Engine:
* Lowered the number of feathers spawned by Birdy
* Made hogs caugh/moan once they lose health due to poison - no longer random
Frontend:
* Modified game scheme editor to lookup the number of default ammoschemes (no longer hardcoded)
* Added new default game schemes: Barrel Mayhem, Tunnel Hogs
* Added new default weapon scheme: Tunnel Hogs
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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"}
unit uStore;
interface
uses sysutils, uConsts, uTeams, SDLh, uFloat, GLunit;
var PixelFormat: PSDL_PixelFormat;
SDLPrimSurface: PSDL_Surface;
PauseTexture,
SyncTexture,
ConfirmTexture: PTexture;
cScaleFactor: GLfloat;
SupportNPOTT: Boolean;
Step: LongInt;
squaresize : LongInt;
numsquares : LongInt;
ProgrTex: PTexture;
MissionIcons: PSDL_Surface;
ropeIconTex: PTexture;
procedure initModule;
procedure freeModule;
procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawFillRect(r: TSDL_Rect);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
function CheckCJKFont(s: ansistring; font: THWFont): THWFont;
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
//procedure rotateSurface(Surface: PSDL_Surface);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
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 Tint(r, g, b, a: Single);
implementation
uses uMisc, uConsole, uLand, uLocale, uWorld{$IFDEF IPHONEOS}, PascalExports{$ENDIF};
type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);
var HHTexture: PTexture;
MaxTextureSize: LongInt;
cGPUVendor: TGPUVendor;
procedure Tint(r, g, b, a: Single);
begin
glColor4f(r, g, b, a);
end;
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then SDL_FillRect(Surface, @r, 0);
BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);
r.y:= rect^.y + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor)
end;
function WriteInRoundRect(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
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
DrawRoundRect(@finalRect, cWhiteColor, endian(cNearBlackColorChannels.value), Surface, true);
clr.r:= (Color shr 16) and $FF;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
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;
WriteInRoundRect:= finalRect;
end;
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
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 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
Flag:= 'cpu'
else if Flag = 'cpu' then
Flag:= 'hedgewars';
flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, 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);
// 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;
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, CheckCJKFont(Name,fnt16));
if Hat <> 'NoHat' then
begin
if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
texsurf:= LoadImage(Pathz[ptHats] + '/Reserved/' + Copy(Hat,9,Length(s)-8), ifNone)
else
texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, ifNone);
if texsurf <> nil then
begin
HatTex:= Surface2Tex(texsurf, true);
SDL_FreeSurface(texsurf)
end
end
end;
end;
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)
end;
end;
procedure MakeCrossHairs;
var t: LongInt;
tmpsurf, texsurf: PSDL_Surface;
Color, i: Longword;
begin
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]:= 0;
if SDL_MustLock(texsurf) then
SDL_UnlockSurface(texsurf);
CrosshairTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end;
SDL_FreeSurface(tmpsurf)
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:= 'Simple';
texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, 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:= Pathz[ptFonts] + '/' + Name;
WriteToConsole(msgLoading + s + '... ');
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
if (not cReducedQuality) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake])) then // FIXME: hack
begin
if AltPath = ptNone then
if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifLowRes)
else
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical or ifLowRes)
else begin
tmpsurf:= LoadImage(Pathz[Path] + '/' + 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 imageWidth = 0 then imageWidth:= tmpsurf^.w;
if imageHeight = 0 then imageHeight:= tmpsurf^.h;
if Width = 0 then Width:= tmpsurf^.w;
if Height = 0 then Height:= tmpsurf^.h;
if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
Texture:= Surface2Tex(tmpsurf, true)
else
begin
Texture:= Surface2Tex(tmpsurf, false);
if (ii = sprWater) and not cReducedQuality then // HACK: We should include some sprite attribute to define the texture wrap directions
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
end;
end;
if saveSurf then Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
end
else
Surface:= nil
end;
AddProgress;
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
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
tmpsurf:= doSurfaceConversion(tmpsurf);
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);
CountTexz[i]:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
{$IFDEF DUMP}
//not working anymore, where are LandSurface and StoreSurface defined?
//SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
//SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
AddProgress;
{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
begin
DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
_l, _r, _t, _b: real;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= W;
rr.h:= H;
_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;
TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY)
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
hw, nx, ny: LongInt;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
glRotatef(Angle, 0, 0, -1)
else
glRotatef(Angle, 0, 0, 1);
glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if Dir < 0 then
hw:= w div -2
else
hw:= w div 2;
nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames
ft:= (Frame mod ny) * Texture^.ry / ny;
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
fl:= (Frame div ny) * Texture^.rx / nx;
fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
glBindTexture(GL_TEXTURE_2D, Texture^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;
TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawRotatedTex(SpritesData[Sprite].Texture,
SpritesData[Sprite].Width,
SpritesData[Sprite].Height,
X, Y, Dir, Angle)
end;
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
glRotatef(Angle, 0, 0, -1)
else
glRotatef(Angle, 0, 0, 1);
if Dir < 0 then glScalef(-1.0, 1.0, 1.0);
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
glPopMatrix
end;
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
begin
hw:= - hw;
glRotatef(Angle, 0, 0, -1);
end else
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, Tex^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
DrawSprite2 (Sprite, X, Y, col, row);
end;
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;
if (X < LeftX) then
r.x:= LeftX - X;
if (Y < TopY) then
r.y:= TopY - Y;
if (Y + SpritesData[Sprite].Height > BottomY) then
r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
r.w:= RightX - X + 1;
dec(r.h, r.y);
dec(r.w, r.x);
DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
begin
DrawTexture(X - Source^.w shr 1, Top, Source)
end;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
(x: -16; y: -16),
(x: 16; y: -16),
(x: 16; y: 16),
(x: -16; y: 16));
var l, r, t, b: real;
TextureBuffer: array [0..3] of TVertex2f;
begin
t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;
if Dir = -1 then
begin
l:= (Step + 1) * 32 / HHTexture^.w;
r:= Step * 32 / HHTexture^.w
end else
begin
l:= Step * 32 / HHTexture^.w;
r:= (Step + 1) * 32 / HHTexture^.w
end;
glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
TextureBuffer[0].X:= l;
TextureBuffer[0].Y:= t;
TextureBuffer[1].X:= r;
TextureBuffer[1].Y:= t;
TextureBuffer[2].X:= r;
TextureBuffer[2].Y:= b;
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glColor4f(1,1,1,1);
glPopMatrix
end;
procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glDisable(GL_TEXTURE_2D);
glColor4ub(0, 0, 0, 127);
VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D)
end;
procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeTexture(SpritesData[ii].Texture);
if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
end;
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
FreeTexture(HHTexture)
end;
function CheckCJKFont(s: ansistring; font: THWFont): THWFont;
var l, i : LongInt;
u: WideChar;
tmpstr: array[0..256] of WideChar;
begin
if (font >= CJKfnt16) or (length(s) = 0) then exit(font);
l:= Utf8ToUnicode(@tmpstr, Str2PChar(s), length(s))-1;
i:= 0;
while i < l do
begin
u:= tmpstr[i];
if (#$2E80 <= u) and (
(u <= #$2FDF ) or // CJK Radicals Supplement / Kangxi Radicals
((#$2FF0 <= u) and (u <= #$303F)) or // Ideographic Description Characters / CJK Radicals Supplement
((#$31C0 <= u) and (u <= #$31EF)) or // CJK Strokes
((#$3200 <= u) and (u <= #$4DBF)) or // Enclosed CJK Letters and Months / CJK Compatibility / CJK Unified Ideographs Extension A
((#$4E00 <= u) and (u <= #$9FFF)) or // CJK Unified Ideographs
((#$F900 <= u) and (u <= #$FAFF)) or // CJK Compatibility Ideographs
((#$FE30 <= u) and (u <= #$FE4F))) // CJK Compatibility Forms
then exit(THWFont( ord(font) + ((ord(High(THWFont))+1) div 2) ));
inc(i)
end;
exit(font);
(* two more to check. pascal WideChar is only 16 bit though
((#$20000 <= u) and (u >= #$2A6DF)) or // CJK Unified Ideographs Extension B
((#$2F800 <= u) and (u >= #$2FA1F))) // CJK Compatibility Ideographs Supplement *)
end;
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
var w, h : LongInt;
finalSurface: PSDL_Surface;
begin
if length(s) = 0 then s:= ' ';
font:= CheckCJKFont(s, font);
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
32, RMask, GMask, BMask, AMask);
TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
WriteInRoundRect(finalSurface, 0, 0, Color, font, s);
TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderStringTex:= Surface2Tex(finalSurface, false);
SDL_FreeSurface(finalSurface);
end;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
rect: TSDL_Rect;
chars: TSysCharSet = [#9,' ','.',';',':','?','!',','];
substr: shortstring;
edge, corner, tail: TSPrite;
begin
case SpeechType of
1: begin;
edge:= sprSpeechEdge;
corner:= sprSpeechCorner;
tail:= sprSpeechTail;
end;
2: begin;
edge:= sprThoughtEdge;
corner:= sprThoughtCorner;
tail:= sprThoughtTail;
end;
3: begin;
edge:= sprShoutEdge;
corner:= sprShoutCorner;
tail:= sprShoutTail;
end;
end;
edgeHeight:= SpritesData[edge].Height;
edgeWidth:= SpritesData[edge].Width;
cornerWidth:= SpritesData[corner].Width;
cornerHeight:= SpritesData[corner].Height;
// This one screws up WrapText
//s:= 'This is the song that never ends. ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
// This one does not
//s:= 'This is the song that never ends. cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... ';
numLines:= 0;
if length(s) = 0 then s:= '...';
font:= CheckCJKFont(s, font);
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
if w<8 then w:= 8;
j:= 0;
if (length(s) > 20) then
begin
w:= 0;
i:= round(Sqrt(length(s)) * 2);
s:= WrapText(s, #1, chars, i);
pos:= 1; prevpos:= 0; line:= 0;
// Find the longest line for the purposes of centring the text. Font dependant.
while pos <= length(s) do
begin
if (s[pos] = #1) or (pos = length(s)) then
begin
inc(numlines);
if s[pos] <> #1 then inc(pos);
while s[prevpos+1] = ' ' do inc(prevpos);
substr:= copy(s, prevpos+1, pos-prevpos-1);
i:= 0; j:= 0;
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(substr), i, j);
if i > w then w:= i;
prevpos:= pos;
end;
inc(pos);
end;
end
else numLines := 1;
textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;
textHeight:=max(textHeight,edgeWidth);
//textWidth:=max(textWidth,SpritesData[tail].Width);
rect.x:= 0;
rect.y:= 0;
rect.w:= textWidth + (cornerWidth * 2);
rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
//s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);
TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
//////////////////////////////// CORNERS ///////////////////////////////
copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW
flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
x:= 0;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW
flipSurface(SpritesData[corner].Surface, false);
x:= rect.w-cornerWidth-1;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE
flipSurface(SpritesData[corner].Surface, true);
x:= rect.w-cornerWidth-1;
y:= 0;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
flipSurface(SpritesData[corner].Surface, false); // restore original position
//////////////////////////////// END CORNERS ///////////////////////////////
//////////////////////////////// EDGES //////////////////////////////////////
x:= cornerWidth;
y:= 0;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true);
x:= cornerWidth;
y:= textHeight + cornerHeight*2 - edgeHeight-1;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true); // restore original position
rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
x:= rect.w - edgeHeight - 1;
y:= cornerHeight;
//// initially was going to rotate in place, but the SDL spec claims width/height are read only
copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
flipSurface(rotatedEdge, false); // restore original position
x:= 0;
y:= cornerHeight;
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
//////////////////////////////// END EDGES //////////////////////////////////////
x:= cornerWidth;
y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
copyToXY(SpritesData[tail].Surface, finalSurface, x, y);
rect.x:= edgeHeight;
rect.y:= edgeHeight;
rect.w:= rect.w - edgeHeight * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
i:= rect.w;
j:= rect.h;
SDL_FillRect(finalSurface, @rect, cWhiteColor);
pos:= 1; prevpos:= 0; line:= 0;
while pos <= length(s) do
begin
if (s[pos] = #1) or (pos = length(s)) then
begin
if s[pos] <> #1 then inc(pos);
while s[prevpos+1] = ' 'do inc(prevpos);
substr:= copy(s, prevpos+1, pos-prevpos-1);
if Length(substr) <> 0 then
begin
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cNearBlackColorChannels);
rect.x:= edgeHeight + 1 + ((i - w) div 2);
// trying to more evenly position the text, vertically
rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
SDL_FreeSurface(tmpsurf);
inc(line);
prevpos:= pos;
end;
end;
inc(pos);
end;
//TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(finalSurface);
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 + ' [flags: ' + inttostr(imageFlags) + ']... ');
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
if (imageFlags and ifLowRes) <> 0 then
begin
s:= filename + '-lowres.png';
if (tmpsurf <> nil) then
begin
if ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
begin
SDL_FreeSurface(tmpsurf);
{$IFDEF DEBUGFILE}
AddFileLog('...image too big, trying to load lowres version: ' + s + '...');
{$ENDIF}
tmpsurf:= IMG_Load(Str2PChar(s))
end;
end
else
begin
{$IFDEF DEBUGFILE}
AddFileLog('...image not found, trying to load lowres version: ' + s + '...');
{$ENDIF}
tmpsurf:= IMG_Load(Str2PChar(s))
end;
end;
if tmpsurf = nil then
begin
OutError(msgFailed, (imageFlags and ifCritical) <> 0);
exit(nil)
end;
if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
begin
SDL_FreeSurface(tmpsurf);
OutError(msgFailedSize, (imageFlags and ifCritical) <> 0);
// dummy surface to replace non-critical textures that failed to load due to their size
exit(SDL_CreateRGBSurface(SDL_SWSURFACE, 32, 32, 32, RMask, GMask, BMask, AMask));
end;
tmpsurf:= doSurfaceConversion(tmpsurf);
if (imageFlags and ifTransparent) <> 0 then
TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
WriteLnToConsole('(' + inttostr(tmpsurf^.w) + ',' + inttostr(tmpsurf^.h) + ') ');
WriteLnToConsole(msgOK);
LoadImage:= tmpsurf //Result
end;
function glLoadExtension(extension : shortstring) : boolean;
begin
{$IFDEF IPHONEOS}
glLoadExtension:= false;
{$ELSE}
glLoadExtension:= glext_LoadExtension(extension);
{$ENDIF}
{$IFDEF DEBUGFILE}
if not glLoadExtension then
AddFileLog('OpenGL - "' + extension + '" failed to load')
else
AddFileLog('OpenGL - "' + extension + '" loaded');
{$ENDIF}
end;
procedure SetupOpenGL;
var vendor: shortstring;
begin
{$IFDEF IPHONEOS}
//these are good performance savers, perhaps we could enable them by default
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
//SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
{$IFNDEF DARWIN}
if cVSyncInUse then
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
{$ENDIF}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
{$IFDEF DEBUGFILE}
AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + vendor);
AddFileLog(' |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
AddFileLog(' \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));
{$ENDIF}
if MaxTextureSize <= 0 then
begin
MaxTextureSize:= 1024;
{$IFDEF DEBUGFILE}
AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
{$ENDIF}
end;
{$IFNDEF IPHONEOS}
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;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$ELSE}
cGPUVendor:= gvApple;
{$ENDIF}
{$IFDEF DEBUGFILE}
if cGPUVendor = gvUnknown then
AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
{$ELSE}
// just avoid 'never used' compiler warning for now
if cGPUVendor = gvUnknown then cGPUVendor:= gvUnknown;
{$ENDIF}
// set view port to whole window
{$IFDEF IPHONEOS}
glViewport(0, 0, cScreenHeight, cScreenWidth);
{$ELSE}
glViewport(0, 0, cScreenWidth, cScreenHeight);
{$ENDIF}
glMatrixMode(GL_MODELVIEW);
// prepare default translation/scaling
glLoadIdentity();
{$IFDEF IPHONEOS}
glRotatef(-90, 0, 0, 1);
{$ENDIF}
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);
end;
procedure SetScale(f: GLfloat);
var
{$IFDEF IPHONEOS}
scale: GLfloat = 1.5;
{$ELSE}
scale: GLfloat = 2.0;
{$ENDIF}
begin
// leave immediately if scale factor did not change
if f = cScaleFactor then exit;
if f = scale then glPopMatrix // "return" to default scaling
else // other scaling
begin
glPushMatrix; // save default scaling
glLoadIdentity;
{$IFDEF IPHONEOS}
glRotatef(-90, 0, 0, 1);
{$ENDIF}
glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
end;
cScaleFactor:= f;
end;
////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
texsurf: PSDL_Surface;
begin
if Step = 0 then
begin
WriteToConsole(msgLoading + 'progress sprite: ');
texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);
ProgrTex:= Surface2Tex(texsurf, false);
squaresize:= texsurf^.w shr 1;
numsquares:= texsurf^.h div squaresize;
SDL_FreeSurface(texsurf);
end;
TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
if Step < numsquares then r.x:= 0
else r.x:= squaresize;
r.y:= (Step mod numsquares) * squaresize;
r.w:= squaresize;
r.h:= squaresize;
DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapBuffers();
{$IFDEF SDL13}
SDL_RenderPresent();
{$ENDIF}
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex);
end;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
tmpPixel: Longword;
pixels: PLongWordArray;
begin
TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
pixels:= Surface^.pixels;
if Vertical then
for y := 0 to (Surface^.h div 2) - 1 do
for x := 0 to Surface^.w - 1 do
begin
i:= y * Surface^.w + x;
j:= (Surface^.h - y - 1) * Surface^.w + x;
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end
else
for x := 0 to (Surface^.w div 2) - 1 do
for y := 0 to Surface^.h -1 do
begin
i:= y*Surface^.w + x;
j:= y*Surface^.w + (Surface^.w - x - 1);
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end;
end;
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);
var srcX, srcY, i, j, maxDest: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
maxDest:= (dest^.pitch div 4) * dest^.h;
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
for srcX:= 0 to src^.w - 1 do
for srcY:= 0 to src^.h - 1 do
begin
i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX;
j:= srcY * (src^.pitch div 4) + srcX;
// basic skip of transparent pixels - cleverness would be to do true alpha
if (i < maxDest) and (AMask and srcPixels^[j] <> 0) then destPixels^[i]:= srcPixels^[j];
end;
end;
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
j:= 0;
for x := 0 to src^.w - 1 do
for y := 0 to src^.h - 1 do
begin
i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
destPixels^[j]:= srcPixels^[i];
inc(j)
end;
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;
// 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 ':')
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, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);
RenderHelpWindow:= Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;
procedure RenderWeaponTooltip(atype: TAmmoType);
{$IFNDEF IPHONEOS}
var r: TSDL_Rect;
i: LongInt;
extra: ansistring;
extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
if not cWeaponTooltips then
begin
WeaponTooltipTex:= nil;
exit
end;
// free old texture
FreeWeaponTooltip;
// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 5) * 32;
r.y:= (i mod 32) * 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($ffc77070);
end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEndHint) <> 0 then // weapon or utility won't end your turn
begin
extra:= trmsg[sidNoEndTurn];
extracolor:= LongInt($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;
{$ELSE}
begin end;
{$ENDIF}
procedure ShowWeaponTooltip(x, y: LongInt);
begin
{$IFNDEF IPHONEOS}
// draw the texture if it exists
if WeaponTooltipTex <> nil then
DrawTexture(x, y, WeaponTooltipTex)
{$ENDIF}
end;
procedure FreeWeaponTooltip;
begin
{$IFNDEF IPHONEOS}
// free the existing texture (if there's any)
if WeaponTooltipTex = nil then
exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
{$ENDIF}
end;
procedure initModule;
begin
PixelFormat:= nil;
SDLPrimSurface:= nil;
{$IFNDEF IPHONEOS}cGPUVendor:= gvUnknown;{$ENDIF}
cScaleFactor:= 2.0;
SupportNPOTT:= false;
Step:= 0;
ProgrTex:= nil;
end;
procedure freeModule;
begin
end;
end.