Engine:
* Reduced alt weapon box's size to 75%
* Updated DrawTextureF and DrawRotatedTextureF to support multiple columns as well as custom dimensions
--- a/hedgewars/uGears.pas Mon Feb 15 00:01:21 2010 +0000
+++ b/hedgewars/uGears.pas Mon Feb 15 14:04:29 2010 +0000
@@ -110,10 +110,7 @@
end;
rounded: array[0..MAXROPEPOINTS + 2] of TVertex2f;
end;
- ropeIconSurf: PSDL_Surface;
- ropeIconTex: PTexture;
- ropeIconIndex: LongInt;
-
+
procedure DeleteGear(Gear: PGear); forward;
procedure doMakeExplosion(X, Y, Radius: LongInt; Mask: LongWord); forward;
procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt); forward;
@@ -817,30 +814,20 @@
end
end;
-procedure RenderAltWeapon(Gear: PGear; sx, sy: LongInt);
-var r1, r2: TSDL_Rect;
+procedure DrawAltWeapon(Gear: PGear; sx, sy: LongInt);
begin
with PHedgehog(Gear^.Hedgehog)^ do
begin
- if ropeIconIndex <> ord(Ammo^[CurSlot, CurAmmo].AmmoType) then
- begin
- if ropeIconTex <> nil then
- FreeTexture(ropeIconTex);
- r1.x:= ((ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1) shr 5) * 32;
- r1.y:= ((ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1) mod 32) * 32;
- r1.w:= 32;
- r1.h:= 32;
- r2.x:= 2;
- r2.y:= 2;
- r2.w:= 32;
- r2.h:= 32;
- SDL_UpperBlit(SpritesData[sprAMAmmos].Surface, @r1, ropeIconSurf, @r2);
- ropeIconTex:= Surface2Tex(ropeIconSurf, true);
- ropeIconIndex:= ord(Ammo^[CurSlot, CurAmmo].AmmoType)
- end;
- // render the rope weapon icon (if weapon is alt useable)
- if (ropeIconTex <> nil) and ((Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0) then
- DrawTexture(sx + 16, sy + 16, ropeIconTex)
+ if not (((Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].Ammo.Propz and ammoprop_AltUse) <> 0) and ((Gear^.State and gstAttacked) = 0)) then
+ exit;
+
+ //r.x:= ((ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1) shr 5) * 32;
+ //r.y:= ((ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1) mod 32) * 32;
+ //r.w:= 32;
+ //r.h:= 32;
+ DrawTexture(sx + 16, sy + 16, ropeIconTex);
+ //DrawFromRect(sx + 18, sy + 18, @r, SpritesData[sprAMAmmos].Texture);
+ DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.75, sx + 30, sy + 30, ord(Ammo^[CurSlot, CurAmmo].AmmoType) - 1, 1, 32, 32);
end;
end;
@@ -1013,10 +1000,10 @@
DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + dAngle);
with PHedgehog(Gear^.Hedgehog)^ do
if (HatTex <> nil) then
- DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32,
+ DrawRotatedTextureF(HatTex, 1.0, -1.0, -6.0, sx, sy, 0, i, 32, 32,
i*DxDy2Angle(CurAmmoGear^.dY, CurAmmoGear^.dX) + hAngle);
- RenderAltWeapon(Gear, sx, sy);
+ DrawAltWeapon(Gear, sx, sy);
defaultPos:= false
end;
gtBlowTorch: begin
@@ -1209,6 +1196,7 @@
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX),
+ 32,
32);
end;
@@ -1275,6 +1263,7 @@
hwRound(Gear^.Y) - 8 + WorldDy,
(RealTicks div 128 + Gear^.Pos) mod 19,
hwSign(Gear^.dX),
+ 32,
32)
else
DrawTextureF(HatTex,
@@ -1283,6 +1272,7 @@
hwRound(Gear^.Y) - 8 + WorldDy,
0,
hwSign(Gear^.dX)*m,
+ 32,
32);
end;
if (Gear^.State and gstHHDriven) <> 0 then
@@ -1303,7 +1293,7 @@
if (CurAmmoGear^.MsgParam and gm_Left) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 2);
if (CurAmmoGear^.MsgParam and gm_Right) <> 0 then DrawSprite(sprJetpack, sx-32, sy-32, 3);
if CurAmmoGear^.Tex <> nil then DrawCentered(sx, sy - 40, CurAmmoGear^.Tex);
- RenderAltWeapon(Gear, sx, sy)
+ DrawAltWeapon(Gear, sx, sy)
end;
end;
end
@@ -1557,10 +1547,10 @@
gtDynamite: DrawSprite2(sprDynamite, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 25 + WorldDy, Gear^.Tag and 1, Gear^.Tag shr 1);
gtClusterBomb: DrawRotated(sprClusterBomb, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, Gear^.DirAngle);
gtCluster: DrawSprite(sprClusterParticle, hwRound(Gear^.X) - 8 + WorldDx, hwRound(Gear^.Y) - 8 + WorldDy, 0);
- gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 1 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 8);
+ gtFlame: DrawTextureF(SpritesData[sprFlame].Texture, 2 / (Gear^.Tag mod 3 + 2), hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, (GameTicks div 128 + LongWord(Gear^.Tag)) mod 8, 1, 16, 16);
gtParachute: begin
DrawSprite(sprParachute, hwRound(Gear^.X) - 24 + WorldDx, hwRound(Gear^.Y) - 48 + WorldDy, 0);
- RenderAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
+ DrawAltWeapon(Gear, hwRound(Gear^.X) + 1 + WorldDx, hwRound(Gear^.Y) - 3 + WorldDy)
end;
gtAirAttack: if Gear^.Tag > 0 then DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 0)
else DrawSprite(sprAirplane, hwRound(Gear^.X) - SpritesData[sprAirplane].Width div 2 + WorldDx, hwRound(Gear^.Y) - SpritesData[sprAirplane].Height div 2 + WorldDy, 1);
@@ -2147,7 +2137,6 @@
end;
procedure init_uGears;
-var r: TSDL_Rect;
begin
CurAmmoGear:= nil;
GearsList:= nil;
@@ -2159,22 +2148,11 @@
AllInactive:= false;
PrvInactive:= false;
-
- ropeIconSurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 36, 36, 32, RMask, GMask, BMask, AMask);
- r.x:= 0;
- r.y:= 0;
- r.w:= 36;
- r.h:= 36;
- DrawRoundRect(@r, cWhiteColor, cNearBlackColor, ropeIconSurf, true);
end;
procedure free_uGears;
begin
FreeGearsList();
- if ropeIconTex <> nil then
- FreeTexture(ropeIconTex);
- if ropeIconSurf <> nil then
- SDL_FreeSurface(ropeIconSurf);
end;
end.
--- a/hedgewars/uStore.pas Mon Feb 15 00:01:21 2010 +0000
+++ b/hedgewars/uStore.pas Mon Feb 15 14:04:29 2010 +0000
@@ -40,6 +40,7 @@
numsquares : LongInt;
ProgrTex: PTexture;
MissionIcons: PSDL_Surface;
+ ropeIconTex: PTexture;
procedure init_uStore;
procedure free_uStore;
@@ -52,8 +53,8 @@
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
-procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
-procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, Frames: LongInt; Angle: real);
+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);
@@ -180,7 +181,7 @@
i: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
- texsurf, flagsurf: PSDL_Surface;
+ texsurf, flagsurf, iconsurf: PSDL_Surface;
begin
r.x:= 0;
r.y:= 0;
@@ -256,7 +257,18 @@
end
end;
end;
- MissionIcons:= LoadImage(Pathz[ptGraphics] + '/missions', ifCritical);
+ 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;
@@ -499,60 +511,14 @@
glPopMatrix
end;
-procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
-var ft, fb: GLfloat;
- hw: LongInt;
- VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
+procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
-glPushMatrix;
-glTranslatef(X, Y, 0);
-glScalef(Scale, Scale, 1.0);
-
-if Dir < 0 then
- hw:= - 16
-else
- hw:= 16;
-
-ft:= Frame / Frames * Texture^.ry;
-fb:= (Frame + 1) / Frames * Texture^.ry;
-
-glBindTexture(GL_TEXTURE_2D, Texture^.id);
-
-VertexBuffer[0].X:= -hw;
-VertexBuffer[0].Y:= -16;
-VertexBuffer[1].X:= hw;
-VertexBuffer[1].Y:= -16;
-VertexBuffer[2].X:= hw;
-VertexBuffer[2].Y:= 16;
-VertexBuffer[3].X:= -hw;
-VertexBuffer[3].Y:= 16;
-
-TextureBuffer[0].X:= 0;
-TextureBuffer[0].Y:= ft;
-TextureBuffer[1].X:= Texture^.rx;
-TextureBuffer[1].Y:= ft;
-TextureBuffer[2].X:= Texture^.rx;
-TextureBuffer[2].Y:= fb;
-TextureBuffer[3].X:= 0;
-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
+ 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, Frames: LongInt; Angle: real);
-var ft, fb: GLfloat;
- hw: LongInt;
+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;
@@ -564,34 +530,41 @@
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:= - 16
+ hw:= w div -2
else
- hw:= 16;
+ hw:= w div 2;
+
+nx:= round(Texture^.w * Texture^.rx / w);
+ny:= round(Texture^.h * Texture^.ry / h);
-ft:= Frame / Frames * Texture^.ry;
-fb:= (Frame + 1) / Frames * Texture^.ry;
+ft:= ((Frame mod ny) / ny);
+fb:= (((Frame mod ny) + 1) / ny);
+fl:= ((Frame div ny) / nx) * Texture^.rx;
+fr:= (((Frame div ny) + 1) / nx);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
VertexBuffer[0].X:= -hw;
-VertexBuffer[0].Y:= -16;
+VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
-VertexBuffer[1].Y:= -16;
+VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
-VertexBuffer[2].Y:= 16;
+VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
-VertexBuffer[3].Y:= 16;
+VertexBuffer[3].Y:= w / 2;
-TextureBuffer[0].X:= 0;
+TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
-TextureBuffer[1].X:= Texture^.rx;
+TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
-TextureBuffer[2].X:= Texture^.rx;
+TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
-TextureBuffer[3].X:= 0;
+TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;
glEnableClientState(GL_VERTEX_ARRAY);
@@ -824,7 +797,7 @@
if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
end;
SDL_FreeSurface(MissionIcons);
-
+FreeTexture(ropeIconTex);
FreeTexture(HHTexture)
end;