--- a/hedgewars/uLandGraphics.pas Sun Jan 27 18:39:02 2008 +0000
+++ b/hedgewars/uLandGraphics.pas Sun Jan 27 19:29:00 2008 +0000
@@ -120,47 +120,17 @@
if (dx = dy) then ChangeCircleLines(x, y, dx, dy, doSet)
end;
-procedure ClearLandPixel(y, x: LongInt);
-var p: PByteArray;
-begin
-p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
-case LandSurface^.format^.BytesPerPixel of
- 2: PWord(@(p^[x * 2]))^:= 0;
- 3: begin
- p^[x * 3 + 0]:= 0;
- p^[x * 3 + 1]:= 0;
- p^[x * 3 + 2]:= 0;
- end;
- 4: PLongword(@(p^[x * 4]))^:= 0;
- end
-end;
-
-procedure SetLandPixel(y, x: LongInt);
-var p: PByteArray;
-begin
-p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
-case LandSurface^.format^.BytesPerPixel of
- 2: PWord(@(p^[x * 2]))^:= cExplosionBorderColor;
- 3: begin
- p^[x * 3 + 0]:= cExplosionBorderColor and $FF;
- p^[x * 3 + 1]:= (cExplosionBorderColor shr 8) and $FF;
- p^[x * 3 + 2]:= cExplosionBorderColor shr 16;
- end;
- 4: PLongword(@(p^[x * 4]))^:= cExplosionBorderColor;
- end
-end;
-
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
- for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y + dy, i);
+ for i:= max(x - dx, 0) to min(x + dx, 2047) do LandPixels[y + dy, i]:= 0;
if ((y - dy) and $FFFFFC00) = 0 then
- for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y - dy, i);
+ for i:= max(x - dx, 0) to min(x + dx, 2047) do LandPixels[y - dy, i]:= 0;
if ((y + dx) and $FFFFFC00) = 0 then
- for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y + dx, i);
+ for i:= max(x - dy, 0) to min(x + dy, 2047) do LandPixels[y + dx, i]:= 0;
if ((y - dx) and $FFFFFC00) = 0 then
- for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y - dx, i);
+ for i:= max(x - dy, 0) to min(x + dy, 2047) do LandPixels[y - dx, i]:= 0;
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
@@ -168,16 +138,16 @@
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do
- if Land[y + dy, i] = COLOR_LAND then SetLandPixel(y + dy, i);
+ if Land[y + dy, i] = COLOR_LAND then LandPixels[y + dy, i]:= cExplosionBorderColor;
if ((y - dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do
- if Land[y - dy, i] = COLOR_LAND then SetLandPixel(y - dy, i);
+ if Land[y - dy, i] = COLOR_LAND then LandPixels[y - dy, i]:= cExplosionBorderColor;
if ((y + dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do
- if Land[y + dx, i] = COLOR_LAND then SetLandPixel(y + dx, i);
+ if Land[y + dx, i] = COLOR_LAND then LandPixels[y + dx, i]:= cExplosionBorderColor;
if ((y - dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do
- if Land[y - dx, i] = COLOR_LAND then SetLandPixel(y - dx, i);
+ if Land[y - dx, i] = COLOR_LAND then LandPixels[y - dx, i]:= cExplosionBorderColor;
end;
procedure DrawExplosion(X, Y, Radius: LongInt);
@@ -185,9 +155,6 @@
begin
FillRoundInLand(X, Y, Radius, 0);
-if SDL_MustLock(LandSurface) then
- SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
-
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
@@ -220,23 +187,19 @@
end;
if (dx = dy) then FillLandCircleLinesEBC(x, y, dx, dy);
-if SDL_MustLock(LandSurface) then
- SDL_UnlockSurface(LandSurface);
-
-UpdateLandTexture(Y - Radius, 2 * Radius)
+d:= max(Y - Radius, 0);
+dy:= min(Y + Radius, 1023) - d;
+UpdateLandTexture(d, dy)
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, i: LongInt;
begin
-if SDL_MustLock(LandSurface) then
- SDL_LockSurface(LandSurface);
-
for i:= 0 to Pred(Count) do
begin
for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
- ClearLandPixel(ty, tx);
+ LandPixels[ty, tx]:= 0;
inc(y, dY)
end;
@@ -248,14 +211,11 @@
for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
if Land[ty, tx] = $FFFFFF then
- SetLandPixel(ty, tx);
+ LandPixels[ty, tx]:= cExplosionBorderColor;
inc(y, dY)
end;
-if SDL_MustLock(LandSurface) then
- SDL_UnlockSurface(LandSurface);
-
-//UpdateLandTexture
+UpdateLandTexture(0, 1024)
end;
//
@@ -265,9 +225,6 @@
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty: Longint;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
-if SDL_MustLock(LandSurface) then
- SDL_LockSurface(LandSurface);
-
nx:= X + dY * (HalfWidth + 8);
ny:= Y - dX * (HalfWidth + 8);
@@ -301,7 +258,7 @@
if Land[ty, tx] = COLOR_LAND then
begin
Land[ty, tx]:= 0;
- ClearLandPixel(ty, tx);
+ LandPixels[ty, tx]:= 0;
end
end;
for t:= 0 to 7 do
@@ -320,10 +277,7 @@
ny:= ny + dX;
end;
-if SDL_MustLock(LandSurface) then
- SDL_UnlockSurface(LandSurface);
-
-//UpdateLandTexture
+UpdateLandTexture(0, 1024)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;