mirror of
https://github.com/Laex/Delphi-OpenCV.git
synced 2024-11-15 15:55:53 +01:00
2f087607e5
Signed-off-by: Mikhail Grigorev <sleuthhound@gmail.com>
203 lines
8.2 KiB
ObjectPascal
203 lines
8.2 KiB
ObjectPascal
unit sdlgameinterface;
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{
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$Id: sdlgameinterface.pas,v 1.4 2005/08/03 18:57:31 savage Exp $
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}
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{******************************************************************************}
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{ }
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{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
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{ Game Interface Base class }
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{ }
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{ The initial developer of this Pascal code was : }
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{ Dominqiue Louis <Dominique@SavageSoftware.com.au> }
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{ }
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{ Portions created by Dominqiue Louis are }
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{ Copyright (C) 2000 - 2001 Dominqiue Louis. }
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{ }
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{ }
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{ Contributor(s) }
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{ -------------- }
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{ }
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{ }
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{ Obtained through: }
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{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
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{ }
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{ You may retrieve the latest version of this file at the Project }
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{ JEDI home page, located at http://delphi-jedi.org }
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{ }
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{ The contents of this file are used with permission, subject to }
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{ the Mozilla Public License Version 1.1 (the "License"); you may }
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{ not use this file except in compliance with the License. You may }
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{ obtain a copy of the License at }
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{ http://www.mozilla.org/MPL/MPL-1.1.html }
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{ }
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{ Software distributed under the License is distributed on an }
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{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
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{ implied. See the License for the specific language governing }
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{ rights and limitations under the License. }
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{ }
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{ Description }
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{ ----------- }
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{ }
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{ }
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{ }
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{ }
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{ }
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{ }
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{ }
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{ Requires }
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{ -------- }
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{ The SDL Runtime libraris on Win32 : SDL.dll on Linux : libSDL.so }
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{ They are available from... }
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{ http://www.libsdl.org . }
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{ }
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{ Programming Notes }
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{ ----------------- }
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{ }
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{ }
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{ }
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{ }
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{ Revision History }
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{ ---------------- }
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{ September 23 2004 - DL : Initial Creation }
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{
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$Log: sdlgameinterface.pas,v $
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Revision 1.4 2005/08/03 18:57:31 savage
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Various updates and additions. Mainly to handle OpenGL 3D Window support and better cursor support for the mouse class
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Revision 1.3 2004/10/17 18:41:49 savage
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Slight Change to allow Reseting of Input Event handlers
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Revision 1.2 2004/09/30 22:35:47 savage
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Changes, enhancements and additions as required to get SoAoS working.
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}
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{******************************************************************************}
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interface
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uses
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sdl,
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sdlwindow;
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type
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TGameInterfaceClass = class of TGameInterface;
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TGameInterface = class( TObject )
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private
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FNextGameInterface : TGameInterfaceClass;
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protected
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Dragging : Boolean;
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Loaded : Boolean;
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procedure FreeSurfaces; virtual;
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procedure Render; virtual; abstract;
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procedure Close; virtual;
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procedure Update( aElapsedTime : single ); virtual;
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procedure MouseDown( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
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procedure MouseMove( Shift: TSDLMod; CurrentPos : TPoint; RelativePos : TPoint ); virtual;
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procedure MouseUp( Button : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
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procedure MouseWheelScroll( WheelDelta : Integer; Shift: TSDLMod; MousePos : TPoint ); virtual;
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procedure KeyDown( var Key: TSDLKey; Shift: TSDLMod; unicode : UInt16 ); virtual;
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public
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MainWindow : TSDLCustomWindow;
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procedure ResetInputManager;
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procedure LoadSurfaces; virtual;
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function PointIsInRect( Point : TPoint; x, y, x1, y1 : integer ) : Boolean;
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constructor Create( const aMainWindow : TSDLCustomWindow );
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destructor Destroy; override;
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property NextGameInterface : TGameInterfaceClass read FNextGameInterface write FNextGameInterface;
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end;
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implementation
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{ TGameInterface }
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procedure TGameInterface.Close;
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begin
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FNextGameInterface := nil;
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end;
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constructor TGameInterface.Create( const aMainWindow : TSDLCustomWindow );
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begin
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inherited Create;
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MainWindow := aMainWindow;
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FNextGameInterface := TGameInterface;
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ResetInputManager;
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end;
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destructor TGameInterface.Destroy;
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begin
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if Loaded then
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FreeSurfaces;
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inherited;
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end;
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procedure TGameInterface.FreeSurfaces;
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begin
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Loaded := False;
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end;
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procedure TGameInterface.KeyDown(var Key: TSDLKey; Shift: TSDLMod; unicode: UInt16);
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begin
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end;
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procedure TGameInterface.LoadSurfaces;
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begin
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Loaded := True;
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end;
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procedure TGameInterface.MouseDown(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
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begin
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Dragging := True;
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end;
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procedure TGameInterface.MouseMove(Shift: TSDLMod; CurrentPos, RelativePos: TPoint);
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begin
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end;
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procedure TGameInterface.MouseUp(Button: Integer; Shift: TSDLMod; MousePos: TPoint);
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begin
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Dragging := True;
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end;
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procedure TGameInterface.MouseWheelScroll(WheelDelta: Integer; Shift: TSDLMod; MousePos: TPoint);
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begin
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end;
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function TGameInterface.PointIsInRect( Point : TPoint; x, y, x1, y1: integer ): Boolean;
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begin
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if ( Point.x >= x )
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and ( Point.y >= y )
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and ( Point.x <= x1 )
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and ( Point.y <= y1 ) then
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result := true
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else
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result := false;
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end;
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procedure TGameInterface.ResetInputManager;
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var
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temp : TSDLNotifyEvent;
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begin
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MainWindow.InputManager.Mouse.OnMouseDown := MouseDown;
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MainWindow.InputManager.Mouse.OnMouseMove := MouseMove;
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MainWindow.InputManager.Mouse.OnMouseUp := MouseUp;
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MainWindow.InputManager.Mouse.OnMouseWheel := MouseWheelScroll;
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MainWindow.InputManager.KeyBoard.OnKeyDown := KeyDown;
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temp := Render;
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MainWindow.OnRender := temp;
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temp := Close;
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MainWindow.OnClose := temp;
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MainWindow.OnUpdate := Update;
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end;
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procedure TGameInterface.Update(aElapsedTime: single);
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begin
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end;
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end.
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