Ini.Theme, Ini.Color); Log.BenchmarkEnd(1); - Log.LogBenchmark('Loading Themes', 1); + Log.LogBenchmark('Loading Theme', 1); // Covers Cache Log.BenchmarkStart(1); @@ -226,20 +225,6 @@ begin Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Songs', 1); - // PluginManager - Log.BenchmarkStart(1); - Log.LogStatus('PluginManager', 'Initialization'); - DLLMan := TDLLMan.Create; // Load PluginList - Log.BenchmarkEnd(1); - Log.LogBenchmark('Loading PluginManager', 1); - - // Party Mode Manager - Log.BenchmarkStart(1); - Log.LogStatus('PartySession Manager', 'Initialization'); - PartySession := TPartySession.Create; //Load PartySession - Log.BenchmarkEnd(1); - Log.LogBenchmark('Loading PartySession Manager', 1); - // Graphics Log.BenchmarkStart(1); Log.LogStatus('Initialize 3D', 'Initialization'); @@ -252,10 +237,10 @@ begin Log.LogStatus('DataBase System', 'Initialization'); DataBase := TDataBaseSystem.Create; - if (Params.ScoreFile = '') then - DataBase.Init (Platform.GetGameUserPath + 'Ultrastar.db') + if (Params.ScoreFile.IsUnset) then + DataBase.Init(Platform.GetGameUserPath.Append('Ultrastar.db')) else - DataBase.Init (Params.ScoreFile); + DataBase.Init(Params.ScoreFile); Log.BenchmarkEnd(1); Log.LogBenchmark('Loading DataBase System', 1); @@ -284,22 +269,43 @@ begin Log.LogBenchmark('Initializing Joystick', 1); end; + // Lua + Log.BenchmarkStart(1); + Party := TPartyGame.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Party Manager', 1); + + Log.BenchmarkStart(1); + LuaCore.RegisterModule('Log', ULuaLog_Lib_f); + LuaCore.RegisterModule('Gl', ULuaGl_Lib_f); + LuaCore.RegisterModule('TextGl', ULuaTextGl_Lib_f); + LuaCore.RegisterModule('Party', ULuaParty_Lib_f); + LuaCore.RegisterModule('ScreenSing', ULuaScreenSing_Lib_f); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing LuaCore', 1); + + Log.BenchmarkStart(1); + LuaCore.LoadPlugins; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Lua Plugins', 1); + + LuaCore.DumpPlugins; + Log.BenchmarkEnd(0); Log.LogBenchmark('Loading Time', 0); - Log.LogStatus('Creating Core', 'Initialization'); -{ - Core := TCore.Create( - USDXShortVersionStr, - MakeVersion(USDX_VERSION_MAJOR, - USDX_VERSION_MINOR, - USDX_VERSION_RELEASE, - chr(0)) - ); -} + { prepare software cursor } + Display.SetCursor; + + {** + * Start background music + *} + SoundLib.StartBgMusic; - Log.LogStatus('Running Core', 'Initialization'); - //Core.Run; + // check microphone settings, goto record options if they are corrupt + if (not AudioInputProcessor.ValidateSettings) then + Display.CurrentScreen^.FadeTo( @ScreenOptionsRecord ); //------------------------------ // Start Mainloop @@ -318,62 +324,58 @@ begin // call an uninitialize routine for every initialize step // or at least use the corresponding Free methods + Log.LogStatus('Finalize Media', 'Finalization'); FinalizeMedia(); - //TTF_Quit(); + Log.LogStatus('Uninitialize 3D', 'Finalization'); + Finalize3D(); + + Log.LogStatus('Finalize SDL', 'Finalization'); SDL_Quit(); - if assigned(Log) then - begin - Log.LogStatus('Main Loop', 'Finished'); - Log.Free; - end; + Log.LogStatus('Finalize Log', 'Finalization'); + Log.Free; {$IFNDEF Debug} end; {$ENDIF} end; procedure MainLoop; -var - Delay: integer; const MAX_FPS = 100; +var + Delay: integer; + TicksCurrent: cardinal; + TicksBeforeFrame: cardinal; + Continue: boolean; begin SDL_EnableKeyRepeat(125, 125); CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions. - while not Done do + while Continue do begin + TicksBeforeFrame := SDL_GetTicks; + // joypad if (Ini.Joypad = 1) or (Params.Joypad) then Joy.Update; // keyboard events - CheckEvents; + Continue := CheckEvents; // display - Done := not Display.Draw; + Continue := Display.Draw; SwapBuffers; - // delay - CountMidTime; - - Delay := Floor(1000 / MAX_FPS - 1000 * TimeMid); - Log.LogError ('MainLoop', 'Delay: ' + intToStr(Delay)); + // FPS limiter + TicksCurrent := SDL_GetTicks; + Delay := 1000 div MAX_FPS - (TicksCurrent - TicksBeforeFrame); if Delay >= 1 then SDL_Delay(Delay); // dynamic, maximum is 100 fps - Log.LogError ('MainLoop', 'Delay: ok ' + intToStr(Delay)); CountSkipTime; - // reinitialization of graphics - if Restart then - begin - Reinitialize3D; - Restart := false; - end; - end; end; @@ -392,15 +394,13 @@ begin end; end; -procedure CheckEvents; +function CheckEvents: boolean; var Event: TSDL_event; mouseDown: boolean; mouseBtn: integer; begin - if Assigned(Display.NextScreen) then - Exit; - + Result := true; while (SDL_PollEvent(@Event) <> 0) do begin case Event.type_ of @@ -425,29 +425,39 @@ begin begin mouseDown := true; mouseBtn := Event.button.button; + + if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then + Display.OnMouseButton(true); end; SDL_MOUSEBUTTONUP: begin mouseDown := false; mouseBtn := Event.button.button; + + if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then + Display.OnMouseButton(false); end; end; - Display.MoveCursor(Event.button.X * 800 / Screen.w, - Event.button.Y * 600 / Screen.h, - mouseDown and ((mouseBtn <> SDL_BUTTON_WHEELDOWN) or (mouseBtn <> SDL_BUTTON_WHEELUP))); - - if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then - done := not ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) - else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then - done := not ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) - else - begin - done := not Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y); - - // if screen wants to exit - if done then - DoQuit; + Display.MoveCursor(Event.button.X * 800 * Screens / ScreenW, + Event.button.Y * 600 / ScreenH); + + if not Assigned(Display.NextScreen) then + begin //drop input when changing screens + if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then + Result := ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then + Result := ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then + Result := ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) + else + begin + Result := Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y); + + // if screen wants to exit + if not Result then + DoQuit; + end; end; end; end; @@ -459,6 +469,12 @@ begin // This would create a new OpenGL render-context and all texture data // would be invalidated. // On Linux the mode MUST be reset, otherwise graphics will be corrupted. + // Update: It seems to work now without creating a new OpenGL context. At least + // with Win7 and SDL 1.2.14. Maybe it generally works now with SDL 1.2.14 and we + // can switch it on for windows. + // Important: Unless SDL_SetVideoMode() is called (it is not on Windows), Screen.w + // and Screen.h are not valid after a resize and still contain the old size. Use + // ScreenW and ScreenH instead. {$IF Defined(Linux) or Defined(FreeBSD)} if boolean( Ini.FullScreen ) then SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN) @@ -468,52 +484,72 @@ begin end; SDL_KEYDOWN: begin + // translate CTRL-A (ASCII 1) - CTRL-Z (ASCII 26) to correct charcodes. + // keysyms (SDLK_A, ...) could be used instead but they ignore the + // current key mapping (if 'a' is pressed on a French keyboard the + // .unicode field will be 'a' and .sym SDLK_Q). + // IMPORTANT: if CTRL is pressed with a key different than 'A'-'Z' SDL + // will set .unicode to 0. There is no possibility to obtain a + // translated charcode. Use keysyms instead. + //if (Event.key.keysym.unicode in [1 .. 26]) then + // Event.key.keysym.unicode := Ord('A') + Event.key.keysym.unicode - 1; + // remap the "keypad enter" key to the "standard enter" key if (Event.key.keysym.sym = SDLK_KP_ENTER) then Event.key.keysym.sym := SDLK_RETURN; - if (Event.key.keysym.sym = SDLK_F11) or - ((Event.key.keysym.sym = SDLK_RETURN) and - ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen - begin - Ini.FullScreen := integer( not boolean( Ini.FullScreen ) ); - - // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to - // reload all texture data (-> whitescreen bug). - // Only Linux and FreeBSD are able to handle screen-switching this way. - {$IF Defined(Linux) or Defined(FreeBSD)} - if boolean( Ini.FullScreen ) then + if not Assigned(Display.NextScreen) then + begin //drop input when changing screens + { to-do : F11 was used for fullscreen toggle, too here + but we also use the key in screenname and some other + screens. It is droped although fullscreen toggle doesn't + even work on windows. + should we add (Event.key.keysym.sym = SDLK_F11) here + anyway? } + if ((Event.key.keysym.sym = SDLK_RETURN) and + ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen begin - SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); + Ini.FullScreen := integer( not boolean( Ini.FullScreen ) ); + + // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to + // reload all texture data (-> whitescreen bug). + // Only Linux and FreeBSD are able to handle screen-switching this way. + {$IF Defined(Linux) or Defined(FreeBSD)} + if boolean( Ini.FullScreen ) then + begin + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); + end + else + begin + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); + end; + + Display.SetCursor; + + glViewPort(0, 0, ScreenW, ScreenH); + {$IFEND} end + // if print is pressed -> make screenshot and save to screenshot path + else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then + Display.SaveScreenShot + // if there is a visible popup then let it handle input instead of underlying screen + // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check) + else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then + Result := ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) + else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then + Result := ScreenPopupInfo.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) + else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then + Result := ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) else begin - SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); - end; + // check if screen wants to exit + Result := Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true); - Display.SetCursor; - - glViewPort(0, 0, ScreenW, ScreenH); - {$IFEND} - end - // if print is pressed -> make screenshot and save to screenshot path - else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then - Display.SaveScreenShot - // if there is a visible popup then let it handle input instead of underlying screen - // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check) - else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then - Done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true) - else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then - Done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true) - else - begin - // check if screen wants to exit - Done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true); - - // if screen wants to exit - if Done then - DoQuit; + // if screen wants to exit + if not Result then + DoQuit; + end; end; end; SDL_JOYAXISMOTION: -- cgit v1.2.3