hedgewars/uLandPainted.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6580 6155187bf599
child 6700 e04da46ee43c
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uLandPainted;

interface

procedure Draw;
procedure initModule;
procedure freeModule;

implementation
uses uLandGraphics, uConsts, uUtils, SDLh, uCommands, uDebug;

type PointRec = packed record
    X, Y: SmallInt;
    flags: byte;
    end;

type
    PPointEntry = ^PointEntry;
    PointEntry = record
        point: PointRec;
        next: PPointEntry;
        end;

var pointsListHead, pointsListLast: PPointEntry;

procedure DrawLineOnLand(X1, Y1, X2, Y2: LongInt);
var  eX, eY, dX, dY: LongInt;
    i, sX, sY, x, y, d: LongInt;
    b: boolean;
    len: LongWord;
begin
    len:= 0;
    if (X1 = X2) and (Y1 = Y2) then
        begin
        exit
        end;
    eX:= 0;
    eY:= 0;
    dX:= X2 - X1;
    dY:= Y2 - Y1;

    if (dX > 0) then
        sX:= 1
    else
        if (dX < 0) then
            begin
            sX:= -1;
            dX:= -dX
            end
        else
            sX:= dX;

    if (dY > 0) then
        sY:= 1
    else
        if (dY < 0) then
            begin
            sY:= -1;
            dY:= -dY
            end
        else
            sY:= dY;

        if (dX > dY) then
            d:= dX
        else
            d:= dY;

        x:= X1;
        y:= Y1;

        for i:= 0 to d do
            begin
            inc(eX, dX);
            inc(eY, dY);
            b:= false;
            if (eX > d) then
                begin
                dec(eX, d);
                inc(x, sX);
                b:= true
                end;
            if (eY > d) then
                begin
                dec(eY, d);
                inc(y, sY);
                b:= true
                end;
            if b then
                begin
                inc(len);
                if (len mod 4) = 0 then
                    FillRoundInLand(X, Y, 34, lfBasic)
                end
        end
end;

procedure chDraw(var s: shortstring);
var rec: PointRec;
    prec: ^PointRec;
    pe: PPointEntry;
    i, l: byte;
begin
    i:= 1;
    l:= length(s);
    while i < l do
        begin
        prec:= @s[i];
        rec:= prec^;
        rec.X:= SDLNet_Read16(@rec.X);
        rec.Y:= SDLNet_Read16(@rec.Y);

        pe:= new(PPointEntry);
        if pointsListLast = nil then
            pointsListHead:= pe
        else
            pointsListLast^.next:= pe;
        pointsListLast:= pe;

        pe^.point:= rec;
        pe^.next:= nil;

        inc(i, 5)
        end;
end;

procedure Draw;
var pe: PPointEntry;
    prevPoint: PointRec;
begin
    // shutup compiler
    prevPoint.X:= 0;
    prevPoint.Y:= 0;

    pe:= pointsListHead;
    TryDo((pe = nil) or (pe^.point.flags and $80 <> 0), 'Corrupted draw data', true);

    while(pe <> nil) do
        begin
        if (pe^.point.flags and $80 <> 0) then
            begin
            AddFileLog('[DRAW] Move to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
            FillRoundInLand(pe^.point.X, pe^.point.Y, 34, lfBasic)
            end
            else
            begin
            AddFileLog('[DRAW] Line to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
            DrawLineOnLand(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y);
            end;

        prevPoint:= pe^.point;
        pe:= pe^.next;  
        end;
end;

procedure initModule;
begin
    pointsListHead:= nil;
    pointsListLast:= nil;

    RegisterVariable('draw', vtCommand, @chDraw, false);
end;

procedure freeModule;
var pe, pp: PPointEntry;
begin
    pe:= pointsListHead;
    while(pe <> nil) do
        begin
        pp:= pe;
        pe:= pe^.next;
        dispose(pp);
        end;
end;

end.