Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
This is a major sdl1.3 update so it should be tested with care (working great on ios)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
unit uStore;
interface
uses sysutils, uConsts, SDLh, GLunit, uTypes;
procedure initModule;
procedure freeModule;
procedure StoreLoad;
procedure StoreRelease;
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
procedure LoadHedgehogHat(HHGear: PGear; newHat: shortstring);
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure MakeCrossHairs;
implementation
uses uMisc, uConsole, uMobile, uVariables, uUtils, uTextures, uRender, uRenderUtils, uCommands, uDebug;
type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);
var MaxTextureSize: LongInt;
cGPUVendor: TGPUVendor;
function WriteInRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
var w, h: LongInt;
tmpsurf: PSDL_Surface;
clr: TSDL_Color;
finalRect: TSDL_Rect;
begin
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
tmpsurf:= doSurfaceConversion(tmpsurf);
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
WriteInRect:= finalRect
end;
procedure MakeCrossHairs;
var t: LongInt;
tmpsurf, texsurf: PSDL_Surface;
Color, i: Longword;
s : shortstring;
begin
s:= UserPathz[ptGraphics] + '/' + cCHFileName;
if not FileExists(s+'.png') then s:= Pathz[ptGraphics] + '/' + cCHFileName;
tmpsurf:= LoadImage(s, ifAlpha or ifCritical);
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, tmpsurf^.w, tmpsurf^.h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
Color:= Clan^.Color;
Color:= SDL_MapRGB(texsurf^.format, Color shr 16, Color shr 8, Color and $FF);
SDL_FillRect(texsurf, nil, Color);
SDL_UpperBlit(tmpsurf, nil, texsurf, nil);
TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Ooops', true);
if SDL_MustLock(texsurf) then
SDLTry(SDL_LockSurface(texsurf) >= 0, true);
// make black pixel be alpha-transparent
for i:= 0 to texsurf^.w * texsurf^.h - 1 do
if PLongwordArray(texsurf^.pixels)^[i] = AMask then PLongwordArray(texsurf^.pixels)^[i]:= (RMask or GMask or BMask) and Color;
if SDL_MustLock(texsurf) then
SDL_UnlockSurface(texsurf);
if CrosshairTex <> nil then FreeTexture(CrosshairTex);
CrosshairTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end;
SDL_FreeSurface(tmpsurf)
end;
procedure StoreLoad;
var s: shortstring;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
texsurf, flagsurf, iconsurf: PSDL_Surface;
begin
r.x:= 0;
r.y:= 0;
drY:= - 4;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
NameTagTex:= RenderStringTex(TeamName, Clan^.Color, Font);
r.w:= cTeamHealthWidth + 5;
r.h:= NameTagTex^.h;
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
DrawRoundRect(@r, cWhiteColor, cNearBlackColorChannels.value, texsurf, true);
rr:= r;
inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
DrawRoundRect(@rr, Clan^.Color, Clan^.Color, texsurf, false);
HealthTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf);
r.x:= 0;
r.y:= 0;
r.w:= 32;
r.h:= 32;
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
r.w:= 26;
r.h:= 19;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, texsurf, true);
// overwrite flag for cpu teams and keep players from using it
if (Hedgehogs[0].Gear <> nil) and (Hedgehogs[0].BotLevel > 0) then
if Flag = 'hedgewars' then Flag:= 'cpu'
else if Flag = 'cpu' then
Flag:= 'hedgewars';
flagsurf:= LoadImage(UserPathz[ptFlags] + '/' + Flag, ifNone);
if flagsurf = nil then flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, ifNone);
if flagsurf = nil then flagsurf:= LoadImage(UserPathz[ptFlags] + '/hedgewars', ifNone);
if flagsurf = nil then flagsurf:= LoadImage(Pathz[ptFlags] + '/hedgewars', ifNone);
TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);
copyToXY(flagsurf, texsurf, 2, 2);
SDL_FreeSurface(flagsurf);
flagsurf:= nil;
// restore black border pixels inside the flag
PLongwordArray(texsurf^.pixels)^[32 * 2 + 2]:= cNearBlackColor;
PLongwordArray(texsurf^.pixels)^[32 * 2 + 23]:= cNearBlackColor;
PLongwordArray(texsurf^.pixels)^[32 * 16 + 2]:= cNearBlackColor;
PLongwordArray(texsurf^.pixels)^[32 * 16 + 23]:= cNearBlackColor;
FlagTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf);
texsurf:= nil;
AIKillsTex := RenderStringTex(inttostr(stats.AIKills), Clan^.Color, fnt16);
dec(drY, r.h + 2);
DrawHealthY:= drY;
for i:= 0 to 7 do
with Hedgehogs[i] do
if Gear <> nil then
begin
NameTagTex:= RenderStringTex(Name, Clan^.Color, fnt16);
if Hat <> 'NoHat' then
begin
if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
LoadHedgehogHat(Gear, 'Reserved/' + Copy(Hat,9,Length(s)-8))
else
LoadHedgehogHat(Gear, Hat);
end
end;
end;
MissionIcons:= LoadImage(UserPathz[ptGraphics] + '/missions', ifNone);
if MissionIcons = nil then MissionIcons:= LoadImage(Pathz[ptGraphics] + '/missions', ifCritical);
iconsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 28, 28, 32, RMask, GMask, BMask, AMask);
if iconsurf <> nil then
begin
r.x:= 0;
r.y:= 0;
r.w:= 28;
r.h:= 28;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, iconsurf, true);
ropeIconTex:= Surface2Tex(iconsurf, false);
SDL_FreeSurface(iconsurf);
iconsurf:= nil;
end;
end;
procedure InitHealth;
var i, t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
RenderHealth(Hedgehogs[i]);
end
end;
procedure LoadGraves;
var t: LongInt;
texsurf: PSDL_Surface;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
if GraveName = '' then GraveName:= 'Statue';
texsurf:= LoadImage(UserPathz[ptGraves] + '/' + GraveName, ifTransparent);
if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, ifTransparent);
if texsurf = nil then texsurf:= LoadImage(UserPathz[ptGraves] + '/Statue', ifTransparent);
if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraves] + '/Statue', ifCritical or ifTransparent);
GraveTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end
end;
var ii: TSprite;
fi: THWFont;
ai: TAmmoType;
tmpsurf: PSDL_Surface;
i: LongInt;
begin
for fi:= Low(THWFont) to High(THWFont) do
with Fontz[fi] do
begin
s:= UserPathz[ptFonts] + '/' + Name;
if not FileExists(s) then s:= Pathz[ptFonts] + '/' + Name;
WriteToConsole(msgLoading + s + ' (' + inttostr(Height) + 'pt)... ');
Handle:= TTF_OpenFont(Str2PChar(s), Height);
SDLTry(Handle <> nil, true);
TTF_SetFontStyle(Handle, style);
WriteLnToConsole(msgOK)
end;
WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;
AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
with SpritesData[ii] do
// FIXME - add a sprite attribute to match on rq flags?
if (((cReducedQuality and (rqNoBackground or rqLowRes)) = 0) or // why rqLowRes?
(not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]))) and
(((cReducedQuality and rqPlainSplash) = 0) or ((not (ii in [sprSplash, sprDroplet, sprSDSplash, sprSDDroplet])))) and
(((cReducedQuality and rqKillFlakes) = 0) or (Theme = 'Snow') or (Theme = 'Christmas') or ((not (ii in [sprFlake, sprSDFlake])))) and
((cCloudsNumber > 0) or (ii <> sprCloud)) and
((vobCount > 0) or (ii <> sprFlake)) then
begin
if AltPath = ptNone then
if ii in [sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR, sprChunk] then // FIXME: hack
begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
end
else
begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
end
else begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(UserPathz[AltPath] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, ifAlpha or ifCritical or ifTransparent);
end;
if tmpsurf <> nil then
begin
if getImageDimensions then
begin
imageWidth:= tmpsurf^.w;
imageHeight:= tmpsurf^.h
end;
if getDimensions then
begin
Width:= tmpsurf^.w;
Height:= tmpsurf^.h
end;
if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
begin
Texture:= Surface2Tex(tmpsurf, true);
Texture^.Scale:= 2
end
else
begin
Texture:= Surface2Tex(tmpsurf, false);
// HACK: We should include some sprite attribute to define the texture wrap directions
if ((ii = sprWater) or (ii = sprSDWater)) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
end;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
if saveSurf then
Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
end
else
Surface:= nil
end;
AddProgress;
tmpsurf:= LoadImage(UserPathz[ptGraphics] + '/' + cHHFileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, ifAlpha or ifCritical or ifTransparent);
HHTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf);
InitHealth;
PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);
AddProgress;
// name of weapons in ammo menu
for ai:= Low(TAmmoType) to High(TAmmoType) do
with Ammoz[ai] do
begin
TryDo(trAmmo[NameId] <> '','No default text/translation found for ammo type #' + intToStr(ord(ai)) + '!',true);
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
TryDo(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ai)) + ' failed!',true);
tmpsurf:= doSurfaceConversion(tmpsurf);
if (NameTex <> nil) then
FreeTexture(NameTex);
NameTex:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
// number of weapons in ammo menu
for i:= Low(CountTexz) to High(CountTexz) do
begin
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), cWhiteColorChannels);
tmpsurf:= doSurfaceConversion(tmpsurf);
if (CountTexz[i] <> nil) then
FreeTexture(CountTexz[i]);
CountTexz[i]:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
AddProgress;
{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;
procedure StoreRelease;
var ii: TSprite;
ai: TAmmoType;
i, t: LongInt;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeTexture(SpritesData[ii].Texture);
SpritesData[ii].Texture:= nil;
if SpritesData[ii].Surface <> nil then
SDL_FreeSurface(SpritesData[ii].Surface);
SpritesData[ii].Surface:= nil;
end;
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
FreeTexture(HHTexture);
FreeTexture(PauseTexture);
FreeTexture(ConfirmTexture);
FreeTexture(SyncTexture);
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
FreeTexture(Ammoz[ai].NameTex);
end;
// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
begin
FreeTexture(CountTexz[i]);
end;
// free all team and hedgehog textures
for t:= 0 to Pred(TeamsCount) do
begin
if TeamsArray[t] <> nil then
begin
FreeTexture(TeamsArray[t]^.NameTagTex);
FreeTexture(TeamsArray[t]^.CrosshairTex);
FreeTexture(TeamsArray[t]^.GraveTex);
FreeTexture(TeamsArray[t]^.HealthTex);
FreeTexture(TeamsArray[t]^.AIKillsTex);
FreeTexture(TeamsArray[t]^.FlagTex);
for i:= 0 to cMaxHHIndex do
begin
FreeTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
end;
end;
end;
{$IFNDEF S3D_DISABLED}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
begin
glDeleteTextures(1, @texl);
glDeleteRenderbuffersEXT(1, @depthl);
glDeleteFramebuffersEXT(1, @framel);
glDeleteTextures(1, @texr);
glDeleteRenderbuffersEXT(1, @depthr);
glDeleteFramebuffersEXT(1, @framer)
end
{$ENDIF}
end;
procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
if Hedgehog.HealthTagTex <> nil then
FreeTexture(Hedgehog.HealthTagTex);
Hedgehog.HealthTagTex:= RenderStringTex(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;
function LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
s: shortstring;
begin
WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + '] ');
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
if tmpsurf = nil then
begin
OutError(msgFailed, (imageFlags and ifCritical) <> 0);
exit(nil)
end;
if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
begin
SDL_FreeSurface(tmpsurf);
OutError(msgFailedSize, (imageFlags and ifCritical) <> 0);
// dummy surface to replace non-critical textures that failed to load due to their size
exit(SDL_CreateRGBSurface(SDL_SWSURFACE, 2, 2, 32, RMask, GMask, BMask, AMask));
end;
tmpsurf:= doSurfaceConversion(tmpsurf);
if (imageFlags and ifTransparent) <> 0 then
TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
WriteLnToConsole(msgOK + ' (' + inttostr(tmpsurf^.w) + 'x' + inttostr(tmpsurf^.h) + ')');
LoadImage:= tmpsurf //Result
end;
procedure LoadHedgehogHat(HHGear: PGear; newHat: shortstring);
var texsurf: PSDL_Surface;
begin
texsurf:= LoadImage(UserPathz[ptHats] + '/' + newHat, ifNone);
if texsurf = nil then texsurf:= LoadImage(Pathz[ptHats] + '/' + newHat, ifNone);
// only do something if the hat could be loaded
if texsurf <> nil then
begin
// free the mem of any previously assigned texture
FreeTexture(HHGear^.Hedgehog^.HatTex);
// assign new hat to hedgehog
HHGear^.Hedgehog^.HatTex:= Surface2Tex(texsurf, true);
// cleanup: free temporary surface mem
SDL_FreeSurface(texsurf)
end;
end;
function glLoadExtension(extension : shortstring) : boolean;
begin
{$IF GLunit = gles11}
// FreePascal doesnt come with OpenGL ES 1.1 Extension headers
extension:= extension; // avoid hint
glLoadExtension:= false;
AddFileLog('OpenGL - "' + extension + '" skipped')
{$ELSE}
glLoadExtension:= glext_LoadExtension(extension);
if glLoadExtension then
AddFileLog('OpenGL - "' + extension + '" loaded')
else
AddFileLog('OpenGL - "' + extension + '" failed to load');
{$ENDIF}
end;
procedure SetupOpenGL;
var vendor: shortstring = '';
{$IFDEF DARWIN}
const one : LongInt = 1;
{$ENDIF}
begin
{$IFDEF SDL13}
// this function creates an opengles1.1 context by default on mobile devices
// use SDL_GL_SetAttribute to change this behaviour
SDLGLcontext:=SDL_GL_CreateContext(SDLwindow);
SDLTry(SDLGLcontext <> nil, true);
SDL_GL_SetSwapInterval(1);
{$ENDIF}
{$IFDEF IPHONEOS}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
vendor:= vendor; // avoid hint
one:= one; // avoid hint
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));
{$IFDEF DARWIN}
// fixes vsync in Snow Leopard
CGLSetParameter(CGLGetCurrentContext(), 222, @one);
{$ENDIF}
{$ENDIF}
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // no alpha channel required
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer has to be 16 bit only
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // try to prefer hardware rendering
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
AddFileLog(' |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
AddFileLog(' \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));
if MaxTextureSize <= 0 then
begin
MaxTextureSize:= 1024;
AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
end
else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
begin
cReducedQuality := cReducedQuality or rqNoBackground;
AddFileLog('Texture size too small for backgrounds, disabling.');
end;
{$IFDEF IPHONEOS}
cGPUVendor:= gvApple;
{$ELSE}
if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
cGPUVendor:= gvNVIDIA
else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
cGPUVendor:= gvATI
else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
cGPUVendor:= gvIntel;
{$ENDIF}
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$IFNDEF S3D_DISABLED}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
begin
// prepare left and right frame buffers and associated textures
if glLoadExtension('GL_EXT_framebuffer_object') then
begin
// left
glGenFramebuffersEXT(1, @framel);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
glGenRenderbuffersEXT(1, @depthl);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthl);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthl);
glGenTextures(1, @texl);
glBindTexture(GL_TEXTURE_2D, texl);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texl, 0);
// right
glGenFramebuffersEXT(1, @framer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
glGenRenderbuffersEXT(1, @depthr);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthr);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthr);
glGenTextures(1, @texr);
glBindTexture(GL_TEXTURE_2D, texr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texr, 0);
// reset
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
end
else
cStereoMode:= smNone;
end;
{$ENDIF}
if cGPUVendor = gvUnknown then
AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
// set view port to whole window
if (rotationQt = 0) or (rotationQt = 180) then
glViewport(0, 0, cScreenWidth, cScreenHeight)
else
glViewport(0, 0, cScreenHeight, cScreenWidth);
glMatrixMode(GL_MODELVIEW);
// prepare default translation/scaling
glLoadIdentity();
glRotatef(rotationQt, 0, 0, 1);
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
// enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// disable/lower perspective correction (will not need it anyway)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
// disable dithering
glDisable(GL_DITHER);
// enable common states by default as they save a lot
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
end;
procedure SetScale(f: GLfloat);
begin
// leave immediately if scale factor did not change
if f = cScaleFactor then exit;
if f = cDefaultZoomLevel then
glPopMatrix // "return" to default scaling
else // other scaling
begin
glPushMatrix; // save default scaling
glLoadIdentity;
glRotatef(rotationQt, 0, 0, 1);
glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
end;
cScaleFactor:= f;
end;
////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
texsurf: PSDL_Surface;
begin
if Step = 0 then
begin
WriteToConsole(msgLoading + 'progress sprite: ');
texsurf:= LoadImage(UserPathz[ptGraphics] + '/Progress', ifTransparent);
if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);
ProgrTex:= Surface2Tex(texsurf, false);
squaresize:= texsurf^.w shr 1;
numsquares:= texsurf^.h div squaresize;
SDL_FreeSurface(texsurf);
uMobile.GameLoading();
end;
TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);
glClear(GL_COLOR_BUFFER_BIT);
if Step < numsquares then r.x:= 0
else r.x:= squaresize;
r.y:= (Step mod numsquares) * squaresize;
r.w:= squaresize;
r.h:= squaresize;
DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
{$IFDEF SDL13}
SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
SDL_GL_SwapBuffers();
{$ENDIF}
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex);
uMobile.GameLoaded();
end;
function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
var tmpsurf: PSDL_SURFACE;
w, h, i, j: LongInt;
font: THWFont;
r, r2: TSDL_Rect;
wa, ha: LongInt;
tmpline, tmpline2, tmpdesc: ansistring;
begin
// make sure there is a caption as well as a sub caption - description is optional
if caption = '' then caption:= '???';
if subcaption = '' then subcaption:= ' ';
font:= CheckCJKFont(caption,fnt16);
font:= CheckCJKFont(subcaption,font);
font:= CheckCJKFont(description,font);
font:= CheckCJKFont(extra,font);
w:= 0;
h:= 0;
wa:= FontBorder * 2 + 4;
ha:= FontBorder * 2;
i:= 0; j:= 0; // avoid compiler hints
// TODO: Recheck height/position calculation
// get caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(caption), i, j);
// width adds 36 px (image + space)
w:= i + 36 + wa;
h:= j + ha;
// get sub caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(subcaption), i, j);
// width adds 36 px (image + space)
if w < (i + 36 + wa) then w:= i + 36 + wa;
inc(h, j + ha);
// get description's dimensions
tmpdesc:= description;
while tmpdesc <> '' do
begin
tmpline:= tmpdesc;
SplitByChar(tmpline, tmpdesc, '|');
if tmpline <> '' then
begin
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(tmpline), i, j);
if w < (i + wa) then w:= i + wa;
inc(h, j + ha)
end
end;
if extra <> '' then
begin
// get extra label's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(extra), i, j);
if w < (i + wa) then w:= i + wa;
inc(h, j + ha);
end;
// add borders space
inc(w, wa);
inc(h, ha + 8);
tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
TryDo(tmpsurf <> nil, 'RenderHelpWindow: fail to create surface', true);
// render border and background
r.x:= 0;
r.y:= 0;
r.w:= w;
r.h:= h;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, tmpsurf, true);
// render caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, ha, $ffffffff, font, caption);
// render sub caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, r.y + r.h, $ffc7c7c7, font, subcaption);
// render all description lines
tmpdesc:= description;
while tmpdesc <> '' do
begin
tmpline:= tmpdesc;
SplitByChar(tmpline, tmpdesc, '|');
r2:= r;
if tmpline <> '' then
begin
r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, $ff707070, font, tmpline);
// render highlighted caption (if there's a ':')
tmpline2:= '';
SplitByChar(tmpline, tmpline2, ':');
if tmpline2 <> '' then
WriteInRect(tmpsurf, FontBorder + 2, r2.y + r2.h, $ffc7c7c7, font, tmpline + ':');
end
end;
if extra <> '' then
r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, extracolor, font, extra);
r.x:= FontBorder + 6;
r.y:= FontBorder + 4;
r.w:= 32;
r.h:= 32;
SDL_FillRect(tmpsurf, @r, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);
RenderHelpWindow:= Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;
procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
i: LongInt;
extra: ansistring;
extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
if (cReducedQuality and rqTooltipsOff) <> 0 then
begin
WeaponTooltipTex:= nil;
exit
end;
// free old texture
FreeWeaponTooltip;
// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;
// default (no extra text)
extra:= '';
extracolor:= 0;
if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
begin
extra:= trmsg[sidNotYetAvailable];
extracolor:= LongInt($ffc77070);
end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility won't end your turn
begin
extra:= trmsg[sidNoEndTurn];
extracolor:= LongInt($ff70c770);
end
else
begin
extra:= '';
extracolor:= 0;
end;
// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(trammo[Ammoz[atype].NameId], trammoc[Ammoz[atype].NameId], trammod[Ammoz[atype].NameId], extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;
procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
DrawTexture(x, y, WeaponTooltipTex)
end;
procedure FreeWeaponTooltip;
begin
// free the existing texture (if there is any)
if WeaponTooltipTex = nil then
exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;
procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
ico: PSDL_Surface;
buf: array[byte] of char;
{$IFDEF SDL13}x, y: LongInt;{$ENDIF}
begin
s:= s; // avoid compiler hint
if Length(s) = 0 then cFullScreen:= not cFullScreen
else cFullScreen:= s = '1';
buf[0]:= char(0); // avoid compiler hint
AddFileLog('Prepare to change video parameters...');
flags:= SDL_OPENGL;// or SDL_RESIZABLE;
if cFullScreen then
flags:= flags or SDL_FULLSCREEN;
{$IFDEF SDL_IMAGE_NEWER}
WriteToConsole('Init SDL_image... ');
SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
WriteLnToConsole(msgOK);
{$ENDIF}
// load engine icon
{$IFDEF DARWIN}
ico:= LoadImage(UserPathz[ptGraphics] + '/hwengine_mac', ifIgnoreCaps);
if ico = nil then ico:= LoadImage(Pathz[ptGraphics] + '/hwengine_mac', ifIgnoreCaps);
{$ELSE}
ico:= LoadImage(UserPathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
if ico = nil then ico:= LoadImage(Pathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
{$ENDIF}
if ico <> nil then
begin
SDL_WM_SetIcon(ico, 0);
SDL_FreeSurface(ico)
end;
// set window caption
SDL_WM_SetCaption('Hedgewars', nil);
if SDLPrimSurface <> nil then
begin
AddFileLog('Freeing old primary surface...');
SDL_FreeSurface(SDLPrimSurface);
SDLPrimSurface:= nil;
end;
{$IFDEF SDL13}
// these values in x and y make the window appear in the center
x:= SDL_WINDOWPOS_CENTERED_MASK;
y:= SDL_WINDOWPOS_CENTERED_MASK;
flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN;
{$IFDEF IPHONEOS}
// make the sdl window appear on the second monitor when present
x:= x or (SDL_GetNumVideoDisplays() - 1);
y:= y or (SDL_GetNumVideoDisplays() - 1);
flags:= flags or SDL_WINDOW_BORDERLESS or SDL_WINDOW_RESIZABLE;
{$ENDIF}
SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
SDLTry(SDLwindow <> nil, true);
{$ELSE}
if not cOnlyStats then
begin
SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, cBits, flags);
SDLTry(SDLPrimSurface <> nil, true);
end;
{$ENDIF}
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
SetupOpenGL();
end;
procedure initModule;
var ai: TAmmoType;
i: LongInt;
begin
RegisterVariable('fullscr', vtCommand, @chFullScr, true);
SDLPrimSurface:= nil;
{$IFNDEF IPHONEOS}
rotationQt:= 0;
cGPUVendor:= gvUnknown;
{$ENDIF}
cScaleFactor:= 2.0;
SupportNPOTT:= false;
Step:= 0;
ProgrTex:= nil;
// init all ammo name texture pointers
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
Ammoz[ai].NameTex := nil;
end;
// init all count texture pointers
for i:= Low(CountTexz) to High(CountTexz) do
begin
CountTexz[i] := nil;
end;
end;
procedure freeModule;
begin
end;
end.