display caption for ammotype amNothing when switched to so that players know what just happened
unit uCaptions;
interface
uses uTypes;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure DrawCaptions;
procedure initModule;
procedure freeModule;
implementation
uses uTextures, uRenderUtils, uVariables, uRender, uConsts;
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
end;
var
Captions: array[TCapGroup] of TCaptionStr;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
if Captions[Group].Tex <> nil then
FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= nil;
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
end;
end;
procedure DrawCaptions;
var
grp: TCapGroup;
offset: LongInt;
begin
{$IFDEF IPHONEOS}
offset:= 40;
{$ELSE}
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then
offset:= 48
else
offset:= 8;
{$ENDIF}
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawCentered(0, offset, Tex);
inc(offset, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeTexture(Tex);
Tex:= nil;
EndTime:= 0
end;
end;
end;
procedure initModule;
begin
FillChar(Captions, sizeof(Captions), 0)
end;
procedure freeModule;
begin
end;
end.