hedgewars/uRenderUtils.pas
author sheepluva
Sun, 25 Sep 2011 20:54:51 +0200
changeset 6026 2833862a7e00
parent 4976 088d40d8aba2
child 6286 835392304f81
permissions -rw-r--r--
get rid of that annoying 'Invalid state: in Lobby' message after room being closed or player being kicked from room. (the frontend always tried to leave the room he already left again)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uRenderUtils;
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interface
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uses SDLh, uTypes;
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procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
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procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
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procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);
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function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
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function  RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
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procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
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implementation
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uses uUtils, uVariables, uConsts, uTextures, sysutils, uDebug;
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procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
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var r: TSDL_Rect;
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begin
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    r:= rect^;
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    if Clear then SDL_FillRect(Surface, @r, 0);
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    BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
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    FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);
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    r.y:= rect^.y + 1;
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    r.h:= rect^.h - 2;
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    SDL_FillRect(Surface, @r, BorderColor);
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    r.x:= rect^.x + 1;
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    r.w:= rect^.w - 2;
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    r.y:= rect^.y;
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    r.h:= rect^.h;
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    SDL_FillRect(Surface, @r, BorderColor);
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    r.x:= rect^.x + 2;
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    r.y:= rect^.y + 1;
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    r.w:= rect^.w - 4;
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    r.h:= rect^.h - 2;
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    SDL_FillRect(Surface, @r, FillColor);
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    r.x:= rect^.x + 1;
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    r.y:= rect^.y + 2;
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    r.w:= rect^.w - 2;
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    r.h:= rect^.h - 4;
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    SDL_FillRect(Surface, @r, FillColor)
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end;
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function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
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var w, h: LongInt;
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    tmpsurf: PSDL_Surface;
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    clr: TSDL_Color;
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    finalRect: TSDL_Rect;
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begin
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    TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
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    finalRect.x:= X;
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    finalRect.y:= Y;
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    finalRect.w:= w + FontBorder * 2 + 4;
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    finalRect.h:= h + FontBorder * 2;
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    DrawRoundRect(@finalRect, cWhiteColor, endian(cNearBlackColorChannels.value), Surface, true);
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    clr.r:= (Color shr 16) and $FF;
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    clr.g:= (Color shr 8) and $FF;
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    clr.b:= Color and $FF;
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    tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
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    finalRect.x:= X + FontBorder + 2;
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    finalRect.y:= Y + FontBorder;
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    SDLTry(tmpsurf <> nil, true);
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    SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
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    SDL_FreeSurface(tmpsurf);
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    finalRect.x:= X;
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    finalRect.y:= Y;
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    finalRect.w:= w + FontBorder * 2 + 4;
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    finalRect.h:= h + FontBorder * 2;
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    WriteInRoundRect:= finalRect;
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end;
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procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
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var y, x, i, j: LongInt;
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    tmpPixel: Longword;
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    pixels: PLongWordArray;
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begin
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    TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
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    pixels:= Surface^.pixels;
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    if Vertical then
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    for y := 0 to (Surface^.h div 2) - 1 do
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        for x := 0 to Surface^.w - 1 do
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            begin
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            i:= y * Surface^.w + x;
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            j:= (Surface^.h - y - 1) * Surface^.w + x;
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            tmpPixel:= pixels^[i];
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            pixels^[i]:= pixels^[j];
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            pixels^[j]:= tmpPixel;
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            end
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    else
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    for x := 0 to (Surface^.w div 2) - 1 do
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        for y := 0 to Surface^.h -1 do
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            begin
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            i:= y*Surface^.w + x;
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            j:= y*Surface^.w + (Surface^.w - x - 1);
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            tmpPixel:= pixels^[i];
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            pixels^[i]:= pixels^[j];
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            pixels^[j]:= tmpPixel;
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            end;
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end;
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procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);
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var srcX, srcY, i, j, maxDest: LongInt;
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    srcPixels, destPixels: PLongWordArray;
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    r0, g0, b0, a0, r1, g1, b1, a1: Byte;
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begin
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    maxDest:= (dest^.pitch div 4) * dest^.h;
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    srcPixels:= src^.pixels;
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    destPixels:= dest^.pixels;
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    for srcX:= 0 to src^.w - 1 do
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    for srcY:= 0 to src^.h - 1 do
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        begin
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        i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX;
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        j:= srcY * (src^.pitch div 4) + srcX;
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        if (i < maxDest) and (srcPixels^[j] and AMask <> 0) then
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            begin
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            SDL_GetRGBA(destPixels^[i], dest^.format, @r0, @g0, @b0, @a0);
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            SDL_GetRGBA(srcPixels^[j], src^.format, @r1, @g1, @b1, @a1);
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            r0:= (r0 * (255 - LongInt(a1)) + r1 * LongInt(a1)) div 255;
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            g0:= (g0 * (255 - LongInt(a1)) + g1 * LongInt(a1)) div 255;
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            b0:= (b0 * (255 - LongInt(a1)) + b1 * LongInt(a1)) div 255;
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            a0:= (a0 * (255 - LongInt(a1)) + a1 * LongInt(a1)) div 255;
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            destPixels^[i]:= SDL_MapRGBA(dest^.format, r0, g0, b0, a0);
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            end;
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        end;
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end;
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procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
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var y, x, i, j: LongInt;
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    srcPixels, destPixels: PLongWordArray;
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begin
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    TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
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    TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
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    srcPixels:= src^.pixels;
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    destPixels:= dest^.pixels;
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    j:= 0;
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    for x := 0 to src^.w - 1 do
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        for y := 0 to src^.h - 1 do
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            begin
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            i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
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            destPixels^[j]:= srcPixels^[i];
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            inc(j)
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            end;
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end;
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function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
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var w, h: LongInt;
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    finalSurface: PSDL_Surface;
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begin
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    if length(s) = 0 then s:= ' ';
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    font:= CheckCJKFont(s, font);
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    w:= 0; h:= 0; // avoid compiler hints
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    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
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    finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
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            32, RMask, GMask, BMask, AMask);
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    TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
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    WriteInRoundRect(finalSurface, 0, 0, Color, font, s);
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    TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
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    RenderStringTex:= Surface2Tex(finalSurface, false);
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    SDL_FreeSurface(finalSurface);
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end;
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function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
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var textWidth, textHeight, x, y, w, h, i, j, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
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    finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
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    rect: TSDL_Rect;
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445d382cd401 A very very basic snow implementation
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    chars: set of char = [#9,' ',';',':','?','!',','];
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    substr: shortstring;
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    edge, corner, tail: TSPrite;
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begin
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    case SpeechType of
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        1: begin;
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        edge:= sprSpeechEdge;
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        corner:= sprSpeechCorner;
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        tail:= sprSpeechTail;
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        end;
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        2: begin;
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        edge:= sprThoughtEdge;
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        corner:= sprThoughtCorner;
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        tail:= sprThoughtTail;
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        end;
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        3: begin;
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        edge:= sprShoutEdge;
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        corner:= sprShoutCorner;
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        tail:= sprShoutTail;
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        end;
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        end;
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    edgeHeight:= SpritesData[edge].Height;
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    edgeWidth:= SpritesData[edge].Width;
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    cornerWidth:= SpritesData[corner].Width;
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    cornerHeight:= SpritesData[corner].Height;
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    // This one screws up WrapText
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    //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...';
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    // This one does not
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    //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... ';
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    numLines:= 0;
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    if length(s) = 0 then s:= '...';
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    font:= CheckCJKFont(s, font);
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    w:= 0; h:= 0; // avoid compiler hints
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    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
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    if w<8 then w:= 8;
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    j:= 0;
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    if (length(s) > 20) then
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        begin
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        w:= 0;
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        i:= round(Sqrt(length(s)) * 2);
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        s:= WrapText(s, #1, chars, i);
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        pos:= 1; prevpos:= 0; line:= 0;
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    // Find the longest line for the purposes of centring the text.  Font dependant.
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        while pos <= length(s) do
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            begin
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            if (s[pos] = #1) or (pos = length(s)) then
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                begin
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                inc(numlines);
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                if s[pos] <> #1 then inc(pos);
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                while s[prevpos+1] = ' ' do inc(prevpos);
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                substr:= copy(s, prevpos+1, pos-prevpos-1);
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                i:= 0; j:= 0;
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                TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(substr), i, j);
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                if i > w then w:= i;
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                prevpos:= pos;
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                end;
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            inc(pos);
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            end;
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        end
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    else numLines := 1;
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    textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
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    textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;
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    textHeight:=max(textHeight,edgeWidth);
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    //textWidth:=max(textWidth,SpritesData[tail].Width);
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    rect.x:= 0;
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    rect.y:= 0;
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    rect.w:= textWidth + (cornerWidth * 2);
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    rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
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    //s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);
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    finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);
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    TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
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    //////////////////////////////// CORNERS ///////////////////////////////
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    copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW
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    flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
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    x:= 0;
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    y:= textHeight + cornerHeight -1;
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    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW
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    flipSurface(SpritesData[corner].Surface, false);
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    x:= rect.w-cornerWidth-1;
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    y:= textHeight + cornerHeight -1;
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    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE
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    flipSurface(SpritesData[corner].Surface, true);
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    x:= rect.w-cornerWidth-1;
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    y:= 0;
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    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
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    flipSurface(SpritesData[corner].Surface, false); // restore original position
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    //////////////////////////////// END CORNERS ///////////////////////////////
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    //////////////////////////////// EDGES //////////////////////////////////////
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    x:= cornerWidth;
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    y:= 0;
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    while x < rect.w-cornerWidth-1 do
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        begin
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        copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
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        inc(x,edgeWidth);
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        end;
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    flipSurface(SpritesData[edge].Surface, true);
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    x:= cornerWidth;
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    y:= textHeight + cornerHeight*2 - edgeHeight-1;
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    while x < rect.w-cornerWidth-1 do
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        begin
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        copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
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        inc(x,edgeWidth);
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        end;
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    flipSurface(SpritesData[edge].Surface, true); // restore original position
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    rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
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    x:= rect.w - edgeHeight - 1;
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    y:= cornerHeight;
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    //// initially was going to rotate in place, but the SDL spec claims width/height are read only
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    copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
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    while y < textHeight + cornerHeight do
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        begin
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        copyToXY(rotatedEdge, finalSurface, x, y);
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        inc(y,edgeWidth);
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        end;
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    flipSurface(rotatedEdge, false); // restore original position
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    x:= 0;
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    y:= cornerHeight;
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    while y < textHeight + cornerHeight do
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        begin
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        copyToXY(rotatedEdge, finalSurface, x, y);
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        inc(y,edgeWidth);
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        end;
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    //////////////////////////////// END EDGES //////////////////////////////////////
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    x:= cornerWidth;
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    y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
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    copyToXY(SpritesData[tail].Surface, finalSurface, x, y);
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    rect.x:= edgeHeight;
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    rect.y:= edgeHeight;
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    rect.w:= rect.w - edgeHeight * 2;
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    rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
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    i:= rect.w;
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    j:= rect.h;
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    SDL_FillRect(finalSurface, @rect, cWhiteColor);
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    pos:= 1; prevpos:= 0; line:= 0;
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    while pos <= length(s) do
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        begin
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        if (s[pos] = #1) or (pos = length(s)) then
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            begin
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            if s[pos] <> #1 then inc(pos);
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            while s[prevpos+1] = ' 'do inc(prevpos);
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            substr:= copy(s, prevpos+1, pos-prevpos-1);
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            if Length(substr) <> 0 then
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            begin
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            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cNearBlackColorChannels);
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            rect.x:= edgeHeight + 1 + ((i - w) div 2);
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            // trying to more evenly position the text, vertically
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            rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
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            SDLTry(tmpsurf <> nil, true);
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            SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
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            SDL_FreeSurface(tmpsurf);
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            inc(line);
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            prevpos:= pos;
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            end;
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            end;
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        inc(pos);
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        end;
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    RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);
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    SDL_FreeSurface(rotatedEdge);
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    SDL_FreeSurface(finalSurface);
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end;
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4611
445d382cd401 A very very basic snow implementation
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end.