hedgewars/uRenderUtils.pas
author unC0Rr
Wed, 28 Aug 2024 13:36:52 +0200
changeset 16048 eb015d6b4a2a
parent 16003 8bb07b0f50ca
child 16004 2146cb7be36f
permissions -rw-r--r--
Avoid creating unused string that is quite costly to produce

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uRenderUtils;

interface
uses SDLh, uTypes;

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);

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); inline;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);

function GetSurfaceFrameCoordinateX(Surface: PSDL_Surface; Frame, frameWidth, frameHeight: LongInt): LongInt;
function GetSurfaceFrameCoordinateY(Surface: PSDL_Surface; Frame, frameHeight: LongInt): LongInt;

procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt; frame: LongInt);
procedure DrawLine2Surf(dest: PSDL_Surface; x0,y0,x1,y1:LongInt; r,g,b: byte);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);

function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function  RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
function  RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;

function IsTooDarkToRead(TextColor: Longword): boolean; inline;

implementation
uses uVariables, uConsts, uTextures, SysUtils, uUtils, uDebug;

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, SDL_MapRGBA(Surface^.format, 0, 0, 0, 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 + cFontBorder div 2;
    r.h:= rect^.h - cFontBorder;
    SDL_FillRect(Surface, @r, BorderColor);
    r.x:= rect^.x + cFontBorder div 2;
    r.w:= rect^.w - cFontBorder;
    r.y:= rect^.y;
    r.h:= rect^.h;
    SDL_FillRect(Surface, @r, BorderColor);
    r.x:= rect^.x + cFontBorder;
    r.y:= rect^.y + cFontBorder div 2;
    r.w:= rect^.w - cFontBorder * 2;
    r.h:= rect^.h - cFontBorder;
    SDL_FillRect(Surface, @r, FillColor);
    r.x:= rect^.x + cFontBorder div 2;
    r.y:= rect^.y + cFontBorder;
    r.w:= rect^.w - cFontBorder;
    r.h:= rect^.h - cFontBorder * 2;
    SDL_FillRect(Surface, @r, FillColor);
end;
(*
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
begin
    WriteInRoundRect:= WriteInRoundRect(Surface, X, Y, Color, Font, s, 0);
end;*)

function GetSurfaceFrameCoordinateX(Surface: PSDL_Surface; Frame, frameWidth, frameHeight: LongInt): LongInt;
var nx, ny: LongInt;
begin
   nx:= Surface^.w div frameWidth; // number of horizontal frames
   if nx = 0 then nx:= 1; // one frame is minimum
   ny:= Surface^.h div frameHeight; // number of vertical frames
   if ny = 0 then ny:= 1;
   GetSurfaceFrameCoordinateX:= (Frame div ny) * frameWidth;
end;

function GetSurfaceFrameCoordinateY(Surface: PSDL_Surface; Frame, frameHeight: LongInt): LongInt;
var ny: LongInt;
begin
   ny:= Surface^.h div frameHeight; // number of vertical frames
   if ny = 0 then ny:= 1; // one frame is minimum
   GetSurfaceFrameCoordinateY:= (Frame mod ny) * frameHeight;
end;

function IsTooDarkToRead(TextColor: LongWord): boolean; inline;
var clr: TSDL_Color;
begin
    clr.r:= (TextColor shr 16) and $FF;
    clr.g:= (TextColor shr 8) and $FF;
    clr.b:= TextColor and $FF;
    IsTooDarkToRead:= not ((clr.r >= cInvertTextColorAt) or (clr.g >= cInvertTextColorAt) or (clr.b >= cInvertTextColorAt));
end;

function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring; maxLength: LongWord): TSDL_Rect;
var w, h: Longword;
    tmpsurf: PSDL_Surface;
    finalRect, textRect: TSDL_Rect;
    clr: TSDL_Color;
begin
    TTF_SizeUTF8(Fontz[Font].Handle, PChar(s), @w, @h);
    if (maxLength > 0) and (w > round(maxLength * HDPIScaleFactor)) then w := round(maxLength * HDPIScaleFactor);
    finalRect.x:= X;
    finalRect.y:= Y;
    finalRect.w:= w + cFontBorder * 2 + cFontPadding * 2;
    finalRect.h:= h + cFontBorder * 2;
    textRect.x:= X;
    textRect.y:= Y;
    textRect.w:= w;
    textRect.h:= h;
    clr.r:= (Color shr 16) and $FF;
    clr.g:= (Color shr 8) and $FF;
    clr.b:= Color and $FF;
    clr.a:= $FF;
    if (not IsTooDarkToRead(Color)) then
        DrawRoundRect(@finalRect, cWhiteColor, cNearBlackColor, Surface, true)
    else
        DrawRoundRect(@finalRect, cNearBlackColor, cWhiteColor, Surface, true);
    tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(s), clr);
    finalRect.x:= X + cFontBorder + cFontPadding;
    finalRect.y:= Y + cFontBorder;
    if SDLCheck(tmpsurf <> nil, 'TTF_RenderUTF8_Blended', true) then
        exit(finalRect);
    SDL_UpperBlit(tmpsurf, @textRect, Surface, @finalRect);
    SDL_FreeSurface(tmpsurf);
    finalRect.x:= X;
    finalRect.y:= Y;
    finalRect.w:= w + cFontBorder * 2 + cFontPadding * 2;
    finalRect.h:= h + cFontBorder * 2;
    WriteInRoundRect:= finalRect;
end;

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
    tmpPixel: Longword;
    pixels: PLongWordArray;
begin
    if checkFails(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true) then
        exit;
    SDL_LockSurface(Surface);
    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;
    SDL_UnlockSurface(Surface);
end;

procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
begin
    // copy from complete src
    copyToXYFromRect(src, dest, 0, 0, src^.w, src^.h, destX, destY);
end;

procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
var spi, dpi, iX, iY, dX, dY, lX, lY, aT: LongInt;
    srcPixels, destPixels: PLongWordArray;
    rD, gD, bD, aD, rT, gT, bT: Byte;
begin
    SDL_LockSurface(src);
    SDL_LockSurface(dest);

    srcPixels:= src^.pixels;
    destPixels:= dest^.pixels;

    // what's the offset between src and dest coords?
    dX:= destX - srcX;
    dY:= destY - srcY;

    // let's figure out where the rectangle we can actually copy ends
    lX:= min(srcX + srcW, src^.w) - 1;
    if lX + dx >= dest^.w then lX:= dest^.w - dx - 1;
    lY:= min(srcY + srcH, src^.h) - 1;
    if lY + dy >= dest^.h then lY:= dest^.h - dy - 1;

    for iX:= srcX to lX do
    for iY:= srcY to lY do
        begin
        // src pixel index
        spi:= iY * src^.pitch div 4  + iX;
        // dest pixel index
        dpi:= (iY + dY) * dest^.pitch div 4 + (iX + dX);

        // get src alpha (and set it as target alpha for now)
        aT:= (srcPixels^[spi] and AMask) shr AShift;

        // src pixel opaque?
        if aT = 255 then
            begin
            // just copy full pixel
            destPixels^[dpi]:= srcPixels^[spi];
            continue;
            end;

        // get dst alpha (without shift for now)
        aD:= (destPixels^[dpi] and AMask) shr AShift;

        // dest completely transparent?
        if aD = 0 then
            begin
            // just copy src pixel
            destPixels^[dpi]:= srcPixels^[spi];
            continue;
            end;

        // looks like some blending is necessary

        // set color of target RGB to src for now
        SDL_GetRGB(srcPixels^[spi],  src^.format,  @rT, @gT, @bT);
        SDL_GetRGB(destPixels^[dpi], dest^.format, @rD, @gD, @bD);
        // note: this is not how to correctly blend RGB, just sayin' (R,G,B are not linear...)
        rT:= (rD * (255 - aT) + rT * aT) div 255;
        gT:= (gD * (255 - aT) + gT * aT) div 255;
        bT:= (bD * (255 - aT) + bT * aT) div 255;
        aT:= aD + ((255 - LongInt(aD)) * aT div 255);

        destPixels^[dpi]:= SDL_MapRGBA(dest^.format, rT, gT, bT, Byte(aT));

        end;

    SDL_UnlockSurface(src);
    SDL_UnlockSurface(dest);
end;

procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
begin
   DrawSpriteFrame2Surf(sprite, dest, x, y, 0);
end;

procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y,frame: LongInt);
var numFramesFirstCol, row, col: LongInt;
begin
    numFramesFirstCol:= SpritesData[sprite].imageHeight div SpritesData[sprite].Height;
    row:= Frame mod numFramesFirstCol;
    col:= Frame div numFramesFirstCol;

    copyToXYFromRect(SpritesData[sprite].Surface, dest,
             col*SpritesData[sprite].Width,
             row*SpritesData[sprite].Height,
             SpritesData[sprite].Width,
             spritesData[sprite].Height,
             x,y);
end;

procedure DrawLine2Surf(dest: PSDL_Surface; x0, y0,x1,y1: LongInt; r,g,b: byte);
var
    dx,dy,err,e2,sx,sy: LongInt;
    yMax: LongInt;
    destPixels: PLongwordArray;
begin
    //max:= (dest^.pitch div 4) * dest^.h;
    yMax:= dest^.pitch div 4;

    SDL_LockSurface(dest);

    destPixels:= dest^.pixels;

    dx:= abs(x1-x0);
    dy:= abs(y1-y0);
    if x0 < x1 then sx:= 1 else sx:= -1;
    if y0 < y1 then sy:= 1 else sy:= -1;
    err:= dx-dy;

    while(true) do
        begin
        destPixels^[(y0 * yMax) + x0]:= SDL_MapRGB(dest^.format, r,g,b); //But will it blend? no

        if (x0 = x1) and (y0 = y1) then break;

        e2:= 2*err;
        if e2 > -dy then
            begin
            err:= err - dy;
            x0 := x0 + sx;
            end;

        if e2 < dx then
            begin
            err:= err + dx;
            y0:=y0+sy
            end;
        end;
    SDL_UnlockSurface(dest);
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
    checkFails(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
    checkFails(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
    if not allOK then exit;

    SDL_LockSurface(src);
    SDL_LockSurface(dest);

    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;

    SDL_UnlockSurface(src);
    SDL_UnlockSurface(dest);

end;

{$IFNDEF PAS2C}
// Wraps the text s by inserting breakStr as newlines with
// maximum column length maxCol.
// Same as Pascal's WrapText, but without the annoying
// behavior that text enclosed in " and ' disables word-wrapping
function SimpleWrapText(s, breakStr: string; maxCol: integer): string;
var
    breakChars: set of char = [#9,' ','-'];
begin
    // escape the " and ' characters before calling WrapText
    // using ASCII ESC control character
    s:= StringReplace(s, '"', #27+'Q', [rfReplaceAll]);
    s:= StringReplace(s, '''', #27+'q', [rfReplaceAll]);

    s:= WrapText(s, #1, breakChars, maxCol);

    // Undo the escapes
    s:= StringReplace(s, #27+'Q', '"', [rfReplaceAll]);
    s:= StringReplace(s, #27+'q', '''', [rfReplaceAll]);
    SimpleWrapText:= s;
end;
{$ENDIF}

function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
begin
    RenderStringTex:= RenderStringTexLim(s, Color, font, 0);
end;

function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
var w, h: Longword;
    finalSurface: PSDL_Surface;
begin
    if cOnlyStats then
        begin
        RenderStringTexLim:= nil;
        end
    else
        begin
        if length(s) = 0 then s:= _S' ';
        font:= CheckCJKFont(s, font);
        w:= 0; h:= 0; // avoid compiler hints
        TTF_SizeUTF8(Fontz[font].Handle, PChar(s), @w, @h);
        if (maxLength > 0) and (w > round(maxLength * HDPIScaleFactor)) then w := round(maxLength * HDPIScaleFactor);

        finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + cFontBorder*2 + cFontPadding*2, h + cFontBorder * 2,
                32, RMask, GMask, BMask, AMask);

        if checkFails(finalSurface <> nil, 'RenderString: fail to create surface', true) then
            exit(nil);

        WriteInRoundRect(finalSurface, 0, 0, Color, font, s, maxLength);

        checkFails(SDL_SetColorKey(finalSurface, SDL_TRUE, 0) = 0, errmsgTransparentSet, false);

        RenderStringTexLim:= Surface2Tex(finalSurface, false);

        SDL_FreeSurface(finalSurface);
        end;
end;

function GetNextSpeechLine(s: ansistring; ldelim: char; var startFrom: LongInt; out substr: ansistring): boolean;
var p, l, m, r: Integer;
    newl, skip: boolean;
    c         : char;
begin
    m:= Length(s);

    substr:= '';

    SetLengthA(substr, m);

    // number of chars read
    r:= 0;

    // number of chars to be written
    l:= 0;

    newl:= true;

    for p:= max(1, startFrom) to m do
        begin

        inc(r);
        // read char from source string
        c:= s[p];

        // strip empty lines, spaces and newlines on beginnings of line
        skip:= ((newl or (p = m)) and ((c = ' ') or (c = ldelim)));

        if (not skip) then
            begin
            newl:= (c = ldelim);
            // stop if we went past the end of the line
            if newl then
                break;

            // copy current char to output substring
            inc(l);
            substr[l]:= c;
            end;

        end;

    inc(startFrom, r);

    SetLengthA(substr, l);

    GetNextSpeechLine:= (l > 0);
end;

function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
    finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
    rect: TSDL_Rect;
    substr: ansistring;
    edge, corner, tail: TSPrite;
begin
    if cOnlyStats then exit(nil);

    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
        else
            exit(nil)
        end;
    edgeHeight:= SpritesData[edge].Height;
    edgeWidth:= SpritesData[edge].Width;
    cornerWidth:= SpritesData[corner].Width;
    cornerHeight:= SpritesData[corner].Height;

    numLines:= 0;

    if length(s) = 0 then
        s:= '...';
    font:= CheckCJKFont(s, font);
    w:= 0; h:= 0; // avoid compiler hints
    TTF_SizeUTF8(Fontz[font].Handle, PChar(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);
        {$IFNDEF PAS2C}
        s:= SimpleWrapText(s, #1, i);
        {$ENDIF}
        pos:= 1; line:= 0;
    // Find the longest line for the purposes of centring the text.  Font dependant.
        while GetNextSpeechLine(s, #1, pos, substr) do
            begin
            inc(numLines);
            i:= 0; j:= 0;
            TTF_SizeUTF8(Fontz[font].Handle, PChar(substr), @i, @j);
            if i > w then
                w:= i;
            end;
        end
    else numLines := 1;

    if numLines < 1 then
        begin
        s:= '...';
        numLines:= 1;
        end;

    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);

    if checkFails(finalSurface <> nil, 'RenderString: fail to create surface', true) then
        exit(nil);

    //////////////////////////////// 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, SDL_MapRGB(finalSurface^.format, cWhiteColor shr 16, cWhiteColor shr 8, cWhiteColor and $FF));

    pos:= 1; line:= 0;
    while GetNextSpeechLine(s, #1, pos, substr) do
        begin
        tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(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;
        if not SDLCheck(tmpsurf <> nil, 'TTF_RenderUTF8_Blended', true) then
        begin
            SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
            SDL_FreeSurface(tmpsurf);
        end;
        inc(line);
        end;

    RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);

    SDL_FreeSurface(rotatedEdge);
    SDL_FreeSurface(finalSurface);

end;

end.