author | unc0rr |
Sat, 12 May 2012 23:55:09 +0400 | |
changeset 7069 | bcf9d8e64e92 |
parent 7049 | 35d762458d66 |
child 7080 | dbf43c07a507 |
child 7086 | e99944b25764 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
6700 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
4850 | 20 |
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF} |
2630 | 21 |
|
4 | 22 |
unit uWorld; |
23 |
interface |
|
6622 | 24 |
uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils; |
3697 | 25 |
|
3038 | 26 |
procedure initModule; |
27 |
procedure freeModule; |
|
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complete the replacement of init/free wrappers for every unit
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28 |
|
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complete the replacement of init/free wrappers for every unit
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29 |
procedure InitWorld; |
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:
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diff
changeset
|
30 |
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:
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|
31 |
|
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changeset
|
32 |
procedure DrawWorld(Lag: LongInt); |
3692 | 33 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
2905 | 34 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 35 |
procedure HideMission; |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
36 |
procedure ShakeCamera(amount: LongInt); |
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
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diff
changeset
|
37 |
procedure InitCameraBorders; |
6682 | 38 |
procedure InitTouchInterface; |
7023 | 39 |
procedure SetUtilityWidgetState(ammoType: TAmmoType); |
6688 | 40 |
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3629
diff
changeset
|
41 |
procedure MoveCamera; |
5521 | 42 |
procedure onFocusStateChanged; |
4 | 43 |
|
44 |
implementation |
|
4359 | 45 |
uses |
46 |
uStore, |
|
47 |
uMisc, |
|
48 |
uIO, |
|
49 |
uLocale, |
|
50 |
uSound, |
|
51 |
uAmmos, |
|
52 |
uVisualGears, |
|
53 |
uChat, |
|
54 |
uLandTexture, |
|
55 |
GLunit, |
|
4374 | 56 |
uVariables, |
4375 | 57 |
uUtils, |
4378 | 58 |
uTextures, |
4380 | 59 |
uRender, |
5191
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
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60 |
uCaptions, |
5521 | 61 |
uCursor, |
6016
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
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62 |
uCommands, |
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
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changeset
|
63 |
uMobile |
4359 | 64 |
; |
4 | 65 |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
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diff
changeset
|
66 |
var cWaveWidth, cWaveHeight: LongInt; |
6622 | 67 |
AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
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changeset
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68 |
AMAnimStartTime, AMState : LongInt; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
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|
69 |
AMAnimState: Single; |
2699
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70 |
tmpSurface: PSDL_Surface; |
249adefa9c1c
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71 |
fpsTexture: PTexture; |
2850
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A little clock for convenience in finding things in demos
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timeTexture: PTexture; |
2716
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FPS: Longword; |
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CountTicks: Longword; |
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SoundTimerTicks: Longword; |
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parents:
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76 |
prevPoint: TPoint; |
2948
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77 |
amSel: TAmmoType = amNothing; |
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78 |
missionTex: PTexture; |
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79 |
missionTimer: LongInt; |
4850 | 80 |
stereoDepth: GLfloat; |
7027 | 81 |
isFirstFrame: boolean; |
7028 | 82 |
AMAnimType: LongInt; |
3692 | 83 |
|
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84 |
const cStereo_Sky = 0.0500; |
c2575faeac3d
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koda
parents:
4812
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85 |
cStereo_Horizon = 0.0250; |
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
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86 |
cStereo_MidDistance = 0.0175; |
4816
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koda
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87 |
cStereo_Water_distant = 0.0125; |
c2575faeac3d
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koda
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changeset
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88 |
cStereo_Land = 0.0075; |
c2575faeac3d
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koda
parents:
4812
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changeset
|
89 |
cStereo_Water_near = 0.0025; |
6289
95ffd59d0f4a
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
nemo
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90 |
cStereo_Outside = -0.0400; |
4 | 91 |
|
6492 | 92 |
// helper functions to create the goal/game mode string |
93 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; |
|
94 |
var t: ansistring; |
|
95 |
begin |
|
96 |
if (GameFlags and gf) <> 0 then |
|
97 |
begin |
|
98 |
t:= inttostr(i); |
|
7069 | 99 |
s:= s + FormatA(trgoal[si], t) + '|' |
6492 | 100 |
end; |
101 |
AddGoal:= s; |
|
102 |
end; |
|
103 |
||
104 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; |
|
105 |
begin |
|
106 |
if (GameFlags and gf) <> 0 then |
|
107 |
s:= s + trgoal[si] + '|'; |
|
108 |
AddGoal:= s; |
|
109 |
end; |
|
110 |
||
4 | 111 |
procedure InitWorld; |
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Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
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112 |
var i, t: LongInt; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
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|
113 |
cp: PClan; |
2863 | 114 |
g: ansistring; |
4 | 115 |
begin |
3764 | 116 |
missionTimer:= 0; |
2786 | 117 |
|
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
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118 |
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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119 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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120 |
for i:= 0 to ClansCount * 4 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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121 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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122 |
t:= GetRandom(ClansCount); |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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123 |
if t <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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124 |
begin |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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125 |
cp:= ClansArray[0]; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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126 |
ClansArray[0]:= ClansArray[t]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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127 |
ClansArray[t]:= cp; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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changeset
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128 |
ClansArray[t]^.ClanIndex:= t; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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changeset
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129 |
ClansArray[0]^.ClanIndex:= 0; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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130 |
if (LocalClan = t) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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131 |
LocalClan:= 0 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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changeset
|
132 |
else if (LocalClan = 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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changeset
|
133 |
LocalClan:= t |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
134 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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135 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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changeset
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136 |
CurrentTeam:= ClansArray[0]^.Teams[0]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
137 |
end; |
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
138 |
|
2908 | 139 |
// if special game flags/settings are changed, add them to the game mode notice window and then show it |
2863 | 140 |
g:= ''; // no text/things to note yet |
2908 | 141 |
|
4883
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
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diff
changeset
|
142 |
// add custom goals from lua script if there are any |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
143 |
if LuaGoals <> '' then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
144 |
g:= LuaGoals + '|'; |
4883
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
145 |
|
2958 | 146 |
// check different game flags (goals/game modes first for now) |
147 |
g:= AddGoal(g, gfKing, gidKing); // king? |
|
5022
d2a2f6c9b236
some final work and buggfix for Tag Team, it is now playable
Henek
parents:
4976
diff
changeset
|
148 |
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode? |
2958 | 149 |
|
150 |
// other important flags |
|
151 |
g:= AddGoal(g, gfForts, gidForts); // forts? |
|
152 |
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? |
|
153 |
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? |
|
154 |
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? |
|
155 |
g:= AddGoal(g, gfKarma, gidKarma); // karma? |
|
156 |
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? |
|
157 |
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? |
|
158 |
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? |
|
159 |
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? |
|
4132 | 160 |
g:= AddGoal(g, gfResetHealth, gidResetHealth); |
161 |
g:= AddGoal(g, gfAISurvival, gidAISurvival); |
|
162 |
g:= AddGoal(g, gfInfAttack, gidInfAttack); |
|
163 |
g:= AddGoal(g, gfResetWeps, gidResetWeps); |
|
164 |
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo); |
|
2958 | 165 |
|
2908 | 166 |
// modified damage modificator? |
167 |
if cDamagePercent <> 100 then |
|
2948
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Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
168 |
g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent); |
2908 | 169 |
|
3107 | 170 |
// fade in |
171 |
ScreenFade:= sfFromBlack; |
|
172 |
ScreenFadeValue:= sfMax; |
|
173 |
ScreenFadeSpeed:= 1; |
|
174 |
||
2908 | 175 |
// modified mine timers? |
4482 | 176 |
if cMinesTime <> 3000 then |
2948
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changeset
|
177 |
begin |
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|
178 |
if cMinesTime = 0 then |
4003
ca0600ab38bf
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
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diff
changeset
|
179 |
g:= AddGoal(g, gfAny, gidNoMineTimer) |
2948
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|
180 |
else if cMinesTime < 0 then |
4003
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disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
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changeset
|
181 |
g:= AddGoal(g, gfAny, gidRandomMineTimer) |
2948
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|
182 |
else |
4482 | 183 |
g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000); |
2948
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unc0rr
parents:
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changeset
|
184 |
end; |
2908 | 185 |
|
2863 | 186 |
// if the string has been set, show it for (default timeframe) seconds |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
187 |
if g <> '' then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
188 |
ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); |
2863 | 189 |
|
1825 | 190 |
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
parents:
2226
diff
changeset
|
191 |
//cWaveHeight:= SpritesData[sprWater].Height; |
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
parents:
2226
diff
changeset
|
192 |
cWaveHeight:= 32; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
193 |
|
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
194 |
InitCameraBorders(); |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
195 |
uCursor.init(); |
2197 | 196 |
prevPoint.X:= 0; |
74 | 197 |
prevPoint.Y:= cScreenHeight div 2; |
6609 | 198 |
WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2; |
199 |
WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
|
200 |
||
201 |
//aligns it to the bottom of the screen, minus the border |
|
202 |
SkyOffset:= 0; |
|
203 |
HorizontOffset:= 0; |
|
204 |
||
6682 | 205 |
InitTouchInterface(); |
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
|
206 |
AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha; |
6682 | 207 |
end; |
208 |
||
209 |
procedure InitCameraBorders; |
|
210 |
begin |
|
211 |
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); |
|
212 |
end; |
|
213 |
||
214 |
procedure InitTouchInterface; |
|
215 |
begin |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
216 |
{$IFDEF USE_TOUCH_INTERFACE} |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
217 |
//positioning of the buttons |
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
218 |
buttonScale:= 1.5/cDefaultZoomLevel; |
6683
75a1d84ac606
small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
koda
parents:
6682
diff
changeset
|
219 |
|
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
|
220 |
|
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
221 |
with JumpWidget do |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
222 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
223 |
show:= true; |
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
|
224 |
sprite:= sprJumpWidget; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
225 |
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
|
226 |
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)
Xeli
parents:
6710
diff
changeset
|
227 |
frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
228 |
frame.y:= cScreenHeight - frame.h * 2; |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
229 |
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
|
230 |
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
|
231 |
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
|
232 |
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
|
233 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
234 |
|
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
|
235 |
with AMWidget do |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
236 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
237 |
show:= true; |
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
|
238 |
sprite:= sprAMWidget; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
239 |
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
|
240 |
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
|
241 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
242 |
frame.y:= cScreenHeight - Round(frame.h * 1.2); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
243 |
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
|
244 |
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
|
245 |
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
|
246 |
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
|
247 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
248 |
|
6688 | 249 |
with arrowLeft do |
250 |
begin |
|
251 |
show:= true; |
|
252 |
sprite:= sprArrowLeft; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
253 |
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
|
254 |
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
|
255 |
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
koda
parents:
6692
diff
changeset
|
256 |
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
|
257 |
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
|
258 |
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
|
259 |
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
|
260 |
active.h:= frame.h; |
6688 | 261 |
end; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
262 |
|
6688 | 263 |
with arrowRight do |
264 |
begin |
|
265 |
show:= true; |
|
266 |
sprite:= sprArrowRight; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
267 |
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
|
268 |
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
|
269 |
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
parents:
6692
diff
changeset
|
270 |
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
|
271 |
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
|
272 |
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
|
273 |
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
|
274 |
active.h:= frame.h; |
6688 | 275 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
276 |
|
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
|
277 |
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
|
278 |
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
|
279 |
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
|
280 |
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
|
281 |
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
|
282 |
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
|
283 |
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
|
284 |
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
|
285 |
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
|
286 |
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
|
287 |
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
|
288 |
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
|
289 |
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
|
290 |
|
6688 | 291 |
with arrowUp do |
292 |
begin |
|
293 |
show:= false; |
|
294 |
sprite:= sprArrowUp; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
295 |
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
|
296 |
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
|
297 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
6798 | 298 |
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
|
299 |
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
|
300 |
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
|
301 |
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
|
302 |
active.h:= frame.h; |
6688 | 303 |
with moveAnim do |
304 |
begin |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
305 |
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
|
306 |
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
|
307 |
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
|
308 |
source.y:= frame.y; |
6688 | 309 |
end; |
310 |
end; |
|
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
311 |
|
6688 | 312 |
with arrowDown do |
313 |
begin |
|
314 |
show:= false; |
|
315 |
sprite:= sprArrowDown; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
316 |
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
|
317 |
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
|
318 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
6798 | 319 |
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
|
320 |
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
|
321 |
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
|
322 |
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
|
323 |
active.h:= frame.h; |
6688 | 324 |
with moveAnim do |
325 |
begin |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
326 |
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
|
327 |
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
|
328 |
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
|
329 |
source.y:= frame.y; |
6688 | 330 |
end; |
331 |
end; |
|
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
332 |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
333 |
with pauseButton do |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
334 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
335 |
show:= true; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
336 |
sprite:= sprPauseButton; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
337 |
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
|
338 |
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
|
339 |
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
|
340 |
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
|
341 |
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
|
342 |
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
|
343 |
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
|
344 |
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
|
345 |
end; |
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
346 |
|
6806
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
347 |
with utilityWidget do |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
348 |
begin |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
349 |
show:= false; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
350 |
sprite:= sprTimerButton; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
351 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
352 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
353 |
frame.x:= arrowLeft.frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
354 |
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
|
355 |
active.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
356 |
active.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
357 |
active.w:= frame.w; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
358 |
active.h:= frame.h; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
359 |
with moveAnim do |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
360 |
begin |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
361 |
target.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
362 |
target.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
363 |
source.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
364 |
source.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
365 |
end; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
366 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
367 |
{$ENDIF} |
161 | 368 |
end; |
369 |
||
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
|
370 |
// 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
|
371 |
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
|
372 |
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
|
373 |
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
|
374 |
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
|
375 |
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
|
376 |
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
|
377 |
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
|
378 |
missionTex:= 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
|
379 |
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
|
380 |
|
6622 | 381 |
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture; |
3434 | 382 |
const BORDERSIZE = 2; |
6622 | 383 |
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt; |
384 |
STurns: LongInt; |
|
385 |
amSurface: PSDL_Surface; |
|
386 |
AMRect: TSDL_Rect; |
|
7049 | 387 |
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF} |
161 | 388 |
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
|
389 |
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
|
390 |
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
|
391 |
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
|
392 |
inc(SlotsNum); |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
393 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 394 |
SlotsNumX:= SlotsNum; |
395 |
SlotsNumY:= cMaxSlotAmmoIndex + 2; |
|
6899 | 396 |
{$IFDEF USE_AM_NUMCOLUMN} |
397 |
inc(SlotsNumY); |
|
398 |
{$ENDIF} |
|
6622 | 399 |
{$ELSE} |
400 |
SlotsNumX:= cMaxSlotAmmoIndex + 1; |
|
401 |
SlotsNumY:= SlotsNum + 1; |
|
6899 | 402 |
{$IFDEF USE_AM_NUMCOLUMN} |
403 |
inc(SlotsNumX); |
|
404 |
{$ENDIF} |
|
6622 | 405 |
{$ENDIF} |
6606
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
406 |
|
6899 | 407 |
|
6631 | 408 |
AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1); |
409 |
AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1); |
|
410 |
amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask); |
|
6622 | 411 |
|
412 |
AMRect.x:= BORDERSIZE; |
|
413 |
AMRect.y:= BORDERSIZE; |
|
6631 | 414 |
AMRect.w:= AmmoRect.w - (BORDERSIZE*2); |
415 |
AMRect.h:= AmmoRect.h - (BORDERSIZE*2); |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
416 |
|
6622 | 417 |
SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0)); |
418 |
||
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
419 |
x:= AMRect.x; |
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
420 |
y:= AMRect.y; |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
421 |
for i:= 0 to cMaxSlotIndex do |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
422 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
3434 | 423 |
begin |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
424 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
425 |
y:= AMRect.y; |
6622 | 426 |
{$ELSE} |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
427 |
x:= AMRect.x; |
6622 | 428 |
{$ENDIF} |
6899 | 429 |
{$IFDEF USE_AM_NUMCOLUMN} |
6918 | 430 |
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels); |
6899 | 431 |
copyToXY(tmpsurf, amSurface, |
432 |
x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1), |
|
433 |
y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1)); |
|
434 |
||
435 |
SDL_FreeSurface(tmpsurf); |
|
436 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
|
437 |
y:= AMRect.y + AMSlotSize + 1; |
|
438 |
{$ELSE} |
|
439 |
x:= AMRect.x + AMSlotSize + 1; |
|
440 |
{$ENDIF} |
|
441 |
{$ENDIF} |
|
442 |
||
443 |
||
6606
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
444 |
for t:=0 to cMaxSlotAmmoIndex do |
3434 | 445 |
begin |
6622 | 446 |
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then |
3434 | 447 |
begin |
6622 | 448 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
449 |
AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1; |
|
450 |
if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
451 |
begin |
7013 | 452 |
DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
453 |
y + AMSlotPadding, AMFrame); |
6622 | 454 |
if STurns < 100 then |
7013 | 455 |
DrawSpriteFrame2Surf(sprTurnsLeft, amSurface, |
456 |
x + AMSlotSize-16, |
|
457 |
y + AMSlotSize + 1 - 16, STurns); |
|
6622 | 458 |
end |
459 |
else //draw colored version |
|
460 |
begin |
|
7013 | 461 |
DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, |
6899 | 462 |
y + AMSlotPadding, AMFrame); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
463 |
end; |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
464 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 465 |
inc(y, AMSlotSize + 1); //the plus one is for the border |
466 |
{$ELSE} |
|
467 |
inc(x, AMSlotSize + 1); |
|
468 |
{$ENDIF} |
|
469 |
end; |
|
470 |
end; |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
471 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 472 |
inc(x, AMSlotSize + 1); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
473 |
{$ELSE} |
6622 | 474 |
inc(y, AMSlotSize + 1); |
475 |
{$ENDIF} |
|
476 |
end; |
|
477 |
||
478 |
for i:= 1 to SlotsNumX -1 do |
|
6652 | 479 |
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160); |
6622 | 480 |
for i:= 1 to SlotsNumY -1 do |
6652 | 481 |
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160); |
6622 | 482 |
|
483 |
//draw outer border |
|
7013 | 484 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0); |
485 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1); |
|
486 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2); |
|
487 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3); |
|
6622 | 488 |
|
489 |
for i:=0 to BORDERSIZE-1 do |
|
490 |
begin |
|
491 |
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top |
|
492 |
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom |
|
493 |
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left |
|
494 |
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right |
|
495 |
end; |
|
496 |
||
497 |
GetAmmoMenuTexture:= Surface2Tex(amSurface, false); |
|
498 |
if amSurface <> nil then SDL_FreeSurface(amSurface); |
|
499 |
end; |
|
500 |
||
501 |
procedure ShowAmmoMenu; |
|
502 |
const BORDERSIZE = 2; |
|
503 |
var Slot, Pos: LongInt; |
|
504 |
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
|
505 |
c,i,g,t,STurns: LongInt; |
6622 | 506 |
begin |
507 |
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) |
|
508 |
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then |
|
6918 | 509 |
bShowAmmoMenu:= false; |
6622 | 510 |
|
511 |
// give the assigned ammo to hedgehog |
|
512 |
Ammo:= nil; |
|
513 |
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) |
|
514 |
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then |
|
6918 | 515 |
Ammo:= CurrentHedgehog^.Ammo |
6622 | 516 |
else if (LocalAmmo <> -1) then |
6918 | 517 |
Ammo:= GetAmmoByNum(LocalAmmo); |
6622 | 518 |
Pos:= -1; |
519 |
if Ammo = nil then |
|
6918 | 520 |
begin |
521 |
bShowAmmoMenu:= false; |
|
522 |
AMState:= AMHidden; |
|
523 |
exit |
|
524 |
end; |
|
6622 | 525 |
|
526 |
//Init the menu |
|
527 |
if(AmmoMenuInvalidated) then |
|
528 |
begin |
|
529 |
AmmoMenuInvalidated:= false; |
|
530 |
FreeTexture(AmmoMenuTex); |
|
531 |
AmmoMenuTex:= GetAmmoMenuTexture(Ammo); |
|
3697 | 532 |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
533 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 534 |
if isPhone() then |
535 |
begin |
|
536 |
AmmoRect.x:= -(AmmoRect.w shr 1); |
|
537 |
AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1); |
|
538 |
end |
|
539 |
else |
|
540 |
begin |
|
541 |
AmmoRect.x:= -(AmmoRect.w shr 1); |
|
542 |
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); |
|
543 |
end; |
|
544 |
{$ELSE} |
|
545 |
AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize; |
|
546 |
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); |
|
547 |
{$ENDIF} |
|
6799
b45c38282566
revert this until someone makes it not screw up camera focus
nemo
parents:
6798
diff
changeset
|
548 |
AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x; |
b45c38282566
revert this until someone makes it not screw up camera focus
nemo
parents:
6798
diff
changeset
|
549 |
AMShiftTargetY:= cScreenHeight - AmmoRect.y; |
6802 | 550 |
|
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
|
551 |
if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
552 |
else AMShiftTargetX:= 0; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
553 |
if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
554 |
else AMShiftTargetY:= 0; |
6802 | 555 |
|
6622 | 556 |
AMShiftX:= AMShiftTargetX; |
557 |
AMShiftY:= AMShiftTargetY; |
|
558 |
end; |
|
559 |
||
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
560 |
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration; |
6802 | 561 |
|
562 |
if AMState = AMShowing then |
|
563 |
begin |
|
564 |
FollowGear:=nil; |
|
565 |
end; |
|
566 |
||
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
567 |
if AMState = AMShowingUp then // show ammo menu |
6622 | 568 |
begin |
569 |
if (cReducedQuality and rqSlowMenu) <> 0 then |
|
570 |
begin |
|
571 |
AMShiftX:= 0; |
|
572 |
AMShiftY:= 0; |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
573 |
AMState:= AMShowing; |
6622 | 574 |
end |
575 |
else |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
576 |
if AMAnimState < 1 then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
577 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
578 |
AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
579 |
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
|
580 |
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
|
581 |
Tint($FF, $ff, $ff, Round($ff * AMAnimState)); |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
582 |
end |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
583 |
else |
6622 | 584 |
begin |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
585 |
AMShiftX:= 0; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
586 |
AMShiftY:= 0; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
587 |
CursorPoint.X:= AmmoRect.x + AmmoRect.w; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
588 |
CursorPoint.Y:= AmmoRect.y; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
589 |
AMState:= AMShowing; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
590 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
591 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
592 |
if AMState = AMHiding then // hide ammo menu |
6622 | 593 |
begin |
594 |
if (cReducedQuality and rqSlowMenu) <> 0 then |
|
595 |
begin |
|
596 |
AMShiftX:= AMShiftTargetX; |
|
597 |
AMShiftY:= AMShiftTargetY; |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
598 |
AMState:= AMHidden; |
6622 | 599 |
end |
600 |
else |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
601 |
if AMAnimState < 1 then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
602 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
603 |
AMShiftX:= Round(AMShiftTargetX * AMAnimState); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
604 |
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
|
605 |
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
|
606 |
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
|
607 |
end |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
608 |
else |
6622 | 609 |
begin |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
610 |
AMShiftX:= AMShiftTargetX; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
611 |
AMShiftY:= AMShiftTargetY; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
612 |
prevPoint:= CursorPoint; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
613 |
AMState:= AMHidden; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
614 |
end; |
6622 | 615 |
end; |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
616 |
|
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
617 |
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
|
618 |
|
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
619 |
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
|
620 |
Tint($FF, $ff, $ff, $ff); |
6622 | 621 |
|
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
622 |
Pos:= -1; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
623 |
Slot:= -1; |
6899 | 624 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6918 | 625 |
{$IFDEF USE_AM_NUMCOLUMN} |
626 |
c:= 0; |
|
627 |
{$ELSE} |
|
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
|
628 |
c:= -1; |
6918 | 629 |
{$ENDIF} |
6622 | 630 |
for i:= 0 to cMaxSlotIndex do |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
631 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
632 |
begin |
6631 | 633 |
inc(c); |
6918 | 634 |
{$IFDEF USE_AM_NUMCOLUMN} |
6899 | 635 |
g:= 1; |
6918 | 636 |
{$ELSE} |
6622 | 637 |
g:= 0; |
6918 | 638 |
{$ENDIF} |
6622 | 639 |
for t:=0 to cMaxSlotAmmoIndex do |
640 |
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
|
641 |
begin |
6622 | 642 |
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g * (AMSlotSize+1))) and |
643 |
(CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and |
|
6631 | 644 |
(CursorPoint.X >= AmmoRect.x + ( c * (AMSlotSize+1))) and |
645 |
(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
|
646 |
begin |
6622 | 647 |
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
|
648 |
Pos:= t; |
6622 | 649 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
650 |
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then |
|
651 |
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
|
652 |
AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding, |
6622 | 653 |
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
|
654 |
end; |
6622 | 655 |
inc(g); |
656 |
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
|
657 |
end; |
6622 | 658 |
{$ELSE} |
6918 | 659 |
{$IFDEF USE_AM_NUMCOLUMN} |
660 |
c:= -1; |
|
661 |
{$ELSE} |
|
6899 | 662 |
c:= 0; |
6918 | 663 |
{$ENDIF} |
6622 | 664 |
for i:= 0 to cMaxSlotIndex do |
665 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
|
666 |
begin |
|
6631 | 667 |
inc(c); |
6918 | 668 |
{$IFDEF USE_AM_NUMCOLUMN} |
6899 | 669 |
g:= 1; |
6918 | 670 |
{$ELSE} |
6622 | 671 |
g:= 0; |
6918 | 672 |
{$ENDIF} |
6622 | 673 |
for t:=0 to cMaxSlotAmmoIndex do |
674 |
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then |
|
675 |
begin |
|
6631 | 676 |
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c * (AMSlotSize+1))) and |
677 |
(CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and |
|
6622 | 678 |
(CursorPoint.X >= AmmoRect.x + ( g * (AMSlotSize+1))) and |
679 |
(CursorPoint.X <= AmmoRect.x + ((g+1) * (AMSlotSize+1))) then |
|
680 |
begin |
|
681 |
Slot:= i; |
|
682 |
Pos:= t; |
|
683 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
|
684 |
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then |
|
685 |
DrawSprite(sprAMSlot, |
|
6645
9ff40cf44827
Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
nemo
parents:
6644
diff
changeset
|
686 |
AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding, |
6631 | 687 |
AmmoRect.y + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding -1, 0); |
6622 | 688 |
end; |
689 |
inc(g); |
|
690 |
end; |
|
691 |
end; |
|
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3390
diff
changeset
|
692 |
{$ENDIF} |
6622 | 693 |
if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then |
3967 | 694 |
begin |
6622 | 695 |
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
|
696 |
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
|
697 |
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
|
698 |
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
|
699 |
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
|
700 |
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
|
701 |
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
|
702 |
end; |
3697 | 703 |
|
6622 | 704 |
DrawTexture(AmmoRect.x + (AMSlotSize shr 1), |
705 |
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1), |
|
6608 | 706 |
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
|
707 |
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
6622 | 708 |
DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w), |
709 |
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1), |
|
6608 | 710 |
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
|
711 |
|
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
|
712 |
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
|
713 |
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
|
714 |
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
|
715 |
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
|
716 |
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
|
717 |
FreeWeaponTooltip; |
6691
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
718 |
{$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
|
719 |
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
|
720 |
begin |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
721 |
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
|
722 |
begin |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
723 |
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
|
724 |
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
|
725 |
end; |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
726 |
end |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
727 |
else |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
728 |
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
|
729 |
begin |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
730 |
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
|
731 |
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
|
732 |
end; |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
733 |
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
|
734 |
{$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
|
735 |
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
|
736 |
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
|
737 |
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
|
738 |
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
|
739 |
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
|
740 |
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
|
741 |
|
6622 | 742 |
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
|
743 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 744 |
if not isPhone() then |
745 |
ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize); |
|
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3390
diff
changeset
|
746 |
{$ELSE} |
6622 | 747 |
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
|
748 |
{$ENDIF} |
961
a9a349b2b3fa
Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents:
956
diff
changeset
|
749 |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
750 |
bSelected:= false; |
6899 | 751 |
{$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
|
752 |
if (AMShiftX = 0) and (AMShiftY = 0) then |
6622 | 753 |
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
|
754 |
{$ENDIF} |
4 | 755 |
end; |
756 |
||
3104 | 757 |
procedure DrawWater(Alpha: byte; OffsetY: LongInt); |
1915 | 758 |
var VertexBuffer: array [0..3] of TVertex2f; |
759 |
r: TSDL_Rect; |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
760 |
lw, lh: GLfloat; |
1915 | 761 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
762 |
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
|
763 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
764 |
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
|
765 |
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
|
766 |
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
|
767 |
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
|
768 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
769 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
770 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
771 |
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
|
772 |
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
|
773 |
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
|
774 |
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
|
775 |
end; |
2269
00f5704f5f39
add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents:
2268
diff
changeset
|
776 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
777 |
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
|
778 |
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16; |
3697 | 779 |
|
3405 | 780 |
// Water |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
781 |
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
|
782 |
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
|
783 |
begin |
3405 | 784 |
if r.y < 0 then |
785 |
r.y:= 0; |
|
1915 | 786 |
|
3405 | 787 |
glDisable(GL_TEXTURE_2D); |
788 |
VertexBuffer[0].X:= -lw; |
|
789 |
VertexBuffer[0].Y:= r.y; |
|
790 |
VertexBuffer[1].X:= lw; |
|
791 |
VertexBuffer[1].Y:= r.y; |
|
792 |
VertexBuffer[2].X:= lw; |
|
793 |
VertexBuffer[2].Y:= lh; |
|
794 |
VertexBuffer[3].X:= -lw; |
|
795 |
VertexBuffer[3].Y:= lh; |
|
1915 | 796 |
|
3641 | 797 |
glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
798 |
glEnableClientState(GL_COLOR_ARRAY); |
|
4748 | 799 |
if SuddenDeathDmg then |
800 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0]) |
|
801 |
else |
|
802 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); |
|
1915 | 803 |
|
3405 | 804 |
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
|
805 |
|
3405 | 806 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
1915 | 807 |
|
3405 | 808 |
glDisableClientState(GL_COLOR_ARRAY); |
3641 | 809 |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
3407 | 810 |
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required |
3405 | 811 |
glEnable(GL_TEXTURE_2D); |
812 |
end; |
|
1915 | 813 |
end; |
814 |
||
3376 | 815 |
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
|
816 |
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
817 |
lw, waves, shift: GLfloat; |
4748 | 818 |
sprite: TSprite; |
2288 | 819 |
begin |
4748 | 820 |
if SuddenDeathDmg then |
821 |
sprite:= sprSDWater |
|
822 |
else |
|
823 |
sprite:= sprWater; |
|
824 |
||
825 |
cWaveWidth:= SpritesData[sprite].Width; |
|
826 |
||
3463 | 827 |
lw:= cScreenWidth / cScaleFactor; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
828 |
waves:= lw * 2 / cWaveWidth; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
829 |
|
4748 | 830 |
if SuddenDeathDmg then |
831 |
Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt, |
|
832 |
LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt, |
|
833 |
LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt, |
|
834 |
255 |
|
835 |
) |
|
836 |
else |
|
837 |
Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt, |
|
838 |
LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt, |
|
839 |
LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt, |
|
840 |
255 |
|
841 |
); |
|
3089 | 842 |
|
4748 | 843 |
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
|
844 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
845 |
VertexBuffer[0].X:= -lw; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
846 |
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
847 |
VertexBuffer[1].X:= lw; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
848 |
VertexBuffer[1].Y:= VertexBuffer[0].Y; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
849 |
VertexBuffer[2].X:= lw; |
4748 | 850 |
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
|
851 |
VertexBuffer[3].X:= -lw; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
852 |
VertexBuffer[3].Y:= VertexBuffer[2].Y; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
853 |
|
2374 | 854 |
shift:= - lw / cWaveWidth; |
2495 | 855 |
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
|
856 |
TextureBuffer[0].Y:= 0; |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
857 |
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
|
858 |
TextureBuffer[1].Y:= TextureBuffer[0].Y; |
08d623a494e6
Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents:
2434
diff
changeset
|
859 |
TextureBuffer[2].X:= TextureBuffer[1].X; |
4748 | 860 |
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
|
861 |
TextureBuffer[3].X:= TextureBuffer[0].X; |
2447
08d623a494e6
Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents:
2434
diff
changeset
|
862 |
TextureBuffer[3].Y:= TextureBuffer[2].Y; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
863 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
864 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
865 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
866 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
867 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
868 |
|
3390 | 869 |
Tint($FF, $FF, $FF, $FF); |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
870 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
871 |
{for i:= -1 to cWaterSprCount do |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
872 |
DrawSprite(sprWater, |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
873 |
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
|
874 |
cWaterLine + WorldDy + dY, |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
875 |
0)} |
2288 | 876 |
end; |
877 |
||
3089 | 878 |
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
|
879 |
var i, w, h, lw, lh, rw, rh, sw: LongInt; |
2426 | 880 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
881 |
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
|
882 |
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
|
883 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
884 |
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
|
885 |
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
|
886 |
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
|
887 |
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
|
888 |
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
|
889 |
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
|
890 |
repeat |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
891 |
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
|
892 |
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
|
893 |
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
|
894 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
895 |
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
|
896 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
897 |
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
|
898 |
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
|
899 |
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
|
900 |
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
|
901 |
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
|
902 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
903 |
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
|
904 |
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
|
905 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
906 |
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
|
907 |
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
|
908 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
909 |
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
|
910 |
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
|
911 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
912 |
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
|
913 |
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
|
914 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
915 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
916 |
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
|
917 |
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
|
918 |
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
|
919 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
920 |
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
|
921 |
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
|
922 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
923 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
924 |
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
|
925 |
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
|
926 |
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
|
927 |
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
|
928 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
929 |
end |
2426 | 930 |
end; |
931 |
||
932 |
||
956 | 933 |
procedure DrawWorld(Lag: LongInt); |
4 | 934 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
935 |
if ZoomValue < zoom then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
936 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
937 |
zoom:= zoom - 0.002 * Lag; |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
938 |
if ZoomValue > zoom then |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
939 |
zoom:= ZoomValue |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
940 |
end |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
941 |
else |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
942 |
if ZoomValue > zoom then |
3444 | 943 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
944 |
zoom:= zoom + 0.002 * Lag; |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
945 |
if ZoomValue < zoom then |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
946 |
zoom:= ZoomValue |
3444 | 947 |
end |
3611 | 948 |
else |
949 |
ZoomValue:= zoom; |
|
2376 | 950 |
|
3611 | 951 |
// Sky |
952 |
glClear(GL_COLOR_BUFFER_BIT); |
|
953 |
//glPushMatrix; |
|
954 |
//glScalef(1.0, 1.0, 1.0); |
|
756 | 955 |
|
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
|
956 |
if not isPaused 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
|
957 |
MoveCamera; |
162 | 958 |
|
3696 | 959 |
if cStereoMode = smNone then |
960 |
begin |
|
3692 | 961 |
glClear(GL_COLOR_BUFFER_BIT); |
962 |
DrawWorldStereo(Lag, rmDefault) |
|
3696 | 963 |
end |
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
964 |
{$IFNDEF S3D_DISABLED} |
3696 | 965 |
else if (cStereoMode = smAFR) then |
966 |
begin |
|
967 |
AFRToggle:= not AFRToggle; |
|
968 |
glClear(GL_COLOR_BUFFER_BIT); |
|
969 |
if AFRToggle then |
|
970 |
DrawWorldStereo(Lag, rmLeftEye) |
|
971 |
else |
|
972 |
DrawWorldStereo(Lag, rmRightEye) |
|
973 |
end |
|
974 |
else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then |
|
975 |
begin |
|
3692 | 976 |
// create left fb |
977 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel); |
|
978 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
979 |
DrawWorldStereo(Lag, rmLeftEye); |
|
980 |
||
981 |
// create right fb |
|
982 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer); |
|
983 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
984 |
DrawWorldStereo(0, rmRightEye); |
|
985 |
||
986 |
// detatch drawing from fbs |
|
987 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
|
988 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
989 |
SetScale(cDefaultZoomLevel); |
|
990 |
||
991 |
// draw left frame |
|
992 |
glBindTexture(GL_TEXTURE_2D, texl); |
|
993 |
glBegin(GL_QUADS); |
|
3696 | 994 |
if cStereoMode = smHorizontal then |
995 |
begin |
|
996 |
glTexCoord2f(0.0, 0.0); |
|
997 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
998 |
glTexCoord2f(1.0, 0.0); |
|
999 |
glVertex2d(0, cScreenHeight); |
|
1000 |
glTexCoord2f(1.0, 1.0); |
|
1001 |
glVertex2d(0, 0); |
|
1002 |
glTexCoord2f(0.0, 1.0); |
|
1003 |
glVertex2d(cScreenWidth / -2, 0); |
|
1004 |
end |
|
1005 |
else |
|
1006 |
begin |
|
1007 |
glTexCoord2f(0.0, 0.0); |
|
1008 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
1009 |
glTexCoord2f(1.0, 0.0); |
|
1010 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
1011 |
glTexCoord2f(1.0, 1.0); |
|
1012 |
glVertex2d(cScreenWidth / 2, 0); |
|
1013 |
glTexCoord2f(0.0, 1.0); |
|
1014 |
glVertex2d(cScreenWidth / -2, 0); |
|
1015 |
end; |
|
3692 | 1016 |
glEnd(); |
1017 |
||
1018 |
// draw right frame |
|
1019 |
glBindTexture(GL_TEXTURE_2D, texr); |
|
1020 |
glBegin(GL_QUADS); |
|
3696 | 1021 |
if cStereoMode = smHorizontal then |
1022 |
begin |
|
1023 |
glTexCoord2f(0.0, 0.0); |
|
1024 |
glVertex2d(0, cScreenHeight); |
|
1025 |
glTexCoord2f(1.0, 0.0); |
|
1026 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
1027 |
glTexCoord2f(1.0, 1.0); |
|
1028 |
glVertex2d(cScreenWidth / 2, 0); |
|
1029 |
glTexCoord2f(0.0, 1.0); |
|
1030 |
glVertex2d(0, 0); |
|
1031 |
end |
|
1032 |
else |
|
1033 |
begin |
|
1034 |
glTexCoord2f(0.0, 0.0); |
|
1035 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
1036 |
glTexCoord2f(1.0, 0.0); |
|
1037 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
1038 |
glTexCoord2f(1.0, 1.0); |
|
1039 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
1040 |
glTexCoord2f(0.0, 1.0); |
|
1041 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
1042 |
end; |
|
3692 | 1043 |
glEnd(); |
1044 |
SetScale(zoom); |
|
3696 | 1045 |
end |
1046 |
else |
|
1047 |
begin |
|
1048 |
// clear scene |
|
1049 |
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
|
1050 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
1051 |
// draw left eye in red channel only |
|
1052 |
if cStereoMode = smGreenRed then |
|
1053 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
1054 |
else if cStereoMode = smBlueRed then |
|
1055 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
1056 |
else if cStereoMode = smCyanRed then |
|
1057 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
1058 |
else |
|
1059 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
1060 |
DrawWorldStereo(Lag, rmLeftEye); |
|
1061 |
// draw right eye in selected channel(s) only |
|
1062 |
if cStereoMode = smRedGreen then |
|
1063 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
1064 |
else if cStereoMode = smRedBlue then |
|
1065 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
1066 |
else if cStereoMode = smRedCyan then |
|
1067 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
1068 |
else |
|
1069 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
1070 |
DrawWorldStereo(Lag, rmRightEye); |
|
1071 |
end |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1072 |
{$ENDIF} |
3692 | 1073 |
end; |
1074 |
||
1075 |
procedure ChangeDepth(rm: TRenderMode; d: GLfloat); |
|
1076 |
begin |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1077 |
{$IFDEF S3D_DISABLED} |
4850 | 1078 |
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
|
1079 |
exit; |
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1080 |
{$ELSE} |
3696 | 1081 |
d:= d / 5; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1082 |
if rm = rmDefault then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1083 |
exit |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1084 |
else if rm = rmLeftEye then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1085 |
d:= -d; |
3692 | 1086 |
stereoDepth:= stereoDepth + d; |
1087 |
glMatrixMode(GL_PROJECTION); |
|
1088 |
glTranslatef(d, 0, 0); |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1089 |
glMatrixMode(GL_MODELVIEW); |
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1090 |
{$ENDIF} |
3692 | 1091 |
end; |
1092 |
||
1093 |
procedure ResetDepth(rm: TRenderMode); |
|
1094 |
begin |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1095 |
{$IFDEF S3D_DISABLED} |
4850 | 1096 |
rm:= rm; // avoid hint |
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1097 |
exit; |
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1098 |
{$ELSE} |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1099 |
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
|
1100 |
exit; |
3692 | 1101 |
glMatrixMode(GL_PROJECTION); |
1102 |
glTranslatef(-stereoDepth, 0, 0); |
|
1103 |
glMatrixMode(GL_MODELVIEW); |
|
1104 |
stereoDepth:= 0; |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1105 |
{$ENDIF} |
3692 | 1106 |
end; |
1107 |
||
1108 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
|
6627 | 1109 |
var i, t, h: LongInt; |
3692 | 1110 |
r: TSDL_Rect; |
1111 |
tdx, tdy: Double; |
|
7016 | 1112 |
s: shortstring; |
3692 | 1113 |
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
|
1114 |
smallScreenOffset, offsetX, offsetY, screenBottom: LongInt; |
3692 | 1115 |
VertexBuffer: array [0..3] of TVertex2f; |
1116 |
begin |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1117 |
if (cReducedQuality and rqNoBackground) = 0 then |
1812 | 1118 |
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
|
1119 |
// 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
|
1120 |
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine); |
4374 | 1121 |
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
|
1122 |
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
|
1123 |
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
|
1124 |
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
|
1125 |
HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20); |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1126 |
|
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
|
1127 |
// background |
3688 | 1128 |
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
|
1129 |
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
|
1130 |
Tint(SDTint, SDTint, SDTint, $FF); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1131 |
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); |
3688 | 1132 |
ChangeDepth(RM, -cStereo_Horizon); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1133 |
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1134 |
if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1135 |
Tint($FF, $FF, $FF, $FF); |
3611 | 1136 |
end; |
4 | 1137 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1138 |
DrawVisualGears(0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1139 |
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
|
1140 |
DrawVisualGears(4); |
3697 | 1141 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1142 |
if (cReducedQuality and rq2DWater) = 0 then |
3611 | 1143 |
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
|
1144 |
// 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
|
1145 |
DrawWater(255, SkyOffset); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1146 |
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
|
1147 |
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
|
1148 |
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
|
1149 |
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
|
1150 |
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
|
1151 |
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
|
1152 |
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
|
1153 |
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
|
1154 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1155 |
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
|
1156 |
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); |
4 | 1157 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1158 |
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
|
1159 |
DrawVisualGears(5); |
3611 | 1160 |
DrawLand(WorldDx, WorldDy); |
1911 | 1161 |
|
3611 | 1162 |
DrawWater(255, 0); |
4 | 1163 |
|
1660 | 1164 |
// Attack bar |
5862 | 1165 |
if CurrentTeam <> nil then |
3611 | 1166 |
case AttackBar of |
1660 | 1167 |
(* 1: begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1168 |
r:= StuffPoz[sPowerBar]; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1169 |
{$WARNINGS OFF} |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1170 |
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1171 |
{$WARNINGS ON} |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1172 |
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1173 |
end;*) |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1174 |
2: with CurrentHedgehog^ do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1175 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1176 |
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1177 |
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1178 |
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1179 |
DrawSprite(sprPower, |
4159
64e677349124
REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents:
4132
diff
changeset
|
1180 |
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, |
64e677349124
REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents:
4132
diff
changeset
|
1181 |
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1182 |
i) |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1183 |
end |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1184 |
end; |
1660 | 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 |
DrawVisualGears(1); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1187 |
DrawGears; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1188 |
DrawVisualGears(6); |
4 | 1189 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1190 |
if SuddenDeathDmg then |
6982 | 1191 |
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
|
1192 |
else |
6982 | 1193 |
DrawWater(WaterOpacity, 0); |
2269
00f5704f5f39
add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents:
2268
diff
changeset
|
1194 |
|
3611 | 1195 |
// Waves |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1196 |
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
|
1197 |
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
|
1198 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1199 |
if (cReducedQuality and rq2DWater) = 0 then |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1200 |
begin |
6982 | 1201 |
//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
|
1202 |
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
|
1203 |
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
|
1204 |
if SuddenDeathDmg then |
6982 | 1205 |
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
|
1206 |
else |
6982 | 1207 |
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
|
1208 |
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
|
1209 |
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
|
1210 |
if SuddenDeathDmg then |
6982 | 1211 |
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
|
1212 |
else |
6982 | 1213 |
DrawWater(WaterOpacity, - offsetY div 10); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1214 |
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
|
1215 |
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
|
1216 |
end |
3611 | 1217 |
else |
1218 |
DrawWaves(-1, 50, - (cWaveHeight shr 1), 0); |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1219 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1220 |
// 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
|
1221 |
// 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
|
1222 |
ChangeDepth(RM, cStereo_Outside); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1223 |
DrawVisualGears(2); |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1224 |
|
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1225 |
// 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
|
1226 |
// 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
|
1227 |
ResetDepth(RM); |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4816
diff
changeset
|
1228 |
DrawVisualGears(3); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1229 |
|
2288 | 1230 |
{$WARNINGS OFF} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1231 |
// Target |
3104 | 1232 |
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then |
1233 |
begin |
|
1234 |
with PHedgehog(CurrentHedgehog)^ do |
|
1235 |
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
|
1236 |
if CurAmmoType = amBee then |
6999 | 1237 |
DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
3110 | 1238 |
else |
6999 | 1239 |
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
|
1240 |
end |
3104 | 1241 |
end; |
4 | 1242 |
{$WARNINGS ON} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1243 |
|
3523 | 1244 |
// this scale is used to keep the various widgets at the same dimension at all zoom levels |
1245 |
SetScale(cDefaultZoomLevel); |
|
2724 | 1246 |
|
1247 |
// Turn time |
|
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
1248 |
{$IFDEF USE_TOUCH_INTERFACE} |
3025 | 1249 |
offsetX:= cScreenHeight - 13; |
2803
1f446fc5c8ec
allow to compile engine as library with HWLIBRARY symbol
koda
parents:
2786
diff
changeset
|
1250 |
{$ELSE} |
3025 | 1251 |
offsetX:= 48; |
2803
1f446fc5c8ec
allow to compile engine as library with HWLIBRARY symbol
koda
parents:
2786
diff
changeset
|
1252 |
{$ENDIF} |
3463 | 1253 |
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
|
1254 |
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then |
3774 | 1255 |
begin |
1256 |
if ReadyTimeLeft <> 0 then |
|
1257 |
i:= Succ(Pred(ReadyTimeLeft) div 1000) |
|
1258 |
else |
|
1259 |
i:= Succ(Pred(TurnTimeLeft) div 1000); |
|
1260 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1261 |
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
|
1262 |
t:= 112 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1263 |
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
|
1264 |
t:= 96 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1265 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1266 |
t:= 80; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1267 |
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
|
1268 |
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
|
1269 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1270 |
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
|
1271 |
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
|
1272 |
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
|
1273 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1274 |
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
|
1275 |
end; |
79 | 1276 |
|
4 | 1277 |
// Captions |
4393 | 1278 |
DrawCaptions; |
4 | 1279 |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
1280 |
{$IFDEF USE_TOUCH_INTERFACE} |
5828
667fb58d7f18
Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents:
5824
diff
changeset
|
1281 |
// Draw buttons Related to the Touch interface |
6688 | 1282 |
DrawScreenWidget(@arrowLeft); |
1283 |
DrawScreenWidget(@arrowRight); |
|
1284 |
DrawScreenWidget(@arrowUp); |
|
1285 |
DrawScreenWidget(@arrowDown); |
|
1286 |
||
1287 |
DrawScreenWidget(@fireButton); |
|
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
1288 |
DrawScreenWidget(@jumpWidget); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
1289 |
DrawScreenWidget(@AMWidget); |
6688 | 1290 |
DrawScreenWidget(@pauseButton); |
6806
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
1291 |
DrawScreenWidget(@utilityWidget); |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
1292 |
{$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
|
1293 |
|
47 | 1294 |
// Teams Healths |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
1295 |
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
|
1296 |
begin |
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1297 |
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
|
1298 |
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
|
1299 |
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
|
1300 |
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
|
1301 |
end |
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1302 |
else smallScreenOffset:= 0; |
547 | 1303 |
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
|
1304 |
with TeamsArray[t]^ do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1305 |
begin |
6627 | 1306 |
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
|
1307 |
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
3697 | 1308 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1309 |
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
|
1310 |
Tint(Clan^.Color shl 8 or $FF); |
690 | 1311 |
|
2839 | 1312 |
// 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
|
1313 |
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
|
1314 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1315 |
// draw flag |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1316 |
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
|
1317 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1318 |
// 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
|
1319 |
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
|
1320 |
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
|
1321 |
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
|
1322 |
r.h:= HealthTex^.h; |
6999 | 1323 |
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
|
1324 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1325 |
// 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
|
1326 |
inc(r.x, cTeamHealthWidth + 2); |
6706
c4272519b128
Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
nemo
parents:
6700
diff
changeset
|
1327 |
if TeamHealth = 0 then inc(r.x); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1328 |
r.w:= 3; |
6999 | 1329 |
DrawTextureFromRect(TeamHealthBarWidth + 16, 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
|
1330 |
|
6706
c4272519b128
Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
nemo
parents:
6700
diff
changeset
|
1331 |
if not highlight and not hasGone and (TeamHealth > 1) then |
6627 | 1332 |
for i:= 0 to cMaxHHIndex do |
1333 |
if Hedgehogs[i].Gear <> nil then |
|
1334 |
begin |
|
6644 | 1335 |
inc(h,Hedgehogs[i].Gear^.Health); |
6647 | 1336 |
if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); |
6627 | 1337 |
end; |
1338 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1339 |
// 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
|
1340 |
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
|
1341 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1342 |
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
|
1343 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1344 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1345 |
// 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
|
1346 |
// 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
|
1347 |
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
|
1348 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1349 |
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
|
1350 |
Tint($FF,$FF,$FF,$80) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1351 |
else Tint($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
|
1352 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1353 |
// draw name |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1354 |
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
|
1355 |
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
|
1356 |
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
|
1357 |
r.h:= NameTagTex^.h - 4; |
6999 | 1358 |
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
|
1359 |
// draw flag |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1360 |
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
|
1361 |
r.h:= 15; |
6999 | 1362 |
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
|
1363 |
// 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
|
1364 |
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
|
1365 |
r.h:= HealthTex^.h - 4; |
6999 | 1366 |
DrawTextureFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @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
|
1367 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1368 |
end; |
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1369 |
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
|
1370 |
begin |
5485 | 1371 |
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
|
1372 |
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
|
1373 |
Tint($FF,$FF,$FF,$FF); |
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1374 |
end; |
47 | 1375 |
|
5 | 1376 |
// Lag alert |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1377 |
if isInLag then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1378 |
DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); |
4 | 1379 |
|
5 | 1380 |
// Wind bar |
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
1381 |
{$IFDEF USE_TOUCH_INTERFACE} |
3405 | 1382 |
offsetX:= cScreenHeight - 13; |
1383 |
offsetY:= (cScreenWidth shr 1) + 74; |
|
2567 | 1384 |
{$ELSE} |
3405 | 1385 |
offsetX:= 30; |
1386 |
offsetY:= 180; |
|
2567 | 1387 |
{$ENDIF} |
3405 | 1388 |
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0); |
1389 |
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
|
1390 |
begin |
3405 | 1391 |
{$WARNINGS OFF} |
1392 |
r.x:= 8 - (RealTicks shr 6) mod 8; |
|
1393 |
{$WARNINGS ON} |
|
1394 |
r.y:= 0; |
|
1395 |
r.w:= WindBarWidth; |
|
1396 |
r.h:= 13; |
|
1397 |
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
|
1398 |
end |
3405 | 1399 |
else |
1400 |
if WindBarWidth < 0 then |
|
1401 |
begin |
|
1402 |
{$WARNINGS OFF} |
|
3407 | 1403 |
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8; |
3405 | 1404 |
{$WARNINGS ON} |
1405 |
r.y:= 0; |
|
1406 |
r.w:= - WindBarWidth; |
|
1407 |
r.h:= 13; |
|
1408 |
DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); |
|
1409 |
end; |
|
5 | 1410 |
|
161 | 1411 |
// AmmoMenu |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1412 |
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
|
1413 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1414 |
if (AMState = AMHidden) then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1415 |
AMAnimStartTime:= RealTicks |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1416 |
else |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1417 |
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1418 |
AMState:= AMShowingUp; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1419 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1420 |
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
|
1421 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1422 |
if (AMState = AMShowing) then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1423 |
AMAnimStartTime:= RealTicks |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1424 |
else |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1425 |
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1426 |
AMState:= AMHiding; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1427 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1428 |
|
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1429 |
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
|
1430 |
ShowAmmoMenu; |
161 | 1431 |
|
2287 | 1432 |
// Cursor |
1433 |
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
|
1434 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
942 | 1435 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1436 |
// Chat |
2287 | 1437 |
DrawChat; |
4 | 1438 |
|
4976 | 1439 |
// 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
|
1440 |
if fastUntilLag then |
6999 | 1441 |
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
|
1442 |
if isPaused then |
6999 | 1443 |
DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture); |
3774 | 1444 |
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
|
1445 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1446 |
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
|
1447 |
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
|
1448 |
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
|
1449 |
missionTimer:= 0; // avoid subtracting below 0 |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1450 |
if missionTex <> nil then |
6999 | 1451 |
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
|
1452 |
end; |
2786 | 1453 |
|
2724 | 1454 |
// fps |
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
1455 |
{$IFDEF USE_TOUCH_INTERFACE} |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
1456 |
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12; |
2724 | 1457 |
{$ELSE} |
3463 | 1458 |
offsetX:= 10; |
2724 | 1459 |
{$ENDIF} |
3463 | 1460 |
offsetY:= cOffsetY; |
3696 | 1461 |
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
|
1462 |
begin |
3692 | 1463 |
inc(Frames); |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1464 |
|
3692 | 1465 |
if cShowFPS or (GameType = gmtDemo) then |
1466 |
inc(CountTicks, Lag); |
|
1467 |
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
|
1468 |
begin |
7016 | 1469 |
i:= GameTicks div 1000; |
3692 | 1470 |
t:= i mod 60; |
1471 |
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
|
1472 |
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
|
1473 |
s:= '0' + s; |
3692 | 1474 |
i:= i div 60; |
1475 |
t:= i mod 60; |
|
1476 |
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
|
1477 |
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
|
1478 |
s:= '0' + s; |
3692 | 1479 |
s:= inttostr(i div 60) + ':' + s; |
3407 | 1480 |
|
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
|
1481 |
|
3692 | 1482 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
1483 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
1484 |
FreeTexture(timeTexture); |
3692 | 1485 |
timeTexture:= Surface2Tex(tmpSurface, false); |
1486 |
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
|
1487 |
end; |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1488 |
|
3692 | 1489 |
if timeTexture <> nil then |
1490 |
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
|
1491 |
|
3692 | 1492 |
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
|
1493 |
begin |
3692 | 1494 |
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
|
1495 |
begin |
3692 | 1496 |
FPS:= Frames; |
1497 |
Frames:= 0; |
|
1498 |
CountTicks:= 0; |
|
1499 |
s:= inttostr(FPS) + ' fps'; |
|
1500 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
|
1501 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
1502 |
FreeTexture(fpsTexture); |
3692 | 1503 |
fpsTexture:= Surface2Tex(tmpSurface, false); |
1504 |
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
|
1505 |
end; |
3692 | 1506 |
if fpsTexture <> nil then |
1507 |
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
|
1508 |
end; |
174 | 1509 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1510 |
if CountTicks >= 1000 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1511 |
CountTicks:= 0; |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1512 |
|
3692 | 1513 |
// lag warning (?) |
1514 |
inc(SoundTimerTicks, Lag); |
|
1515 |
end; |
|
1516 |
||
174 | 1517 |
if SoundTimerTicks >= 50 then |
1518 |
begin |
|
1519 |
SoundTimerTicks:= 0; |
|
1520 |
if cVolumeDelta <> 0 then |
|
1521 |
begin |
|
1522 |
str(ChangeVolume(cVolumeDelta), s); |
|
2619 | 1523 |
AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) |
174 | 1524 |
end |
756 | 1525 |
end; |
1526 |
||
2724 | 1527 |
if GameState = gsConfirm then |
6999 | 1528 |
DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1529 |
|
3107 | 1530 |
if ScreenFade <> sfNone then |
1531 |
begin |
|
1532 |
if not isFirstFrame then |
|
1533 |
case ScreenFade of |
|
1534 |
sfToBlack, sfToWhite: if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then |
|
1535 |
inc(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1536 |
else |
|
3123 | 1537 |
ScreenFadeValue:= sfMax; |
3107 | 1538 |
sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then |
1539 |
dec(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1540 |
else |
|
3123 | 1541 |
ScreenFadeValue:= 0; |
3107 | 1542 |
end; |
1543 |
if ScreenFade <> sfNone then |
|
1544 |
begin |
|
1545 |
case ScreenFade of |
|
3376 | 1546 |
sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000); |
1547 |
sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000); |
|
3107 | 1548 |
end; |
3697 | 1549 |
|
3113 | 1550 |
VertexBuffer[0].X:= -cScreenWidth; |
1551 |
VertexBuffer[0].Y:= cScreenHeight; |
|
1552 |
VertexBuffer[1].X:= -cScreenWidth; |
|
1553 |
VertexBuffer[1].Y:= 0; |
|
1554 |
VertexBuffer[2].X:= cScreenWidth; |
|
1555 |
VertexBuffer[2].Y:= 0; |
|
1556 |
VertexBuffer[3].X:= cScreenWidth; |
|
1557 |
VertexBuffer[3].Y:= cScreenHeight; |
|
3697 | 1558 |
|
3376 | 1559 |
glDisable(GL_TEXTURE_2D); |
3641 | 1560 |
|
3113 | 1561 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
1562 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
3641 | 1563 |
|
3376 | 1564 |
glEnable(GL_TEXTURE_2D); |
3390 | 1565 |
Tint($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
|
1566 |
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
|
1567 |
ScreenFade:= sfNone |
3107 | 1568 |
end |
1569 |
end; |
|
1570 |
||
3123 | 1571 |
SetScale(zoom); |
1572 |
||
1573 |
// Cursor |
|
1574 |
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
|
1575 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1576 |
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
|
1577 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1578 |
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
|
1579 |
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
|
1580 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1581 |
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
|
1582 |
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 | 1583 |
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
|
1584 |
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
|
1585 |
if PosCount > 1 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1586 |
DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1587 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1588 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1589 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1590 |
end; |
3107 | 1591 |
isFirstFrame:= false |
4 | 1592 |
end; |
1593 |
||
79 | 1594 |
procedure MoveCamera; |
5851
e6151aca2d7c
Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents:
5848
diff
changeset
|
1595 |
var EdgesDist, wdy, shs,z: LongInt; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3629
diff
changeset
|
1596 |
PrevSentPointTime: LongWord = 0; |
4 | 1597 |
begin |
5502 | 1598 |
{$IFNDEF MOBILE} |
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6415
diff
changeset
|
1599 |
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) 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
|
1600 |
uCursor.updatePosition(); |
3551 | 1601 |
{$ENDIF} |
5852 | 1602 |
z:= round(200/zoom); |
6453
11c578d30bd3
Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents:
6415
diff
changeset
|
1603 |
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) then |
5851
e6151aca2d7c
Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents:
5848
diff
changeset
|
1604 |
if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then |
6296 | 1605 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1606 |
FollowGear:= nil; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1607 |
prevPoint:= CursorPoint; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1608 |
exit |
6296 | 1609 |
end |
3680 | 1610 |
else |
6296 | 1611 |
begin |
5852 | 1612 |
CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8; |
6098 | 1613 |
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
|
1614 |
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
|
1615 |
else |
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
1616 |
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8; |
6296 | 1617 |
end; |
4 | 1618 |
|
2375 | 1619 |
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
|
1620 |
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
|
1621 |
WorldDy:= wdy; |
2375 | 1622 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1623 |
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
|
1624 |
exit; |
4 | 1625 |
|
6802 | 1626 |
if (AMState = AMShowingUp) or (AMState = AMShowing) then |
3680 | 1627 |
begin |
6622 | 1628 |
if CursorPoint.X < AmmoRect.x then//check left |
1629 |
CursorPoint.X:= AmmoRect.x; |
|
1630 |
if CursorPoint.X > AmmoRect.x + AmmoRect.w then//check right |
|
1631 |
CursorPoint.X:= AmmoRect.x + AmmoRect.w; |
|
1632 |
if CursorPoint.Y > cScreenHeight - AmmoRect.y then//check top |
|
1633 |
CursorPoint.Y:= cScreenHeight - AmmoRect.y; |
|
1634 |
if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2) then//check bottom |
|
1635 |
CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2); |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1636 |
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
|
1637 |
//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
|
1638 |
exit |
3680 | 1639 |
end; |
162 | 1640 |
|
4 | 1641 |
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
|
1642 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1643 |
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
|
1644 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1645 |
SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1646 |
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
|
1647 |
end; |
3680 | 1648 |
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
|
1649 |
end |
3680 | 1650 |
else |
1651 |
EdgesDist:= cGearScrEdgesDist; |
|
1652 |
||
1653 |
// this generates the border around the screen that moves the camera when cursor is near it |
|
1654 |
if isCursorVisible or (FollowGear <> nil) then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1655 |
begin |
3680 | 1656 |
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
|
1657 |
begin |
3680 | 1658 |
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; |
1659 |
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
|
1660 |
end |
3680 | 1661 |
else |
1662 |
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
|
1663 |
begin |
3680 | 1664 |
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; |
1665 |
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
|
1666 |
end; |
5149
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
1667 |
|
5302 | 1668 |
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
|
1669 |
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
|
1670 |
begin |
5149
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
1671 |
WorldDy:= WorldDy + CursorPoint.Y - shs; |
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
1672 |
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
|
1673 |
end |
3680 | 1674 |
else |
5302 | 1675 |
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
|
1676 |
begin |
3680 | 1677 |
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; |
1678 |
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
|
1679 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1680 |
end |
3680 | 1681 |
else |
1682 |
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
|
1683 |
begin |
3680 | 1684 |
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; |
1685 |
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; |
|
1686 |
CursorPoint.X:= 0; |
|
1687 |
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
|
1688 |
end; |
351 | 1689 |
|
3680 | 1690 |
// this moves the camera according to CursorPoint X and Y |
4 | 1691 |
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
|
1692 |
//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
|
1693 |
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
|
1694 |
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
|
1695 |
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
|
1696 |
WorldDy:= wdy; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1697 |
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
|
1698 |
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
|
1699 |
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
|
1700 |
WorldDx:= 1024; |
4 | 1701 |
end; |
1702 |
||
2905 | 1703 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 1704 |
var r: TSDL_Rect; |
1705 |
begin |
|
1706 |
r.w:= 32; |
|
1707 |
r.h:= 32; |
|
1708 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1709 |
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
|
1710 |
time:= 5000; |
2786 | 1711 |
missionTimer:= time; |
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
1712 |
FreeTexture(missionTex); |
2786 | 1713 |
|
1714 |
if icon > -1 then |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1715 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1716 |
r.x:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1717 |
r.y:= icon * 32; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1718 |
missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r) |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1719 |
end |
2786 | 1720 |
else |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1721 |
begin |
4626
775f43e90383
fixed showmission so it actually displays the right icons
Henek
parents:
4482
diff
changeset
|
1722 |
r.x:= ((-icon - 1) shr 4) * 32; |
775f43e90383
fixed showmission so it actually displays the right icons
Henek
parents:
4482
diff
changeset
|
1723 |
r.y:= ((-icon - 1) mod 16) * 32; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1724 |
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
|
1725 |
end; |
2786 | 1726 |
end; |
1727 |
||
1728 |
procedure HideMission; |
|
1729 |
begin |
|
3045 | 1730 |
missionTimer:= 0; |
2786 | 1731 |
end; |
1732 |
||
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
1733 |
procedure ShakeCamera(amount: LongInt); |
3032 | 1734 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1735 |
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
|
1736 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1737 |
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
|
1738 |
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
|
1739 |
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
|
1740 |
//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
|
1741 |
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2)) |
3032 | 1742 |
end; |
1743 |
||
5521 | 1744 |
|
1745 |
procedure onFocusStateChanged; |
|
1746 |
begin |
|
1747 |
if (not cHasFocus) and (GameState <> gsConfirm) then |
|
5523 | 1748 |
ParseCommand('quit', true); |
6862 | 1749 |
|
1750 |
if not cHasFocus then DampenAudio() |
|
1751 |
else UndampenAudio(); |
|
5521 | 1752 |
end; |
1753 |
||
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1754 |
procedure SetUtilityWidgetState(ammoType: TAmmoType); |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1755 |
begin |
6963 | 1756 |
{$IFDEF TOUCH_INTERFACE} |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1757 |
if(ammoType = amNothing)then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1758 |
ammoType:= CurrentHedgehog^.CurAmmoType; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1759 |
|
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1760 |
if(CurrentHedgehog <> nil)then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1761 |
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
|
1762 |
begin |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1763 |
utilityWidget.sprite:= sprTimerButton; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1764 |
animateWidget(@utilityWidget, true, true); |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1765 |
end |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1766 |
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
|
1767 |
begin |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1768 |
utilityWidget.sprite:= sprTargetButton; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1769 |
animateWidget(@utilityWidget, true, true); |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1770 |
end |
6962 | 1771 |
else if ammoType = amSwitch then |
1772 |
begin |
|
1773 |
utilityWidget.sprite:= sprTargetButton; |
|
1774 |
animateWidget(@utilityWidget, true, true); |
|
1775 |
end |
|
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1776 |
else if utilityWidget.show then |
6992 | 1777 |
animateWidget(@utilityWidget, true, false); |
1778 |
{$ELSE} |
|
1779 |
ammoType:= ammoType; // avoid hint |
|
6963 | 1780 |
{$ENDIF} |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1781 |
end; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
1782 |
|
6688 | 1783 |
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); |
1784 |
begin |
|
1785 |
with widget^ do |
|
1786 |
begin |
|
1787 |
show:= showWidget; |
|
1788 |
if fade then fadeAnimStart:= RealTicks; |
|
1789 |
||
1790 |
with moveAnim do |
|
1791 |
begin |
|
1792 |
animate:= true; |
|
1793 |
startTime:= RealTicks; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
1794 |
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
|
1795 |
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
|
1796 |
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
|
1797 |
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
|
1798 |
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
|
1799 |
source.y:= source.y xor target.y; |
6688 | 1800 |
end; |
1801 |
end; |
|
1802 |
end; |
|
1803 |
||
5521 | 1804 |
|
3038 | 1805 |
procedure initModule; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
1806 |
begin |
7027 | 1807 |
fpsTexture:= nil; |
1808 |
FollowGear:= nil; |
|
1809 |
WindBarWidth:= 0; |
|
1810 |
bShowAmmoMenu:= false; |
|
1811 |
bSelected:= false; |
|
1812 |
bShowFinger:= false; |
|
1813 |
Frames:= 0; |
|
1814 |
WorldDx:= -512; |
|
1815 |
WorldDy:= -256; |
|
3697 | 1816 |
|
7027 | 1817 |
FPS:= 0; |
1818 |
CountTicks:= 0; |
|
1819 |
SoundTimerTicks:= 0; |
|
1820 |
prevPoint.X:= 0; |
|
1821 |
prevPoint.Y:= 0; |
|
1822 |
missionTimer:= 0; |
|
1823 |
missionTex:= nil; |
|
1824 |
cOffsetY:= 0; |
|
1825 |
stereoDepth:= 0; |
|
1826 |
AMState:= AMHidden; |
|
1827 |
isFirstFrame:= true; |
|
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
1828 |
end; |
4 | 1829 |
|
3038 | 1830 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
1831 |
begin |
7027 | 1832 |
stereoDepth:= stereoDepth; // avoid hint |
1833 |
FreeTexture(fpsTexture); |
|
1834 |
fpsTexture:= nil; |
|
1835 |
FreeTexture(timeTexture); |
|
1836 |
timeTexture:= nil; |
|
1837 |
FreeTexture(missionTex); |
|
1838 |
missionTex:= nil |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
1839 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
1840 |
|
4 | 1841 |
end. |