hedgewars/uStore.pas
author Zorg <zorgiepoo@gmail.com>
Wed, 08 Jun 2011 03:36:54 -0400
changeset 5229 148d581b17ab
parent 5215 d4c529624460
child 5238 46ddaf14509d
permissions -rw-r--r--
Attempt to fix issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.

(*
 * 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
 *)

{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}

unit uStore;
interface
uses sysutils, uConsts, SDLh, GLunit, uTypes;

procedure initModule;
procedure freeModule;

procedure StoreLoad;
procedure StoreRelease;
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
procedure LoadHedgehogHat(HHGear: PGear; newHat: shortstring);
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function  RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure MakeCrossHairs;

implementation
uses uMisc, uConsole, uMobile, uVariables, uUtils, uTextures, uRender, uRenderUtils, uCommands, uDebug;

type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);

var MaxTextureSize: LongInt;
    cGPUVendor: TGPUVendor;

function WriteInRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
var w, h: LongInt;
    tmpsurf: PSDL_Surface;
    clr: TSDL_Color;
    finalRect: TSDL_Rect;
begin
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
tmpsurf:= doSurfaceConversion(tmpsurf);
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
WriteInRect:= finalRect
end;

procedure MakeCrossHairs;
var t: LongInt;
    tmpsurf, texsurf: PSDL_Surface;
    Color, i: Longword;
    s : shortstring;
begin
s:= Pathz[ptGraphics] + '/' + cCHFileName;
tmpsurf:= LoadImage(s, ifAlpha or ifCritical);

for t:= 0 to Pred(TeamsCount) do
    with TeamsArray[t]^ do
    begin
    texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, tmpsurf^.w, tmpsurf^.h, 32, RMask, GMask, BMask, AMask);
    TryDo(texsurf <> nil, errmsgCreateSurface, true);

    Color:= Clan^.Color;
    Color:= SDL_MapRGB(texsurf^.format, Color shr 16, Color shr 8, Color and $FF);
    SDL_FillRect(texsurf, nil, Color);

    SDL_UpperBlit(tmpsurf, nil, texsurf, nil);

    TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Ooops', true);

    if SDL_MustLock(texsurf) then
        SDLTry(SDL_LockSurface(texsurf) >= 0, true);

    // make black pixel be alpha-transparent
    for i:= 0 to texsurf^.w * texsurf^.h - 1 do
        if PLongwordArray(texsurf^.pixels)^[i] = AMask then PLongwordArray(texsurf^.pixels)^[i]:= (RMask or GMask or BMask) and Color;

    if SDL_MustLock(texsurf) then
        SDL_UnlockSurface(texsurf);

    if CrosshairTex <> nil then FreeTexture(CrosshairTex);
    CrosshairTex:= Surface2Tex(texsurf, false);
    SDL_FreeSurface(texsurf)
    end;

SDL_FreeSurface(tmpsurf)
end;

procedure StoreLoad;
var s: shortstring;

    procedure WriteNames(Font: THWFont);
    var t: LongInt;
        i: LongInt;
        r, rr: TSDL_Rect;
        drY: LongInt;
        texsurf, flagsurf, iconsurf: PSDL_Surface;
    begin
    r.x:= 0;
    r.y:= 0;
    drY:= - 4;
    for t:= 0 to Pred(TeamsCount) do
        with TeamsArray[t]^ do
        begin
        NameTagTex:= RenderStringTex(TeamName, Clan^.Color, Font);

        r.w:= cTeamHealthWidth + 5;
        r.h:= NameTagTex^.h;

        texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
        TryDo(texsurf <> nil, errmsgCreateSurface, true);
        TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

        DrawRoundRect(@r, cWhiteColor, cNearBlackColorChannels.value, texsurf, true);
        rr:= r;
        inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
        DrawRoundRect(@rr, Clan^.Color, Clan^.Color, texsurf, false);
        HealthTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf);

        r.x:= 0;
        r.y:= 0;
        r.w:= 32;
        r.h:= 32;
        texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
        TryDo(texsurf <> nil, errmsgCreateSurface, true);
        TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

        r.w:= 26;
        r.h:= 19;

        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, texsurf, true);

        // overwrite flag for cpu teams and keep players from using it
        if (Hedgehogs[0].Gear <> nil) and (Hedgehogs[0].BotLevel > 0) then
            if Flag = 'hedgewars' then Flag:= 'cpu'
        else if Flag = 'cpu' then
            Flag:= 'hedgewars';

        flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, ifNone);
        if flagsurf = nil then
            flagsurf:= LoadImage(Pathz[ptFlags] + '/hedgewars', ifNone);
        TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);
        copyToXY(flagsurf, texsurf, 2, 2);
        SDL_FreeSurface(flagsurf);
        flagsurf:= nil;

        // restore black border pixels inside the flag
        PLongwordArray(texsurf^.pixels)^[32 * 2 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 2 + 23]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 + 23]:= cNearBlackColor;

        FlagTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf);
        texsurf:= nil;

        AIKillsTex := RenderStringTex(inttostr(stats.AIKills), Clan^.Color, fnt16);

        dec(drY, r.h + 2);
        DrawHealthY:= drY;
        for i:= 0 to 7 do
            with Hedgehogs[i] do
                if Gear <> nil then
                    begin
                    NameTagTex:= RenderStringTex(Name, Clan^.Color, fnt16);
                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            LoadHedgehogHat(Gear, 'Reserved/' + Copy(Hat,9,Length(s)-8))
                        else
                            LoadHedgehogHat(Gear, Hat);
                        end
                    end;
        end;
    MissionIcons:= LoadImage(Pathz[ptGraphics] + '/missions', ifCritical);
    iconsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 28, 28, 32, RMask, GMask, BMask, AMask);
    if iconsurf <> nil then
        begin
        r.x:= 0;
        r.y:= 0;
        r.w:= 28;
        r.h:= 28;
        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, iconsurf, true);
        ropeIconTex:= Surface2Tex(iconsurf, false);
        SDL_FreeSurface(iconsurf);
        iconsurf:= nil;
        end;
    end;

    procedure InitHealth;
    var i, t: LongInt;
    begin
    for t:= 0 to Pred(TeamsCount) do
        if TeamsArray[t] <> nil then
            with TeamsArray[t]^ do
                begin
                for i:= 0 to cMaxHHIndex do
                    if Hedgehogs[i].Gear <> nil then
                        RenderHealth(Hedgehogs[i]);
                end
    end;

    procedure LoadGraves;
    var t: LongInt;
        texsurf: PSDL_Surface;
    begin
    for t:= 0 to Pred(TeamsCount) do
    if TeamsArray[t] <> nil then
        with TeamsArray[t]^ do
            begin
            if GraveName = '' then GraveName:= 'Statue';
            texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, ifTransparent);
            if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraves] + '/Statue', ifCritical or ifTransparent);
            GraveTex:= Surface2Tex(texsurf, false);
            SDL_FreeSurface(texsurf)
            end
    end;

var ii: TSprite;
    fi: THWFont;
    ai: TAmmoType;
    tmpsurf: PSDL_Surface;
    i: LongInt;
begin

for fi:= Low(THWFont) to High(THWFont) do
    with Fontz[fi] do
        begin
        s:= Pathz[ptFonts] + '/' + Name;
        WriteToConsole(msgLoading + s + ' (' + inttostr(Height) + 'pt)... ');
        Handle:= TTF_OpenFont(Str2PChar(s), Height);
        SDLTry(Handle <> nil, true);
        TTF_SetFontStyle(Handle, style);
        WriteLnToConsole(msgOK)
        end;

WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;

AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
    with SpritesData[ii] do
        // FIXME - add a sprite attribute to match on rq flags?
        if (((cReducedQuality and (rqNoBackground or rqLowRes)) = 0) or   // why rqLowRes?
                (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]))) and
           (((cReducedQuality and rqPlainSplash) = 0) or ((not (ii in [sprSplash, sprDroplet, sprSDSplash, sprSDDroplet])))) and
           (((cReducedQuality and rqKillFlakes) = 0) or (Theme = 'Snow') or (Theme = 'Christmas') or ((not (ii in [sprFlake, sprSDFlake])))) then
        begin
            if AltPath = ptNone then
                if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
                    tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
                else
                    tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
            else begin
                tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
                if tmpsurf = nil then
                    tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, ifAlpha or ifCritical or ifTransparent);
                end;

            if tmpsurf <> nil then
            begin
                if getImageDimensions then
                begin
                    imageWidth:= tmpsurf^.w;
                    imageHeight:= tmpsurf^.h
                end;
                if getDimensions then
                begin
                    Width:= tmpsurf^.w;
                    Height:= tmpsurf^.h
                end;
                if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
                begin
                    Texture:= Surface2Tex(tmpsurf, true);
                    Texture^.Scale:= 2
                end
                else
                begin
                    Texture:= Surface2Tex(tmpsurf, false);
                    // HACK: We should include some sprite attribute to define the texture wrap directions
                    if ((ii = sprWater) or (ii = sprSDWater)) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                end;
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
                if saveSurf then
                    Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
                end
            else
                Surface:= nil
        end;

AddProgress;

tmpsurf:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, ifAlpha or ifCritical or ifTransparent);
HHTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf);

InitHealth;

PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);

AddProgress;

// name of weapons in ammo menu
for ai:= Low(TAmmoType) to High(TAmmoType) do
    with Ammoz[ai] do
    begin
        TryDo(trAmmo[NameId] <> '','No default text/translation found for ammo type #' + intToStr(ord(ai)) + '!',true);
        tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
        TryDo(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ai)) + ' failed!',true);
        tmpsurf:= doSurfaceConversion(tmpsurf);
        if (NameTex <> nil) then
            FreeTexture(NameTex);
        NameTex:= Surface2Tex(tmpsurf, false);
        SDL_FreeSurface(tmpsurf)
    end;

// number of weapons in ammo menu
for i:= Low(CountTexz) to High(CountTexz) do
begin
    tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), cWhiteColorChannels);
    tmpsurf:= doSurfaceConversion(tmpsurf);
    if (CountTexz[i] <> nil) then
        FreeTexture(CountTexz[i]);
    CountTexz[i]:= Surface2Tex(tmpsurf, false);
    SDL_FreeSurface(tmpsurf)
end;

AddProgress;

{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;

procedure StoreRelease;
var ii: TSprite;
    ai: TAmmoType;
    i, t: LongInt;
begin
    for ii:= Low(TSprite) to High(TSprite) do
    begin
        FreeTexture(SpritesData[ii].Texture);
        SpritesData[ii].Texture:= nil;
        if SpritesData[ii].Surface <> nil then
            SDL_FreeSurface(SpritesData[ii].Surface);
        SpritesData[ii].Surface:= nil;
    end;
    SDL_FreeSurface(MissionIcons);
    FreeTexture(ropeIconTex);
    FreeTexture(HHTexture);
    FreeTexture(PauseTexture);
    FreeTexture(ConfirmTexture);
    FreeTexture(SyncTexture);
    // free all ammo name textures
    for ai:= Low(TAmmoType) to High(TAmmoType) do
    begin
        FreeTexture(Ammoz[ai].NameTex);
    end;
    // free all count textures
    for i:= Low(CountTexz) to High(CountTexz) do
    begin
        FreeTexture(CountTexz[i]);
    end;
    // free all team and hedgehog textures
    for t:= 0 to Pred(TeamsCount) do
    begin
        if TeamsArray[t] <> nil then
        begin
            FreeTexture(TeamsArray[t]^.NameTagTex);
            FreeTexture(TeamsArray[t]^.CrosshairTex);
            FreeTexture(TeamsArray[t]^.GraveTex);
            FreeTexture(TeamsArray[t]^.HealthTex);
            FreeTexture(TeamsArray[t]^.AIKillsTex);
            FreeTexture(TeamsArray[t]^.FlagTex);
            for i:= 0 to cMaxHHIndex do
            begin
                FreeTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
                FreeTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
                FreeTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
            end;
        end;
    end;
{$IFNDEF S3D_DISABLED}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
    begin
        glDeleteTextures(1, @texl);
        glDeleteRenderbuffersEXT(1, @depthl);
        glDeleteFramebuffersEXT(1, @framel);
        glDeleteTextures(1, @texr);
        glDeleteRenderbuffersEXT(1, @depthr);
        glDeleteFramebuffersEXT(1, @framer)
    end
{$ENDIF}
end;


procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
    str(Hedgehog.Gear^.Health, s);
    if Hedgehog.HealthTagTex <> nil then
        FreeTexture(Hedgehog.HealthTagTex);
    Hedgehog.HealthTagTex:= RenderStringTex(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;

function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
    s: shortstring;
begin
    WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + '] ');

    s:= filename + '.png';
    tmpsurf:= IMG_Load(Str2PChar(s));

    if tmpsurf = nil then
    begin
        OutError(msgFailed, (imageFlags and ifCritical) <> 0);
        exit(nil)
    end;

    if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
    begin
        SDL_FreeSurface(tmpsurf);
        OutError(msgFailedSize, (imageFlags and ifCritical) <> 0);
        // dummy surface to replace non-critical textures that failed to load due to their size
        exit(SDL_CreateRGBSurface(SDL_SWSURFACE, 2, 2, 32, RMask, GMask, BMask, AMask));
    end;

    tmpsurf:= doSurfaceConversion(tmpsurf);

    if (imageFlags and ifTransparent) <> 0 then
        TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

    WriteLnToConsole(msgOK + ' (' + inttostr(tmpsurf^.w) + 'x' + inttostr(tmpsurf^.h) + ')');

    LoadImage:= tmpsurf //Result
end;

procedure LoadHedgehogHat(HHGear: PGear; newHat: shortstring);
var texsurf: PSDL_Surface;
begin
    texsurf:= LoadImage(Pathz[ptHats] + '/' + newHat, ifNone);

    // only do something if the hat could be loaded
    if texsurf <> nil then
        begin
        // free the mem of any previously assigned texture
        FreeTexture(HHGear^.Hedgehog^.HatTex);

        // assign new hat to hedgehog
        HHGear^.Hedgehog^.HatTex:= Surface2Tex(texsurf, true);

        // cleanup: free temporary surface mem
        SDL_FreeSurface(texsurf)
        end;
end;

function glLoadExtension(extension : shortstring) : boolean;
begin
{$IF GLunit = gles11}
    // FreePascal doesnt come with OpenGL ES 1.1 Extension headers
    extension:= extension; // avoid hint
    glLoadExtension:= false;
    AddFileLog('OpenGL - "' + extension + '" skipped')
{$ELSE}
    glLoadExtension:= glext_LoadExtension(extension);
    if glLoadExtension then
        AddFileLog('OpenGL - "' + extension + '" loaded')
    else
        AddFileLog('OpenGL - "' + extension + '" failed to load');
{$ENDIF}
end;

procedure SetupOpenGL;
{$IFNDEF IPHONEOS}
var vendor: shortstring;
{$IFDEF DARWIN}
const one : LongInt = 1;
{$ENDIF}
{$ENDIF}
begin

{$IFDEF IPHONEOS}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));

{$IFDEF DARWIN}
// fixes vsync in Snow Leopard
    CGLSetParameter(CGLGetCurrentContext(), 222, @one);
{$ENDIF}
{$ENDIF}
{$ENDIF}
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // no alpha channel required
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer has to be 16 bit only
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // try to prefer hardware rendering

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);

    AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
    AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
    AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
    AddFileLog('  \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));

    if MaxTextureSize <= 0 then
        begin
        MaxTextureSize:= 1024;
        AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
        end
    else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
        begin
        cReducedQuality := cReducedQuality or rqNoBackground;  
        AddFileLog('Texture size too small for backgrounds, disabling.');
        end;

{$IFDEF IPHONEOS}
    cGPUVendor:= gvApple;
{$ELSE}
    if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
        cGPUVendor:= gvNVIDIA
    else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
        cGPUVendor:= gvATI
    else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
        cGPUVendor:= gvIntel;
{$ENDIF}
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$IFNDEF S3D_DISABLED}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
    begin
        // prepare left and right frame buffers and associated textures
        if glLoadExtension('GL_EXT_framebuffer_object') then
        begin
            // left
            glGenFramebuffersEXT(1, @framel);
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
            glGenRenderbuffersEXT(1, @depthl);
            glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthl);
            glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
            glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthl);
            glGenTextures(1, @texl);
            glBindTexture(GL_TEXTURE_2D, texl);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texl, 0);

            // right
            glGenFramebuffersEXT(1, @framer);
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
            glGenRenderbuffersEXT(1, @depthr);
            glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthr);
            glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
            glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthr);
            glGenTextures(1, @texr);
            glBindTexture(GL_TEXTURE_2D, texr);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texr, 0);

            // reset
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)
        end
        else
            cStereoMode:= smNone;
    end;
{$ENDIF}

    if cGPUVendor = gvUnknown then
        AddFileLog('OpenGL Warning - unknown hardware vendor; please report');

    // set view port to whole window
    if (rotationQt = 0) or (rotationQt = 180) then
        glViewport(0, 0, cScreenWidth, cScreenHeight)
    else
        glViewport(0, 0, cScreenHeight, cScreenWidth);

    glMatrixMode(GL_MODELVIEW);
    // prepare default translation/scaling
    glLoadIdentity();
    glRotatef(rotationQt, 0, 0, 1);
    glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    glTranslatef(0, -cScreenHeight / 2, 0);

    // enable alpha blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    // disable/lower perspective correction (will not need it anyway)
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    // disable dithering
    glDisable(GL_DITHER);
    // enable common states by default as they save a lot
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
end;

procedure SetScale(f: GLfloat);
begin
    // leave immediately if scale factor did not change
    if f = cScaleFactor then exit;

    if f = cDefaultZoomLevel then
        glPopMatrix         // "return" to default scaling
    else                    // other scaling
    begin
        glPushMatrix;       // save default scaling
        glLoadIdentity;
        glRotatef(rotationQt, 0, 0, 1);
        glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
    end;

    cScaleFactor:= f;
end;

////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
    if Step = 0 then
    begin
        WriteToConsole(msgLoading + 'progress sprite: ');
        texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);

        ProgrTex:= Surface2Tex(texsurf, false);

        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);

        uMobile.GameLoading();
    end;

    TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);

    glClear(GL_COLOR_BUFFER_BIT);
    if Step < numsquares then r.x:= 0
    else r.x:= squaresize;

    r.y:= (Step mod numsquares) * squaresize;
    r.w:= squaresize;
    r.h:= squaresize;

    DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);

{$IFDEF SDL13}
    SDL_RenderPresent(SDLrender);
{$ELSE}
    SDL_GL_SwapBuffers();
{$ENDIF}
    inc(Step);

end;

procedure FinishProgress;
begin
    WriteLnToConsole('Freeing progress surface... ');
    FreeTexture(ProgrTex);
    uMobile.GameLoaded();
end;

function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
var tmpsurf: PSDL_SURFACE;
    w, h, i, j: LongInt;
    font: THWFont;
    r, r2: TSDL_Rect;
    wa, ha: LongInt;
    tmpline, tmpline2, tmpdesc: ansistring;
begin
// make sure there is a caption as well as a sub caption - description is optional
if caption = '' then caption:= '???';
if subcaption = '' then subcaption:= ' ';

font:= CheckCJKFont(caption,fnt16);
font:= CheckCJKFont(subcaption,font);
font:= CheckCJKFont(description,font);
font:= CheckCJKFont(extra,font);

w:= 0;
h:= 0;
wa:= FontBorder * 2 + 4;
ha:= FontBorder * 2;

i:= 0; j:= 0; // avoid compiler hints

// TODO: Recheck height/position calculation

// get caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(caption), i, j);
// width adds 36 px (image + space)
w:= i + 36 + wa;
h:= j + ha;

// get sub caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(subcaption), i, j);
// width adds 36 px (image + space)
if w < (i + 36 + wa) then w:= i + 36 + wa;
inc(h, j + ha);

// get description's dimensions
tmpdesc:= description;
while tmpdesc <> '' do
    begin
    tmpline:= tmpdesc;
    SplitByChar(tmpline, tmpdesc, '|');
    if tmpline <> '' then
        begin
        TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(tmpline), i, j);
        if w < (i + wa) then w:= i + wa;
        inc(h, j + ha)
        end
    end;

if extra <> '' then
    begin
    // get extra label's dimensions
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(extra), i, j);
    if w < (i + wa) then w:= i + wa;
    inc(h, j + ha);
    end;

// add borders space
inc(w, wa);
inc(h, ha + 8);

tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
TryDo(tmpsurf <> nil, 'RenderHelpWindow: fail to create surface', true);

// render border and background
r.x:= 0;
r.y:= 0;
r.w:= w;
r.h:= h;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, tmpsurf, true);

// render caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, ha, $ffffffff, font, caption);
// render sub caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, r.y + r.h, $ffc7c7c7, font, subcaption);

// render all description lines
tmpdesc:= description;
while tmpdesc <> '' do
    begin
    tmpline:= tmpdesc;
    SplitByChar(tmpline, tmpdesc, '|');
    r2:= r;
    if tmpline <> '' then
        begin
        r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, $ff707070, font, tmpline);

        // render highlighted caption (if there's a ':')
        tmpline2:= '';
        SplitByChar(tmpline, tmpline2, ':');
        if tmpline2 <> '' then
            WriteInRect(tmpsurf, FontBorder + 2, r2.y + r2.h, $ffc7c7c7, font, tmpline + ':');
        end
    end;

if extra <> '' then
    r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, extracolor, font, extra);

r.x:= FontBorder + 6;
r.y:= FontBorder + 4;
r.w:= 32;
r.h:= 32;
SDL_FillRect(tmpsurf, @r, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);

RenderHelpWindow:=  Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;

procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
    i: LongInt;
    extra: ansistring;
    extracolor: LongInt;
begin
    // don't do anything if the window shouldn't be shown
    if (cReducedQuality and rqTooltipsOff) <> 0 then
    begin
        WeaponTooltipTex:= nil;
        exit
    end;

// free old texture
FreeWeaponTooltip;

// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;

// default (no extra text)
extra:= '';
extracolor:= 0;

if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
    begin
    extra:= trmsg[sidNotYetAvailable];
    extracolor:= LongInt($ffc77070);
    end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility won't end your turn
    begin
    extra:= trmsg[sidNoEndTurn];
    extracolor:= LongInt($ff70c770);
    end
else
    begin
    extra:= '';
    extracolor:= 0;
    end;

// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(trammo[Ammoz[atype].NameId], trammoc[Ammoz[atype].NameId], trammod[Ammoz[atype].NameId], extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;

procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
    DrawTexture(x, y, WeaponTooltipTex)
end;

procedure FreeWeaponTooltip;
begin
// free the existing texture (if there is any)
if WeaponTooltipTex = nil then
    exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;

procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
    ico: PSDL_Surface;
    buf: array[byte] of char;
    {$IFDEF SDL13}x, y: LongInt;{$ENDIF}
begin
    s:= s; // avoid compiler hint
    if Length(s) = 0 then cFullScreen:= not cFullScreen
    else cFullScreen:= s = '1';

    buf[0]:= char(0); // avoid compiler hint
    AddFileLog('Prepare to change video parameters...');

    flags:= SDL_OPENGL;// or SDL_RESIZABLE;

    if cFullScreen then
        flags:= flags or SDL_FULLSCREEN;

{$IFDEF SDL_IMAGE_NEWER}
    WriteToConsole('Init SDL_image... ');
    SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
    WriteLnToConsole(msgOK);
{$ENDIF}
    // load engine icon
{$IFDEF DARWIN}
    ico:= LoadImage(Pathz[ptGraphics] + '/hwengine_mac', ifIgnoreCaps);
{$ELSE}
    ico:= LoadImage(Pathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
{$ENDIF}
    if ico <> nil then
    begin
        SDL_WM_SetIcon(ico, 0);
        SDL_FreeSurface(ico)
    end;

    // set window caption
    SDL_WM_SetCaption('Hedgewars', nil);

    if SDLPrimSurface <> nil then
    begin
        AddFileLog('Freeing old primary surface...');
        SDL_FreeSurface(SDLPrimSurface);
        SDLPrimSurface:= nil;
    end;

{$IFDEF SDL13}
    // these values in x and y make the window appear in the center
    x:= SDL_WINDOWPOS_CENTERED_MASK;
    y:= SDL_WINDOWPOS_CENTERED_MASK;
    flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN;

{$IFDEF IPHONEOS}
    // make the sdl window appear on the second monitor when present
    x:= x or (SDL_GetNumVideoDisplays() - 1);
    y:= y or (SDL_GetNumVideoDisplays() - 1);

    // hardcode the opengles driver as we do our own drawing
    SDL_SetHint('SDL_RENDER_DRIVER','opengles');
    flags:= flags or SDL_WINDOW_BORDERLESS;  // do not set SDL_WINDOW_RESIZABLE on iOS
{$ENDIF}

    SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
    SDLTry(SDLwindow <> nil, true);
    SDLrender:= SDL_CreateRenderer(SDLwindow, -1, SDL_RENDERER_ACCELERATED or SDL_RENDERER_PRESENTVSYNC);
    SDLTry(SDLrender <> nil, true);

    // clean the renderer before using it
    SDL_SetRenderDrawColor(SDLrender, 0, 0, 0, 255);
    SDL_RenderClear(SDLrender);
    SDL_RenderPresent(SDLrender);

    // reset the gl context from the one created by SDL (as we have our own drawing system)
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
{$ELSE}
    if not cOnlyStats then
        begin
        SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, cBits, flags);
        SDLTry(SDLPrimSurface <> nil, true);
        end;
{$ENDIF}

    AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
    SetupOpenGL();
end;

procedure initModule;
var ai: TAmmoType;
    i: LongInt;
begin
    RegisterVariable('fullscr', vtCommand, @chFullScr, true);

    SDLPrimSurface:= nil;

{$IFNDEF IPHONEOS}
    rotationQt:= 0;
    cGPUVendor:= gvUnknown;
{$ENDIF}

    cScaleFactor:= 2.0;
    SupportNPOTT:= false;
    Step:= 0;
    ProgrTex:= nil;

    // init all ammo name texture pointers
    for ai:= Low(TAmmoType) to High(TAmmoType) do
    begin
        Ammoz[ai].NameTex := nil;
    end;
    // init all count texture pointers
    for i:= Low(CountTexz) to High(CountTexz) do
    begin
        CountTexz[i] := nil;
    end;
end;

procedure freeModule;
begin
end;

end.