hedgewars/uWorld.pas
author koda
Fri, 11 Oct 2013 00:07:23 +0200
changeset 9519 b8b5c82eb61b
parent 9485 3dee8a3b0406
child 9521 8054d9d775fd
child 9557 a5005b7ca305
permissions -rw-r--r--
fail early when an incompatible qt version is found
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 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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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure ResetWorldTex;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure InitTouchInterface;
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procedure SetUtilityWidgetState(ammoType: TAmmoType);
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procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore
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    , uMisc
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    , uIO
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    , uLocale
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    , uSound
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    , uAmmos
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    , uVisualGears
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    , uChat
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    , uLandTexture
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    , GLunit
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    , uVariables
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    , uUtils
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    , uTextures
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    , uRender
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    , uCaptions
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    , uCursor
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    , uCommands
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{$IFDEF USE_VIDEO_RECORDING}    
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    , uVideoRec
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{$ENDIF}    
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
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    AMAnimStartTime, AMState : LongInt;
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    AMAnimState: Single;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    prevPoint{, prevTargetPoint}: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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    isFirstFrame: boolean;
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    AMAnimType: LongInt;
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    recTexture: PTexture;
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    AmmoMenuTex     : PTexture;
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    HorizontOffset: LongInt;
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    cOffsetY: LongInt;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_MidDistance   = 0.0175;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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      AMAnimDuration = 200;
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      AMHidden    = 0;//AMState values
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      AMShowingUp = 1;
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      AMShowing   = 2;
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      AMHiding    = 3;
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      AMTypeMaskX     = $00000001;
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      AMTypeMaskY     = $00000002;
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      AMTypeMaskAlpha = $00000004;
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      //AMTypeMaskSlide = $00000008;
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{$IFDEF MOBILE}
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      AMSlotSize = 48;
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{$ELSE}
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      AMSlotSize = 32;
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{$ENDIF}
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      AMSlotPadding = (AMSlotSize - 32) shr 1;
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      cSendCursorPosTime = 50;
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      cCursorEdgesDist   = 100;
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// helper functions to create the goal/game mode string
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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var t: ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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    AddGoal:= s;
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end;
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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    AddGoal:= s;
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end;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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    begin
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    for i:= 0 to ClansCount * 4 do
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        begin
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        t:= GetRandom(ClansCount);
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        if t <> 0 then
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            begin
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            cp:= ClansArray[0];
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            ClansArray[0]:= ClansArray[t];
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            ClansArray[t]:= cp;
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            ClansArray[t]^.ClanIndex:= t;
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            ClansArray[0]^.ClanIndex:= 0;
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            if (LocalClan = t) then
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                LocalClan:= 0
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            else if (LocalClan = 0) then
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                LocalClan:= t
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            end;
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        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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    end;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
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parents: 2699
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
6580
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if LuaGoals <> '' then
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    g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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g:= AddGoal(g, gfResetWeps, gidResetWeps);
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g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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// fade in
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ScreenFade:= sfFromBlack;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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// modified mine timers?
4482
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   202
if cMinesTime <> 3000 then
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   203
    begin
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    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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   205
        g:= AddGoal(g, gfAny, gidNoMineTimer)
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   206
    else if cMinesTime < 0 then
4003
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        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   208
    else
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        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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   210
    end;
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// if the string has been set, show it for (default timeframe) seconds
6580
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if g <> '' then
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    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
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   216
cWaveWidth:= SpritesData[sprWater].Width;
2268
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
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//cWaveHeight:= SpritesData[sprWater].Height;
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nemo
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cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
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   219
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
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InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
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   221
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
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   222
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
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   223
prevPoint.Y:= cScreenHeight div 2;
8773
7d3af949dd34 remove engine warnings
sheepluva
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   224
//prevTargetPoint.X:= 0;
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sheepluva
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   225
//prevTargetPoint.Y:= 0;
6609
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koda
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   226
WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
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WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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   228
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   229
//aligns it to the bottom of the screen, minus the border
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SkyOffset:= 0;
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   231
HorizontOffset:= 0;
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   232
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InitTouchInterface();
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3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
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   235
end;
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   236
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   237
procedure InitCameraBorders;
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   238
begin
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   239
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   240
end;
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   241
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   242
procedure InitTouchInterface;
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   243
begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
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   244
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
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   245
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   246
//positioning of the buttons
9377
48ab6dea8d2f remove old and unused getScreenDPI code
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   247
buttonScale:= 1 / cDefaultZoomLevel;
6683
75a1d84ac606 small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
koda
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   248
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   249
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   250
with JumpWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   251
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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    show:= true;
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   253
    sprite:= sprJumpWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   254
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   255
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   256
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
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   257
    frame.y:= cScreenHeight - frame.h * 2;
6710
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   258
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   259
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   261
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   262
    end;
6637
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   263
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   264
with AMWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   265
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   266
    show:= true;
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   267
    sprite:= sprAMWidget;
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32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   268
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   269
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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   270
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
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   271
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
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   272
    active.x:= frame.x;
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   273
    active.y:= frame.y;
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   274
    active.w:= frame.w;
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   275
    active.h:= frame.h;
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   276
    end;
6637
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   277
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   278
with arrowLeft do
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   279
    begin
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   280
    show:= true;
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   281
    sprite:= sprArrowLeft;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   282
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   283
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   284
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   285
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
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   286
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   287
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   288
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   289
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   290
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   291
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   292
with arrowRight do
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   293
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   294
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   295
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   296
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   297
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   298
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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diff changeset
   299
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   300
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   301
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   302
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   303
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   304
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   305
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   306
with firebutton do
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   307
    begin
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   308
    show:= true;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   309
    sprite:= sprFireButton;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   310
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   311
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   312
    frame.x:= arrowRight.frame.x + arrowRight.frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   313
    frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   314
    active.x:= frame.x;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   315
    active.y:= frame.y;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   316
    active.w:= frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   317
    active.h:= frame.h;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   318
    end;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   319
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   320
with arrowUp do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   321
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   322
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   323
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   324
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   325
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   326
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   327
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   328
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   329
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   330
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   331
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   332
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   333
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   334
         target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   335
         target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   336
         source.x:= frame.x - Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   337
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   338
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   339
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   340
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   341
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   342
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   343
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   344
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   345
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   346
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   347
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   348
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   349
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   350
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   351
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   352
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   353
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   354
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   355
        target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   356
        target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   357
        source.x:= frame.x + Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   358
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   359
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   360
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   361
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   362
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   363
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   364
    show:= true;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   365
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   366
    frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   367
    frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   368
    frame.x:= cScreenWidth div 2 - frame.w;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   369
    frame.y:= 0;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   370
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   371
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   372
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   373
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   374
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   375
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   376
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   377
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   378
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   379
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   380
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   381
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   382
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   383
    frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   384
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   385
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   386
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   387
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   388
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   389
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   390
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   391
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   392
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   393
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   394
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   395
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   396
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   397
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   398
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   399
// for uStore texture resetting
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   400
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   401
begin
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   402
    FreeTexture(fpsTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   403
    fpsTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   404
    FreeTexture(timeTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   405
    timeTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   406
    FreeTexture(missionTex);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   407
    missionTex:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   408
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   409
    recTexture:= nil;
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   410
end;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   411
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   412
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   413
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   414
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   415
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   416
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   417
    AMRect: TSDL_Rect;
7049
35d762458d66 minor changes for warnings and a variables scope
koda
parents: 7028
diff changeset
   418
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   419
begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   420
    SlotsNum:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   421
    for i:= 0 to cMaxSlotIndex do
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   422
        if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   423
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   424
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   425
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   426
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   427
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   428
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   429
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   430
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   431
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   432
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   433
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   434
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   435
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   436
{$ENDIF}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   437
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   438
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   439
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   440
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   441
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   442
    
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   443
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   444
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   445
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   446
    AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   447
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   448
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   449
    
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   450
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   451
    y:= AMRect.y;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   452
    for i:= 0 to cMaxSlotIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   453
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   454
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   455
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   456
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   457
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   458
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   459
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   460
{$IFDEF USE_AM_NUMCOLUMN}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   461
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   462
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   463
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   464
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   465
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   466
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   467
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   468
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   469
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   470
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   471
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   472
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   473
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   474
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   475
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   476
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   477
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   478
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   479
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   480
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   481
                    if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   482
                        begin
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   483
                        DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, 
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   484
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   485
                        if STurns < 100 then
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   486
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface, 
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   487
                                x + AMSlotSize-16, 
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   488
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   489
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   490
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   491
                        begin
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   492
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, 
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   493
                                                               y + AMSlotPadding, AMFrame);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   494
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   495
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   496
	    inc(y, AMSlotSize + 1); //the plus one is for the border
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   497
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   498
	    inc(x, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   499
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   500
	    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   501
	end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   502
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   503
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   504
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   505
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   506
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   507
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   508
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   509
for i:= 1 to SlotsNumX -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   510
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);            
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   511
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   512
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   513
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   514
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   515
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   516
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   517
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   518
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   519
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   520
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   521
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   522
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   523
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   524
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   525
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   526
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   527
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   528
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   529
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   530
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   531
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   532
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   535
    Ammo: PHHAmmo;
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   536
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   537
begin
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   538
if TurnTimeLeft = 0 then bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   539
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   540
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   541
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   542
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   544
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   546
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   547
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   548
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   549
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   550
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   551
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   552
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   553
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   554
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   555
//Init the menu 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   556
if(AmmoMenuInvalidated) then 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   557
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   558
    AmmoMenuInvalidated:= false;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   559
    FreeTexture(AmmoMenuTex);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   560
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   561
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   562
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   563
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   564
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   565
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   566
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   567
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   568
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   569
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   570
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   571
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   572
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   573
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   574
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
{$ENDIF}
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   577
    if AMState <> AMShowing then
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   578
        begin
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   579
        AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   580
        AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   581
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   582
        if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   583
        else AMShiftTargetX:= 0;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   584
        if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight        - AmmoRect.y
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   585
        else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   586
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   587
        AMShiftX:= AMShiftTargetX;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   588
        AMShiftY:= AMShiftTargetY
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   589
        end
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   590
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   591
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   592
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   593
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   594
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   595
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   596
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   597
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   598
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   599
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   600
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   601
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   602
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   603
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   604
        AMShiftY:= 0;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   605
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   606
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   607
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   608
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   609
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   610
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   611
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   612
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   613
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   614
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   615
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   616
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   617
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   618
            AMShiftY:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   619
            CursorPoint.X:= AmmoRect.x + AmmoRect.w;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   620
            CursorPoint.Y:= AmmoRect.y;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   621
            AMState:= AMShowing;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   622
            end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   623
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   624
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   625
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   626
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   627
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   628
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   629
        AMShiftY:= AMShiftTargetY;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   630
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   631
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   632
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   633
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   634
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   635
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   636
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   637
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   638
                Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   639
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   640
         else 
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   641
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   642
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   643
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   644
            prevPoint:= CursorPoint;
8773
7d3af949dd34 remove engine warnings
sheepluva
parents: 8675
diff changeset
   645
            //prevTargetPoint:= TargetCursorPoint;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   646
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   647
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   648
    end;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   649
    
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   650
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   651
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   652
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   653
    Tint($FF, $ff, $ff, $ff);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   654
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   655
Pos:= -1;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   656
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   657
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   658
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   659
    for i:= 0 to cMaxSlotIndex do
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   660
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   661
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   662
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   663
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   664
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   665
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   666
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   667
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   668
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   669
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   670
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   671
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
   672
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
   673
                       (CursorPoint.X >  AmmoRect.x                   + ( c    * (AMSlotSize+1))) and 
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   674
                       (CursorPoint.X <= AmmoRect.x                   + ((c+1) * (AMSlotSize+1))) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   675
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   676
                        Slot:= i;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   677
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   678
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   679
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   680
                            DrawSprite(sprAMSlot, 
6645
9ff40cf44827 Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
nemo
parents: 6644
diff changeset
   681
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding, 
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   682
                                       AmmoRect.y + BORDERSIZE + (g  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   683
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   684
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   685
                   end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   686
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   687
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   688
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   689
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   690
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   691
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   692
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   693
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   694
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   695
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   696
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   697
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   698
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   699
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   700
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   701
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
7840
7d86dbcd6325 Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents: 7721
diff changeset
   702
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
7d86dbcd6325 Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents: 7721
diff changeset
   703
                       (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and 
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   704
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   705
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   706
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   707
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   708
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   709
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   710
                            DrawSprite(sprAMSlot, 
6645
9ff40cf44827 Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
nemo
parents: 6644
diff changeset
   711
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding, 
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   712
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   713
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   714
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   715
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   716
            end;
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   717
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   718
    if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   719
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   720
        if (AMShiftX = 0) and (AMShiftY = 0) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   721
        if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   722
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   723
            if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   724
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   725
                amSel:= Ammo^[Slot, Pos].AmmoType;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   726
                RenderWeaponTooltip(amSel)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   727
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   728
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   729
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   730
                        AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   731
                        Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   732
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   733
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   734
                            AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   735
                            CountTexz[Ammo^[Slot, Pos].Count]);
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   736
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   737
            if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   738
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   739
                bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   740
                SetWeapon(Ammo^[Slot, Pos].AmmoType);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   741
                bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   742
                FreeWeaponTooltip;
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   743
{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation
6941
228c0ab239f1 add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents: 6924
diff changeset
   744
                if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   745
                    begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   746
                    if not(arrowUp.show) then
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   747
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   748
                        animateWidget(@arrowUp, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   749
                        animateWidget(@arrowDown, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   750
                        end;
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   751
                    end
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   752
                else
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   753
                    if arrowUp.show then
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   754
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   755
                        animateWidget(@arrowUp, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   756
                        animateWidget(@arrowDown, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   757
                        end;
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
   758
                SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType);
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   759
{$ENDIF}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   760
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   761
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   762
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   763
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   764
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   765
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   766
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   767
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   768
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   769
        if not isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   770
            ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   771
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   772
        ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   773
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   774
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   775
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   776
{$IFNDEF USE_TOUCH_INTERFACE}
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   777
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   778
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   779
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   780
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   781
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   782
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   783
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   784
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   785
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   786
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   787
if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   788
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   789
    SDWaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   790
    SDWaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   791
    SDWaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   792
    SDWaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   793
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   794
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   795
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   796
    WaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   797
    WaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   798
    WaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   799
    WaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   800
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   801
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   802
lw:= cScreenWidth / cScaleFactor;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   803
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   804
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   805
    // Water
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   806
r.y:= OffsetY + WorldDy + cWaterLine;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   807
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   808
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   809
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   810
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   811
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   812
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   813
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   814
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   815
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   816
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   817
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   818
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   819
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   820
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   821
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   822
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   823
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   824
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   825
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   826
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   827
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   828
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   829
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2171
8208946331ba Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
nemo
parents: 2162
diff changeset
   830
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   831
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   832
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   833
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   834
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   835
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   836
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   837
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   838
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   839
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   840
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   841
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   842
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   843
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   844
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   845
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   846
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   847
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   848
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   849
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   850
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   851
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   852
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   853
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   854
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   855
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   856
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   857
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   858
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   859
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   860
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   861
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   862
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   863
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   864
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   865
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   866
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   867
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   868
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   869
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   870
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   871
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   872
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   873
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   874
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   875
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   876
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   877
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   878
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   879
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   880
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   881
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   882
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   883
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   884
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   885
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   886
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   887
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   888
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   889
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   890
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   891
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   892
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   893
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   894
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   895
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   896
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   897
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   898
        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   899
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   900
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   901
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   902
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   903
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   904
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   905
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   906
sw:= round(cScreenWidth / cScaleFactor);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   907
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   908
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   909
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   910
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   911
    i:= Shift mod w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   912
    if i > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   913
        dec(i, w);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   914
    dec(i, w * (sw div w + 1));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   915
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   916
    DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   917
    inc(i, w)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   918
    until i > sw
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   919
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   920
else if SpritesData[spr].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   921
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   922
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   923
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   924
    lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   925
    lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   926
    if SpritesData[sprR].Texture <> nil then
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   927
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   928
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   929
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   930
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   931
    dec(Shift, w div 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   932
    DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   933
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   934
    i:= Shift - lw;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   935
    while i >= -sw - lw do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   936
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   937
        DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   938
        dec(i, lw);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   939
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   940
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   941
    i:= Shift + w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   942
    if SpritesData[sprR].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   943
        while i <= sw do
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   944
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   945
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   946
            inc(i, rw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   947
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   948
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   949
        while i <= sw do
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   950
            begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   951
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   952
            inc(i, lw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   953
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   954
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   955
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   956
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   957
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   958
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   959
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   960
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   961
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   962
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   963
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   964
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   965
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   966
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   967
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   968
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   969
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   970
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   971
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   972
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   973
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   974
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   975
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   976
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   977
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   978
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   979
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   980
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   981
    if (not isPaused) and (GameType <> gmtRecord) then
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   982
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   983
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   984
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   985
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   986
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   987
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   988
        end
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
   989
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   990
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   991
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   992
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   993
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   994
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   995
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   996
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   997
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   998
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   999
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1000
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1001
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1002
        // detatch drawing from fbs
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1003
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1004
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1005
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1006
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1007
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1008
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1009
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1010
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1011
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1012
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1013
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1014
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1015
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1016
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1017
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1018
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1019
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1020
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1021
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1022
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1023
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1024
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1025
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1026
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1027
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1028
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1029
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1030
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1031
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1032
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1033
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1034
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1035
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1036
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1037
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1038
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1039
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1040
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1041
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1042
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1043
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1044
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1045
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1046
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1047
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1048
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1049
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1050
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1051
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1052
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1053
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1054
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1055
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1056
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1057
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1058
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1059
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1060
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1061
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1062
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1063
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1064
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1065
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1066
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1067
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1068
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1069
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1070
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1071
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1072
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1073
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1074
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1075
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1076
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1077
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1078
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1079
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1080
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1081
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1082
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1083
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1084
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1085
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1086
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1087
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1088
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1089
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1090
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1091
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1092
begin
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1093
{$IFNDEF USE_S3D_RENDERING}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1094
    rm:= rm; d:= d; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1095
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1096
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1097
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1098
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1099
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1100
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1101
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1102
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1103
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1104
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1105
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1106
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1107
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1108
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1109
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1110
begin
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1111
{$IFNDEF USE_S3D_RENDERING}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1112
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1113
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1114
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1115
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1116
        exit;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1117
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1118
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1119
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1120
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1121
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1122
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1123
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1124
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1125
var i, t, h: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1126
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1127
    tdx, tdy: Double;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1128
    s: shortstring;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1129
    highlight: Boolean;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1130
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1131
    VertexBuffer: array [0..3] of TVertex2f;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1132
    lw, lh: GLfloat;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1133
    WorldEnd, WorldFade : array[0..3] of HwColor4f;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1134
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1135
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1136
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1137
        // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1138
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1139
        offsetY:= 10 * Min(0, -145 - ScreenBottom);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1140
        SkyOffset:= offsetY div 35 + cWaveHeight;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1141
        HorizontOffset:= SkyOffset;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1142
        if ScreenBottom > SkyOffset then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1143
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1144
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1145
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1146
        ChangeDepth(RM, cStereo_Sky);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1147
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1148
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1149
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1150
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1151
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1152
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1153
            Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1154
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1155
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1156
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1157
ChangeDepth(RM, -cStereo_MidDistance);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1158
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1159
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1160
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1161
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1162
        // Waves
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1163
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1164
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1165
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1166
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1167
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1168
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1169
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1170
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1171
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1172
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1173
else
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1174
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1175
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1176
    changeDepth(RM, cStereo_Land);
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6296
diff changeset
  1177
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1178
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1179
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1180
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1181
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1182
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1183
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1184
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1185
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1186
if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1187
    DrawWater(SDWaterOpacity, 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1188
else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1189
    DrawWater(WaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
  1190
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1191
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1192
ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1193
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1194
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1195
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1196
    begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1197
    //DrawWater(WaterOpacity, - offsetY div 40);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1198
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1199
    DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1200
    if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1201
        DrawWater(SDWaterOpacity, - offsetY div 20)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1202
    else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1203
        DrawWater(WaterOpacity, - offsetY div 20);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1204
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1205
    DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1206
        if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1207
            DrawWater(SDWaterOpacity, - offsetY div 10)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1208
        else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1209
            DrawWater(WaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1210
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1211
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1212
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1213
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1214
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1215
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1216
// everything after this ChangeDepth will be drawn outside the screen
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1217
// note: negative parallax gears should last very little for a smooth stereo effect
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1218
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1219
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1220
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1221
// everything after this ResetDepth will be drawn at screen level (depth = 0)
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1222
// note: everything that needs to be readable should be on this level
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1223
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1224
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1225
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1226
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1227
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1228
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1229
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1230
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1231
        begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1232
        if CurAmmoType = amBee then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1233
            DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1234
        else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1235
            DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1236
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1237
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1238
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1239
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1240
if WorldEdge <> weNone then
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1241
    begin
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1242
(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type.  Prob also, say, trigger a border animation timer on an impact. *)
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1243
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1244
    FillChar(WorldFade, sizeof(WorldFade), 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1245
    WorldFade[0].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1246
    WorldFade[1].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1247
    FillChar(WorldEnd, sizeof(WorldEnd), 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1248
    WorldEnd[0].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1249
    WorldEnd[1].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1250
    WorldEnd[2].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1251
    WorldEnd[3].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1252
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1253
    glDisable(GL_TEXTURE_2D);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1254
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1255
    glEnableClientState(GL_COLOR_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1256
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1257
    glPushMatrix;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1258
    glTranslatef(WorldDx, WorldDy, 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1259
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1260
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1261
    VertexBuffer[0].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1262
    VertexBuffer[0].Y:= -3000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1263
    VertexBuffer[1].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1264
    VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1265
    VertexBuffer[2].X:= leftX+30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1266
    VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1267
    VertexBuffer[3].X:= leftX+30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1268
    VertexBuffer[3].Y:= -3000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1269
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1270
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1271
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1272
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1273
    VertexBuffer[0].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1274
    VertexBuffer[1].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1275
    VertexBuffer[2].X:= rightX-30;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1276
    VertexBuffer[3].X:= rightX-30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1277
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1278
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1279
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1280
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1281
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1282
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1283
    VertexBuffer[0].X:= -5000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1284
    VertexBuffer[1].X:= -5000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1285
    VertexBuffer[2].X:= leftX-20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1286
    VertexBuffer[3].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1287
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1288
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1289
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1290
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1291
    VertexBuffer[0].X:= rightX+5000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1292
    VertexBuffer[1].X:= rightX+5000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1293
    VertexBuffer[2].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1294
    VertexBuffer[3].X:= rightX+20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1295
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1296
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1297
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1298
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1299
    glPopMatrix;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1300
    glDisableClientState(GL_COLOR_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1301
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1302
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1303
    glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1304
    glEnable(GL_TEXTURE_2D);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1305
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1306
    DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1307
    DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1308
    end;
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1309
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1310
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1311
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1312
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1313
// Turn time
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1314
{$IFDEF USE_TOUCH_INTERFACE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1315
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1316
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1317
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1318
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1319
offsetY:= cOffsetY;
3890
e4b7b30232fd Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
nemo
parents: 3836
diff changeset
  1320
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1321
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1322
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1323
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1324
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1325
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1326
   
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1327
    if i>99 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1328
        t:= 112
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1329
    else if i>9 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1330
        t:= 96
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1331
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1332
        t:= 80;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1333
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1334
    while i > 0 do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1335
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1336
        dec(t, 32);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1337
        DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1338
        i:= i div 10
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1339
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1340
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1341
    end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1342
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1343
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
  1344
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1345
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
  1346
{$IFDEF USE_TOUCH_INTERFACE}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1347
// Draw buttons Related to the Touch interface
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1348
DrawScreenWidget(@arrowLeft);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1349
DrawScreenWidget(@arrowRight);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1350
DrawScreenWidget(@arrowUp);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1351
DrawScreenWidget(@arrowDown);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1352
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1353
DrawScreenWidget(@fireButton);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1354
DrawScreenWidget(@jumpWidget);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1355
DrawScreenWidget(@AMWidget);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1356
DrawScreenWidget(@pauseButton);
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
  1357
DrawScreenWidget(@utilityWidget);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1358
{$ENDIF}
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
  1359
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1360
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1361
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1362
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1363
    SetScale(1.5);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1364
    smallScreenOffset:= cScreenHeight div 6;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1365
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1366
        Tint($FF,$FF,$FF,$80);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1367
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1368
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
  1369
for t:= 0 to Pred(TeamsCount) do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1370
    with TeamsArray[t]^ do
7644
ed7fecd0f5fd hide health bars of dead teams
unc0rr
parents: 7503
diff changeset
  1371
      if TeamHealth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1372
        begin
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1373
        h:= 0;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1374
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1375
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1376
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1377
            Tint(Clan^.Color shl 8 or $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
  1378
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
  1379
         // draw name
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1380
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1381
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1382
        // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1383
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1384
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1385
        // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1386
        r.x:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1387
        r.y:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1388
        r.w:= 2 + TeamHealthBarWidth;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1389
        r.h:= HealthTex^.h;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1390
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1391
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1392
        // draw health bars right border
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1393
        inc(r.x, cTeamHealthWidth + 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1394
        r.w:= 3;
9029
2d5e6ed2cba7 Fix issue with last hog's part of team health bar
unc0rr
parents: 8773
diff changeset
  1395
        DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1396
7645
0e3c2dd9fee6 remove checks from c4272519b128, ed7fecd0f5fd just hides 'em instead.
nemo
parents: 7644
diff changeset
  1397
        if not highlight and (not hasGone) then
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1398
            for i:= 0 to cMaxHHIndex do
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1399
                if Hedgehogs[i].Gear <> nil then
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1400
                    begin
6644
b86a50569238 Fix slider positions
nemo
parents: 6638
diff changeset
  1401
                    inc(h,Hedgehogs[i].Gear^.Health);
6647
26e523c8fe88 slider tweak
nemo
parents: 6645
diff changeset
  1402
                    if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1403
                    end;
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1404
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1405
        // draw ai kill counter for gfAISurvival
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1406
        if (GameFlags and gfAISurvival) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1407
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1408
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1409
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1410
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1411
        // if highlighted, draw flag and other contents again to keep their colors
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1412
        // this approach should be faster than drawing all borders one by one tinted or not
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1413
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1414
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1415
            if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1416
                Tint($FF,$FF,$FF,$80)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1417
            else Tint($FF, $FF, $FF, $FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1418
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1419
            // draw name
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1420
            r.x:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1421
            r.y:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1422
            r.w:= NameTagTex^.w - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1423
            r.h:= NameTagTex^.h - 4;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1424
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1425
            // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1426
            r.w:= 22;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1427
            r.h:= 15;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1428
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1429
            // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1430
            r.w:= TeamHealthBarWidth + 1;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1431
            r.h:= HealthTex^.h - 4;
9029
2d5e6ed2cba7 Fix issue with last hog's part of team health bar
unc0rr
parents: 8773
diff changeset
  1432
            DrawTextureFromRect(15, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
7368
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1433
            if not hasGone and (TeamHealth > 1) then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1434
                begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1435
                Tint(Clan^.Color shl 8 or $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1436
                for i:= 0 to cMaxHHIndex do
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1437
                    if Hedgehogs[i].Gear <> nil then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1438
                        begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1439
                        inc(h,Hedgehogs[i].Gear^.Health);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1440
                        if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1441
                        end;
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1442
                if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1443
                    Tint($FF,$FF,$FF,$80)
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1444
                else Tint($FF, $FF, $FF, $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1445
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1446
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1447
        end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1448
if smallScreenOffset <> 0 then
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1449
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1450
    SetScale(cDefaultZoomLevel);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1451
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1452
        Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1453
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1454
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1455
// Lag alert
7392
bc3306c59a08 Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents: 7386
diff changeset
  1456
if isInLag then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1457
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1458
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1459
// Wind bar
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1460
{$IFDEF USE_TOUCH_INTERFACE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1461
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1462
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1463
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1464
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1465
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1466
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1467
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1468
    if WindBarWidth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1469
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1470
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1471
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1472
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1473
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1474
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1475
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1476
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1477
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1478
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1479
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1480
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1481
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1482
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1483
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1484
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1485
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1486
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1487
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1488
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1489
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1490
// AmmoMenu
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1491
if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1492
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1493
    if (AMState = AMHidden) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1494
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1495
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1496
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1497
    AMState:= AMShowingUp;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1498
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1499
if not(bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1500
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1501
    if (AMState = AMShowing) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1502
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1503
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1504
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1505
    AMState:= AMHiding;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1506
    end; 
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1507
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1508
if bShowAmmoMenu or (AMState = AMHiding) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1509
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1510
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1511
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1512
if isCursorVisible and bShowAmmoMenu then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1513
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1514
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1515
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1516
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1517
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1518
// various captions
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1519
if fastUntilLag then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1520
    DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1521
if isPaused then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1522
    DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1523
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1524
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1525
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1526
        dec(missionTimer, Lag);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1527
    if missionTimer < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1528
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1529
    if missionTex <> nil then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1530
        DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1531
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1532
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1533
// fps
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1534
{$IFDEF USE_TOUCH_INTERFACE}
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1535
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1536
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1537
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1538
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1539
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1540
if (RM = rmDefault) or (RM = rmRightEye) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1541
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1542
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1543
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1544
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1545
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1546
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1547
        begin
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1548
        i:= GameTicks div 1000;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1549
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1550
        s:= inttostr(t);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1551
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1552
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1553
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1554
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1555
        s:= inttostr(t) + ':' + s;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1556
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1557
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1558
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1559
   
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1560
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1561
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1562
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1563
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1564
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1565
        SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1566
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1567
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1568
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1569
        DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1570
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1571
    if cShowFPS then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1572
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1573
        if CountTicks >= 1000 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1574
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1575
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1576
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1577
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1578
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1579
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1580
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1581
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1582
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1583
            SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1584
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1585
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1586
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1587
        end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1588
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1589
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1590
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1591
if GameState = gsConfirm then
8675
3fb25201d303 This has bothered me for the longest time. Move texture so it doesn't overlap. I'd initially had a test for isPaused, but jumping texture bothered me.
nemo
parents: 8471
diff changeset
  1592
    DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1593
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1594
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1595
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1596
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1597
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1598
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1599
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1600
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1601
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1602
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1603
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1604
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1605
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1606
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1607
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1608
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1609
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1610
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1611
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1612
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1613
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1614
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1615
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1616
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1617
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1618
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1619
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1620
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1621
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1622
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1623
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1624
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1625
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1626
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1627
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1628
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1629
        Tint($FF, $FF, $FF, $FF);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1630
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1631
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1632
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1633
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1634
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1635
{$IFDEF USE_VIDEO_RECORDING}
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1636
// during video prerecording draw red blinking circle and text 'rec'
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1637
if flagPrerecording then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1638
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1639
    if recTexture = nil then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1640
        begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1641
        s:= 'rec';
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1642
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1643
        tmpSurface:= doSurfaceConversion(tmpSurface);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1644
        FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1645
        recTexture:= Surface2Tex(tmpSurface, false);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1646
        SDL_FreeSurface(tmpSurface)
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1647
        end;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1648
    DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1649
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1650
    // draw red circle
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1651
    glDisable(GL_TEXTURE_2D); 
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1652
    Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1653
    glBegin(GL_POLYGON);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1654
    for i:= 0 to 20 do
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1655
        glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1656
    glEnd();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1657
    Tint($FF, $FF, $FF, $FF);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1658
    glEnable(GL_TEXTURE_2D);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1659
    end;
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1660
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1661
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1662
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1663
7858
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1664
// Attack bar
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1665
    if CurrentTeam <> nil then
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1666
        case AttackBar of
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1667
(*        1: begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1668
        r:= StuffPoz[sPowerBar];
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1669
        {$WARNINGS OFF}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1670
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1671
        {$WARNINGS ON}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1672
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1673
        end;*)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1674
        2: with CurrentHedgehog^ do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1675
                begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1676
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1677
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1678
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1679
                    DrawSprite(sprPower,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1680
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1681
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1682
                            i)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1683
                end
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1684
        end;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1685
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1686
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1687
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1688
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1689
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1690
    if not bShowAmmoMenu then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1691
        begin
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1692
        if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1693
        with CurrentHedgehog^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1694
            if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1695
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1696
            if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1697
                DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
6924
57b66ee3bff3 Get rid of overloaded functions in uAmmo
unc0rr
parents: 6918
diff changeset
  1698
            i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1699
            with Ammoz[CurAmmoType] do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1700
                if PosCount > 1 then
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1701
                    DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1702
                end;
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1703
        DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1704
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1705
    end;
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1706
isFirstFrame:= false;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1707
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1708
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1709
var PrevSentPointTime: LongWord = 0;
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1710
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1711
procedure MoveCamera;
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1712
var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY: LongInt;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1713
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1714
{$IFNDEF MOBILE}
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1715
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) and cHasFocus and (GameState <> gsConfirm) then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1716
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1717
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1718
z:= round(200/zoom);
7468
1333ca7554dc Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
nemo
parents: 7426
diff changeset
  1719
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and autoCameraOn then
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  1720
    if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1721
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1722
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1723
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1724
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1725
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1726
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1727
        begin
5852
nemo
parents: 5851
diff changeset
  1728
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1729
        if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10)  then
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1730
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1731
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1732
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1733
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1734
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1735
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1736
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1737
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1738
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1739
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1740
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1741
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
  1742
if (AMState = AMShowingUp) or (AMState = AMShowing) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1743
begin
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1744
{$IFDEF USE_LANDSCAPE_AMMOMENU}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1745
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1746
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1747
    amNumOffsetY:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1748
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1749
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1750
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1751
{$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1752
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1753
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1754
    amNumOffsetX:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1755
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1756
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1757
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1758
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1759
{$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1760
    if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left 
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1761
        CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1762
    if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1763
        CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1764
    if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1765
        CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1766
    if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1767
        CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1768
    prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1769
    //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1770
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1771
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1772
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1773
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1774
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1775
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1776
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1777
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1778
        PrevSentPointTime:= GameTicks
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1779
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1780
    EdgesDist:= cCursorEdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1781
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1782
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1783
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1784
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1785
// this generates the border around the screen that moves the camera when cursor is near it
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1786
if (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1787
   (not CurrentTeam^.ExtDriven and isCursorVisible) or ((FollowGear <> nil) and autoCameraOn) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1788
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1789
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1790
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1791
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1792
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1793
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1794
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1795
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1796
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1797
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1798
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1799
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1800
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1801
    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1802
    if CursorPoint.Y < shs then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1803
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1804
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1805
        CursorPoint.Y:= shs;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1806
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1807
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1808
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1809
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1810
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1811
           CursorPoint.Y:= cScreenHeight - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1812
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1813
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1814
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1815
    if cHasFocus then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1816
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1817
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1818
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1819
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1820
        CursorPoint.Y:= cScreenHeight div 2;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1821
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1822
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1823
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1824
prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1825
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1826
if WorldDy > LAND_HEIGHT + 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1827
    WorldDy:= LAND_HEIGHT + 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1828
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1829
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1830
if WorldDx < - LAND_WIDTH - 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1831
    WorldDx:= - LAND_WIDTH - 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1832
if WorldDx > 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1833
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1834
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1835
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1836
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1837
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1838
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1839
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1840
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1841
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1842
if time = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1843
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1844
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1845
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1846
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1847
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1848
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1849
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1850
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1851
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1852
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1853
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1854
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1855
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1856
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1857
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1858
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1859
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1860
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1861
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1862
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1863
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1864
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1865
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1866
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1867
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1868
if isCursorVisible then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1869
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1870
amount:= Max(1, round(amount*zoom/2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1871
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1872
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1873
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1874
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1875
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1876
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1877
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1878
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1879
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1880
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1881
    ParseCommand('quit', true);
7847
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1882
{$IFDEF MOBILE}
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1883
// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1884
exit;
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1885
{$ENDIF}
6862
87e060b69926 when focus is lost lower the volume to a minimum
koda
parents: 6806
diff changeset
  1886
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1887
{$IFDEF USE_VIDEO_RECORDING}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1888
// do not change volume during prerecording as it will affect sound in video file
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1889
if not flagPrerecording then
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1890
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1891
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1892
    if not cHasFocus then DampenAudio()
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1893
    else UndampenAudio();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1894
    end;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1895
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1896
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1897
procedure SetUtilityWidgetState(ammoType: TAmmoType);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1898
begin
7086
e99944b25764 android typo/sabotage
Xeli
parents: 7069
diff changeset
  1899
{$IFDEF USE_TOUCH_INTERFACE}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1900
if(ammoType = amNothing)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1901
    ammoType:= CurrentHedgehog^.CurAmmoType;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1902
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1903
if(CurrentHedgehog <> nil)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1904
    if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1905
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1906
        utilityWidget.sprite:= sprTimerButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1907
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1908
        end 
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1909
    else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1910
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1911
        utilityWidget.sprite:= sprTargetButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1912
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1913
        end
6962
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1914
    else if ammoType = amSwitch then
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1915
        begin
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1916
        utilityWidget.sprite:= sprTargetButton;
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1917
        animateWidget(@utilityWidget, true, true);
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1918
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1919
    else if utilityWidget.show then
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1920
        animateWidget(@utilityWidget, true, false);
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1921
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1922
ammoType:= ammoType; // avoid hint
6963
Xeli
parents: 6962
diff changeset
  1923
{$ENDIF}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1924
end;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1925
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1926
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1927
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1928
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1929
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1930
    show:= showWidget;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1931
    if fade then fadeAnimStart:= RealTicks;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1932
    
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1933
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1934
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1935
        animate:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1936
        startTime:= RealTicks;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1937
        source.x:= source.x xor target.x; //swap source <-> target
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1938
        target.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1939
        source.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1940
        source.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1941
        target.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1942
        source.y:= source.y xor target.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1943
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1944
    end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1945
end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1946
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1947
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1948
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1949
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1950
    fpsTexture:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1951
    recTexture:= nil;
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1952
    FollowGear:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1953
    WindBarWidth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1954
    bShowAmmoMenu:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1955
    bSelected:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1956
    bShowFinger:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1957
    Frames:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1958
    WorldDx:= -512;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1959
    WorldDy:= -256;
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1960
    PrevSentPointTime:= 0;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1961
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1962
    FPS:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1963
    CountTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1964
    SoundTimerTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1965
    prevPoint.X:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1966
    prevPoint.Y:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1967
    missionTimer:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1968
    missionTex:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1969
    cOffsetY:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1970
    stereoDepth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1971
    AMState:= AMHidden;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1972
    isFirstFrame:= true;
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  1973
    stereoDepth:= stereoDepth; // avoid hint
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1974
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1975
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1976
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1977
begin
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  1978
    ResetWorldTex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1979
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1980
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1981
end.