mirror of
https://github.com/Laex/Delphi-OpenCV.git
synced 2024-11-16 16:25:53 +01:00
2f087607e5
Signed-off-by: Mikhail Grigorev <sleuthhound@gmail.com>
567 lines
17 KiB
ObjectPascal
567 lines
17 KiB
ObjectPascal
unit sdlwindow;
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{
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$Id: sdlwindow.pas,v 1.9 2006/10/22 18:55:25 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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{ SDL Window Wrapper }
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{ }
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{ }
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{ The initial developer of this Pascal code was : }
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{ Dominique Louis <Dominique@SavageSoftware.com.au> }
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{ }
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{ Portions created by Dominique Louis are }
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{ Copyright (C) 2004 - 2100 Dominique Louis. }
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{ }
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{ }
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{ Contributor(s) }
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{ -------------- }
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{ Dominique Louis <Dominique@SavageSoftware.com.au> }
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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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{ SDL Window Wrapper }
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{ }
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{ }
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{ Requires }
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{ -------- }
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{ SDL.dll on Windows platforms }
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{ libSDL-1.1.so.0 on Linux platform }
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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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{ January 31 2003 - DL : Initial creation }
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{ }
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{
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$Log: sdlwindow.pas,v $
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Revision 1.9 2006/10/22 18:55:25 savage
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Slight Change to handle OpenGL context
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Revision 1.8 2005/08/03 18:57:32 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 1.7 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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Revision 1.6 2004/09/12 21:52:58 savage
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Slight changes to fix some issues with the sdl classes.
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Revision 1.5 2004/05/10 21:11:49 savage
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changes required to help get SoAoS off the ground.
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Revision 1.4 2004/05/01 14:59:27 savage
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Updated code
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Revision 1.3 2004/04/23 10:45:28 savage
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Changes made by Dean Ellis to work more modularly.
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Revision 1.2 2004/03/31 10:06:41 savage
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Changed so that it now compiles, but is untested.
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Revision 1.1 2004/02/05 00:08:20 savage
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Module 1.0 release
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}
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{******************************************************************************}
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interface
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{$i jedi-sdl.inc}
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uses
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Classes,
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sdl,
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sdlinput,
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sdlticks;
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type
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TSDLNotifyEvent = procedure {$IFNDEF NOT_OO}of object{$ENDIF};
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TSDLUpdateEvent = procedure( aElapsedTime : single ) {$IFNDEF NOT_OO}of object{$ENDIF};
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TSDLResizeEvent = procedure( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 ) {$IFNDEF NOT_OO}of object{$ENDIF};
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TSDLUserEvent = procedure( aType : UInt8; aCode : integer; aData1 : Pointer; aData2 : Pointer ) {$IFNDEF NOT_OO}of object{$ENDIF};
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TSDLActiveEvent = procedure( aGain: UInt8; aState: UInt8 ) {$IFNDEF NOT_OO}of object{$ENDIF};
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TSDLBaseWindow = class( TObject )
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private
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FDisplaySurface : PSDL_Surface;
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FVideoFlags : Uint32;
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FOnDestroy: TSDLNotifyEvent;
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FOnCreate: TSDLNotifyEvent;
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FOnShow: TSDLNotifyEvent;
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FOnResize: TSDLResizeEvent;
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FOnUpdate: TSDLUpdateEvent;
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FOnRender: TSDLNotifyEvent;
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FOnClose: TSDLNotifyEvent;
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FLoaded: Boolean;
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FRendering: Boolean;
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FHeight: integer;
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FBitDepth: integer;
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FWidth: integer;
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FInputManager: TSDLInputManager;
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FCaptionText : PChar;
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FIconName : PChar;
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FOnActive: TSDLActiveEvent;
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FOnQuit: TSDLNotifyEvent;
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FOnExpose: TSDLNotifyEvent;
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FOnUser: TSDLUserEvent;
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FTimer : TSDLTicks;
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protected
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procedure DoActive( aGain: UInt8; aState: UInt8 );
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procedure DoCreate;
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procedure DoClose;
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procedure DoDestroy;
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procedure DoUpdate( aElapsedTime : single );
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procedure DoQuit;
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procedure DoRender;
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procedure DoResize( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 );
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procedure DoShow;
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procedure DoUser( aType : UInt8; aCode : integer; aData1 : Pointer; aData2 : Pointer );
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procedure DoExpose;
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procedure Render; virtual;
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procedure Update( aElapsedTime : single ); virtual;
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procedure InitialiseObjects; virtual;
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procedure RestoreObjects; virtual;
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procedure DeleteObjects; virtual;
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function Flip : integer; virtual;
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property OnActive : TSDLActiveEvent read FOnActive write FOnActive;
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property OnClose: TSDLNotifyEvent read FOnClose write FOnClose;
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property OnDestroy : TSDLNotifyEvent read FOnDestroy write FOnDestroy;
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property OnCreate : TSDLNotifyEvent read FOnCreate write FOnCreate;
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property OnUpdate: TSDLUpdateEvent read FOnUpdate write FOnUpdate;
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property OnQuit : TSDLNotifyEvent read FOnQuit write FOnQuit;
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property OnResize : TSDLResizeEvent read FOnResize write FOnResize;
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property OnRender: TSDLNotifyEvent read FOnRender write FOnRender;
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property OnShow : TSDLNotifyEvent read FOnShow write FOnShow;
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property OnUser : TSDLUserEvent read FOnUser write FOnUser;
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property OnExpose : TSDLNotifyEvent read FOnExpose write FOnExpose;
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property DisplaySurface: PSDL_Surface read FDisplaySurface;
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public
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property InputManager : TSDLInputManager read FInputManager;
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property Loaded : Boolean read FLoaded;
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property Width : integer read FWidth;
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property Height : integer read FHeight;
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property BitDepth : integer read FBitDepth;
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property Rendering : Boolean read FRendering write FRendering;
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procedure SetCaption( const aCaptionText : string; const aIconName : string );
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procedure GetCaption( var aCaptionText : string; var aIconName : string );
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procedure SetIcon( aIcon : PSDL_Surface; aMask: UInt8 );
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procedure ActivateVideoMode;
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constructor Create( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 ); virtual;
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destructor Destroy; override;
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procedure InitialiseEnvironment;
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function Show : Boolean; virtual;
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end;
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TSDLCustomWindow = class( TSDLBaseWindow )
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public
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property OnCreate;
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property OnDestroy;
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property OnClose;
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property OnShow;
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property OnResize;
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property OnRender;
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property OnUpdate;
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property DisplaySurface;
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end;
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TSDL2DWindow = class( TSDLCustomWindow )
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public
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constructor Create( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 = SDL_DOUBLEBUF or SDL_SWSURFACE); override;
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procedure Render; override;
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procedure Update( aElapsedTime : single ); override;
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procedure InitialiseObjects; override;
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procedure RestoreObjects; override;
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procedure DeleteObjects; override;
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function Flip : integer; override;
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end;
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TSDL3DWindow = class( TSDLCustomWindow )
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public
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constructor Create( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 = SDL_OPENGL or SDL_DOUBLEBUF); override;
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function Flip : integer; override;
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procedure Render; override;
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procedure Update( aElapsedTime : single ); override;
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procedure InitialiseObjects; override;
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procedure RestoreObjects; override;
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procedure DeleteObjects; override;
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end;
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implementation
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uses
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logger,
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SysUtils;
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{ TSDLBaseWindow }
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procedure TSDLBaseWindow.ActivateVideoMode;
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begin
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FDisplaySurface := SDL_SetVideoMode( FWidth, FHeight, FBitDepth, FVideoFlags);
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if (FDisplaySurface = nil) then
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begin
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Log.LogError( Format('Could not set video mode: %s', [SDL_GetError]), 'Main');
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exit;
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end;
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SetCaption( 'Made with JEDI-SDL', 'JEDI-SDL Icon' );
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end;
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constructor TSDLBaseWindow.Create( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 );
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begin
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inherited Create;
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SDL_Init(SDL_INIT_EVERYTHING);
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FInputManager := TSDLInputManager.Create( [ itJoystick, itKeyBoard, itMouse ]);
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FTimer := TSDLTicks.Create;
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FWidth := aWidth;
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FHeight := aHeight;
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FBitDepth := aBitDepth;
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FVideoFlags := aVideoFlags;
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DoCreate;
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end;
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procedure TSDLBaseWindow.DeleteObjects;
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begin
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FLoaded := False;
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end;
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destructor TSDLBaseWindow.Destroy;
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begin
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DoDestroy;
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if FLoaded then
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DeleteObjects;
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if FInputManager <> nil then
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FreeAndNil( FInputManager );
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if FTimer <> nil then
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FreeAndNil( FTimer );
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if FDisplaySurface <> nil then
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SDL_FreeSurface( FDisplaySurface );
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inherited Destroy;
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SDL_Quit;
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end;
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procedure TSDLBaseWindow.DoActive(aGain, aState: UInt8);
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begin
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if Assigned( FOnActive ) then
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begin
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FOnActive( aGain, aState );
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end;
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end;
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procedure TSDLBaseWindow.DoClose;
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begin
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if Assigned( FOnClose ) then
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begin
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FOnClose;
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end;
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end;
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procedure TSDLBaseWindow.DoCreate;
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begin
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if Assigned( FOnCreate ) then
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begin
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FOnCreate;
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end;
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end;
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procedure TSDLBaseWindow.DoDestroy;
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begin
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if Assigned( FOnDestroy ) then
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begin
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FOnDestroy;
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end;
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end;
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procedure TSDLBaseWindow.DoExpose;
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begin
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if Assigned( FOnExpose ) then
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begin
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FOnExpose;
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end;
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end;
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procedure TSDLBaseWindow.DoUpdate( aElapsedTime : single );
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begin
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if Assigned( FOnUpdate ) then
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begin
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FOnUpdate( aElapsedTime );
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end;
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end;
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procedure TSDLBaseWindow.DoQuit;
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begin
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FRendering := false;
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if Assigned( FOnQuit ) then
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begin
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FOnQuit;
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end;
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end;
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procedure TSDLBaseWindow.DoRender;
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begin
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if Assigned( FOnRender ) then
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begin
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FOnRender;
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end;
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end;
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procedure TSDLBaseWindow.DoResize( aWidth : integer; aHeight : integer; aBitDepth : integer; aVideoFlags : Uint32 );
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begin
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// resize to the new size
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SDL_FreeSurface(FDisplaySurface);
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FWidth := aWidth;
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FHeight := aHeight;
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FBitDepth := aBitDepth;
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FVideoFlags := aVideoFlags;
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FDisplaySurface := SDL_SetVideoMode(aWidth, aHeight, aBitDepth, aVideoFlags);
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if Assigned( FOnResize ) then
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begin
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FOnResize( aWidth, aHeight, aBitDepth, aVideoFlags );
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end;
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end;
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procedure TSDLBaseWindow.DoShow;
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begin
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if Assigned( FOnShow ) then
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begin
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FOnShow;
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end;
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end;
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procedure TSDLBaseWindow.DoUser(aType: UInt8; aCode: integer; aData1, aData2: Pointer);
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begin
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if Assigned( FOnUser ) then
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begin
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FOnUser( aType, aCode, aData1, aData2 );
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end;
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end;
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function TSDLBaseWindow.Flip : integer;
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begin
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result := 0;
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end;
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procedure TSDLBaseWindow.GetCaption( var aCaptionText : string; var aIconName : string );
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begin
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aCaptionText := string( FCaptionText );
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aIconName := string( FIconName );
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end;
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procedure TSDLBaseWindow.InitialiseEnvironment;
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begin
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InitialiseObjects;
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RestoreObjects;
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end;
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procedure TSDLBaseWindow.InitialiseObjects;
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begin
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FLoaded := True;
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end;
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procedure TSDLBaseWindow.Update( aElapsedTime : single );
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begin
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DoUpdate( aElapsedTime );
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end;
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procedure TSDLBaseWindow.Render;
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begin
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DoRender;
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end;
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procedure TSDLBaseWindow.RestoreObjects;
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begin
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FLoaded := false;
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end;
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procedure TSDLBaseWindow.SetCaption( const aCaptionText : string; const aIconName : string );
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begin
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if FCaptionText <> aCaptionText then
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begin
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FCaptionText := PChar( aCaptionText );
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FIconName := PChar( aIconName );
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SDL_WM_SetCaption( FCaptionText, FIconName );
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end;
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end;
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procedure TSDLBaseWindow.SetIcon(aIcon: PSDL_Surface; aMask: UInt8);
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begin
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SDL_WM_SetIcon( aIcon, aMask );
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end;
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function TSDLBaseWindow.Show : Boolean;
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var
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eBaseWindowEvent : TSDL_Event;
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begin
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DoShow;
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FTimer.Init;
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FRendering := true;
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// repeat until we are told not to render
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while FRendering do
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begin
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// wait for an event
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while SDL_PollEvent( @eBaseWindowEvent ) > 0 do
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begin
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// check for a quit event
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case eBaseWindowEvent.type_ of
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SDL_ACTIVEEVENT :
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begin
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DoActive( eBaseWindowEvent.active.gain, eBaseWindowEvent.active.state );
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end;
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SDL_QUITEV :
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begin
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DoQuit;
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DoClose;
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end;
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SDL_USEREVENT :
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begin
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DoUser( eBaseWindowEvent.user.type_, eBaseWindowEvent.user.code, eBaseWindowEvent.user.data1, eBaseWindowEvent.user.data2 );
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end;
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SDL_VIDEOEXPOSE :
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begin
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DoExpose;
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end;
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SDL_VIDEORESIZE :
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begin
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DoResize( eBaseWindowEvent.resize.w, eBaseWindowEvent.resize.h, FDisplaySurface.format.BitsPerPixel, FVideoflags );
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end;
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end;
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InputManager.UpdateInputs( eBaseWindowEvent );
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end;
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// Prepare the Next Frame
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Update( FTimer.GetElapsedSeconds );
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// Display the Next Frame
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Render;
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// Flip the surfaces
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Flip;
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end;
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Result := FRendering;
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end;
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{ TSDL2DWindow }
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constructor TSDL2DWindow.Create(aWidth, aHeight, aBitDepth: integer; aVideoFlags: Uint32);
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begin
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// make sure double buffer is always included in the video flags
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inherited Create(aWidth,aHeight, aBitDepth, aVideoFlags or SDL_DOUBLEBUF);
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end;
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procedure TSDL2DWindow.DeleteObjects;
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begin
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inherited;
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end;
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function TSDL2DWindow.Flip: integer;
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begin
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// let's show the back buffer
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result := SDL_Flip( FDisplaySurface );
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end;
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procedure TSDL2DWindow.InitialiseObjects;
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begin
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inherited;
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end;
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procedure TSDL2DWindow.Update( aElapsedTime : single );
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begin
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inherited;
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end;
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procedure TSDL2DWindow.Render;
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begin
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inherited;
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end;
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procedure TSDL2DWindow.RestoreObjects;
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begin
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inherited;
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end;
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{ TSDL3DWindow }
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constructor TSDL3DWindow.Create(aWidth,
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aHeight, aBitDepth: integer; aVideoFlags: Uint32);
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begin
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// make sure opengl is always included in the video flags
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inherited Create(aWidth,aHeight, aBitDepth, aVideoFlags or SDL_OPENGL or SDL_DOUBLEBUF);
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end;
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procedure TSDL3DWindow.DeleteObjects;
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begin
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inherited;
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end;
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function TSDL3DWindow.Flip : integer;
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begin
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SDL_GL_SwapBuffers;
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result := 0;
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end;
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procedure TSDL3DWindow.InitialiseObjects;
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begin
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inherited;
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end;
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procedure TSDL3DWindow.Update( aElapsedTime : single );
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begin
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inherited;
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end;
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procedure TSDL3DWindow.Render;
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begin
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inherited;
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end;
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procedure TSDL3DWindow.RestoreObjects;
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begin
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inherited;
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end;
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end.
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