remove debug message, clear a couple of global gear references if appropriate, fix control script
(* * 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 uRenderUtils;interfaceuses SDLh, uTypes;procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDLprocedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);implementationuses uUtils, uVariables, uConsts, uTextures, sysutils, uDebug;procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);var r: TSDL_Rect;begin r:= rect^; if Clear then SDL_FillRect(Surface, @r, 0); BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF); FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF); r.y:= rect^.y + 1; r.h:= rect^.h - 2; SDL_FillRect(Surface, @r, BorderColor); r.x:= rect^.x + 1; r.w:= rect^.w - 2; r.y:= rect^.y; r.h:= rect^.h; SDL_FillRect(Surface, @r, BorderColor); r.x:= rect^.x + 2; r.y:= rect^.y + 1; r.w:= rect^.w - 4; r.h:= rect^.h - 2; SDL_FillRect(Surface, @r, FillColor); r.x:= rect^.x + 1; r.y:= rect^.y + 2; r.w:= rect^.w - 2; r.h:= rect^.h - 4; SDL_FillRect(Surface, @r, FillColor)end;function WriteInRoundRect(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 TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h); finalRect.x:= X; finalRect.y:= Y; finalRect.w:= w + FontBorder * 2 + 4; finalRect.h:= h + FontBorder * 2; DrawRoundRect(@finalRect, cWhiteColor, endian(cNearBlackColorChannels.value), Surface, true); clr.r:= (Color shr 16) and $FF; clr.g:= (Color shr 8) and $FF; clr.b:= Color and $FF; tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr); finalRect.x:= X + FontBorder + 2; finalRect.y:= Y + FontBorder; 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; WriteInRoundRect:= finalRect;end;procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);var y, x, i, j: LongInt; tmpPixel: Longword; pixels: PLongWordArray;begin TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true); pixels:= Surface^.pixels; if Vertical then for y := 0 to (Surface^.h div 2) - 1 do for x := 0 to Surface^.w - 1 do begin i:= y * Surface^.w + x; j:= (Surface^.h - y - 1) * Surface^.w + x; tmpPixel:= pixels^[i]; pixels^[i]:= pixels^[j]; pixels^[j]:= tmpPixel; end else for x := 0 to (Surface^.w div 2) - 1 do for y := 0 to Surface^.h -1 do begin i:= y*Surface^.w + x; j:= y*Surface^.w + (Surface^.w - x - 1); tmpPixel:= pixels^[i]; pixels^[i]:= pixels^[j]; pixels^[j]:= tmpPixel; end;end;procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt);var srcX, srcY, i, j, maxDest: LongInt; srcPixels, destPixels: PLongWordArray; r0, g0, b0, a0, r1, g1, b1, a1: Byte;begin maxDest:= (dest^.pitch div 4) * dest^.h; srcPixels:= src^.pixels; destPixels:= dest^.pixels; for srcX:= 0 to src^.w - 1 do for srcY:= 0 to src^.h - 1 do begin i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX; j:= srcY * (src^.pitch div 4) + srcX; if (i < maxDest) and (srcPixels^[j] and AMask <> 0) then begin SDL_GetRGBA(destPixels^[i], dest^.format, @r0, @g0, @b0, @a0); SDL_GetRGBA(srcPixels^[j], src^.format, @r1, @g1, @b1, @a1); r0:= (r0 * (255 - LongInt(a1)) + r1 * LongInt(a1)) div 255; g0:= (g0 * (255 - LongInt(a1)) + g1 * LongInt(a1)) div 255; b0:= (b0 * (255 - LongInt(a1)) + b1 * LongInt(a1)) div 255; a0:= (a0 * (255 - LongInt(a1)) + a1 * LongInt(a1)) div 255; destPixels^[i]:= SDL_MapRGBA(dest^.format, r0, g0, b0, a0); end; end;end;procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparentlyvar y, x, i, j: LongInt; srcPixels, destPixels: PLongWordArray;begin TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true); TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true); srcPixels:= src^.pixels; destPixels:= dest^.pixels; j:= 0; for x := 0 to src^.w - 1 do for y := 0 to src^.h - 1 do begin i:= (src^.h - 1 - y) * (src^.pitch div 4) + x; destPixels^[j]:= srcPixels^[i]; inc(j) end;end;function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;var w, h: LongInt; finalSurface: PSDL_Surface;begin if length(s) = 0 then s:= ' '; font:= CheckCJKFont(s, font); w:= 0; h:= 0; // avoid compiler hints TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h); finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2, 32, RMask, GMask, BMask, AMask); TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true); WriteInRoundRect(finalSurface, 0, 0, Color, font, s); TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true); RenderStringTex:= Surface2Tex(finalSurface, false); SDL_FreeSurface(finalSurface);end;function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;var textWidth, textHeight, x, y, w, h, i, j, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt; finalSurface, tmpsurf, rotatedEdge: PSDL_Surface; rect: TSDL_Rect; chars: set of char = [#9,' ',';',':','?','!',',']; substr: shortstring; edge, corner, tail: TSPrite;begin case SpeechType of 1: begin; edge:= sprSpeechEdge; corner:= sprSpeechCorner; tail:= sprSpeechTail; end; 2: begin; edge:= sprThoughtEdge; corner:= sprThoughtCorner; tail:= sprThoughtTail; end; 3: begin; edge:= sprShoutEdge; corner:= sprShoutCorner; tail:= sprShoutTail; end; end; edgeHeight:= SpritesData[edge].Height; edgeWidth:= SpritesData[edge].Width; cornerWidth:= SpritesData[corner].Width; cornerHeight:= SpritesData[corner].Height; // This one screws up WrapText //s:= 'This is the song that never ends. ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...'; // This one does not //s:= 'This is the song that never ends. cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... '; numLines:= 0; if length(s) = 0 then s:= '...'; font:= CheckCJKFont(s, font); w:= 0; h:= 0; // avoid compiler hints TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h); if w<8 then w:= 8; j:= 0; if (length(s) > 20) then begin w:= 0; i:= round(Sqrt(length(s)) * 2); s:= WrapText(s, #1, chars, i); pos:= 1; prevpos:= 0; line:= 0; // Find the longest line for the purposes of centring the text. Font dependant. while pos <= length(s) do begin if (s[pos] = #1) or (pos = length(s)) then begin inc(numlines); if s[pos] <> #1 then inc(pos); while s[prevpos+1] = ' ' do inc(prevpos); substr:= copy(s, prevpos+1, pos-prevpos-1); i:= 0; j:= 0; TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(substr), i, j); if i > w then w:= i; prevpos:= pos; end; inc(pos); end; end else numLines := 1; textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth; textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth; textHeight:=max(textHeight,edgeWidth); //textWidth:=max(textWidth,SpritesData[tail].Width); rect.x:= 0; rect.y:= 0; rect.w:= textWidth + (cornerWidth * 2); rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height; //s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h); finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask); TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true); //////////////////////////////// CORNERS /////////////////////////////// copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips? x:= 0; y:= textHeight + cornerHeight -1; copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW flipSurface(SpritesData[corner].Surface, false); x:= rect.w-cornerWidth-1; y:= textHeight + cornerHeight -1; copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE flipSurface(SpritesData[corner].Surface, true); x:= rect.w-cornerWidth-1; y:= 0; copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE flipSurface(SpritesData[corner].Surface, false); // restore original position //////////////////////////////// END CORNERS /////////////////////////////// //////////////////////////////// EDGES ////////////////////////////////////// x:= cornerWidth; y:= 0; while x < rect.w-cornerWidth-1 do begin copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge inc(x,edgeWidth); end; flipSurface(SpritesData[edge].Surface, true); x:= cornerWidth; y:= textHeight + cornerHeight*2 - edgeHeight-1; while x < rect.w-cornerWidth-1 do begin copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge inc(x,edgeWidth); end; flipSurface(SpritesData[edge].Surface, true); // restore original position rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask); x:= rect.w - edgeHeight - 1; y:= cornerHeight; //// initially was going to rotate in place, but the SDL spec claims width/height are read only copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge); while y < textHeight + cornerHeight do begin copyToXY(rotatedEdge, finalSurface, x, y); inc(y,edgeWidth); end; flipSurface(rotatedEdge, false); // restore original position x:= 0; y:= cornerHeight; while y < textHeight + cornerHeight do begin copyToXY(rotatedEdge, finalSurface, x, y); inc(y,edgeWidth); end; //////////////////////////////// END EDGES ////////////////////////////////////// x:= cornerWidth; y:= textHeight + cornerHeight * 2 - edgeHeight - 1; copyToXY(SpritesData[tail].Surface, finalSurface, x, y); rect.x:= edgeHeight; rect.y:= edgeHeight; rect.w:= rect.w - edgeHeight * 2; rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2; i:= rect.w; j:= rect.h; SDL_FillRect(finalSurface, @rect, cWhiteColor); pos:= 1; prevpos:= 0; line:= 0; while pos <= length(s) do begin if (s[pos] = #1) or (pos = length(s)) then begin if s[pos] <> #1 then inc(pos); while s[prevpos+1] = ' 'do inc(prevpos); substr:= copy(s, prevpos+1, pos-prevpos-1); if Length(substr) <> 0 then begin tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cNearBlackColorChannels); rect.x:= edgeHeight + 1 + ((i - w) div 2); // trying to more evenly position the text, vertically rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h; SDLTry(tmpsurf <> nil, true); SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect); SDL_FreeSurface(tmpsurf); inc(line); prevpos:= pos; end; end; inc(pos); end; RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true); SDL_FreeSurface(rotatedEdge); SDL_FreeSurface(finalSurface);end;end.