fix netgame layout issues, I think all layout issues caused by page refactoring are fixed now, if you find any more let me know
(*
* 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, uLandTexture;
procedure initModule;
procedure freeModule;
procedure StoreLoad(reload: boolean = false);
procedure StoreRelease(reload: boolean = false);
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:= UserPathz[ptGraphics] + '/' + cCHFileName;
if not FileExists(s+'.png') then 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(reload: boolean);
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(UserPathz[ptFlags] + '/' + Flag, ifNone);
if flagsurf = nil then flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, ifNone);
if flagsurf = nil then flagsurf:= LoadImage(UserPathz[ptFlags] + '/hedgewars', 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(UserPathz[ptGraphics] + '/missions', ifNone);
if MissionIcons = nil then 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(UserPathz[ptGraves] + '/' + GraveName, ifTransparent);
if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, ifTransparent);
if texsurf = nil then texsurf:= LoadImage(UserPathz[ptGraves] + '/Statue', 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
AddFileLog('StoreLoad()');
if not reload then
for fi:= Low(THWFont) to High(THWFont) do
with Fontz[fi] do
begin
s:= UserPathz[ptFonts] + '/' + Name;
if not FileExists(s) then 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])))) and
((cCloudsNumber > 0) or (ii <> sprCloud)) and
((vobCount > 0) or (ii <> sprFlake)) then
begin
if AltPath = ptNone then
if ii in [sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR, sprChunk] then // FIXME: hack
begin
if not reload then
begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
end
else tmpsurf:= Surface
end
else
begin
if not reload then
begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
end
else tmpsurf:= Surface
end
else begin
if not reload then
begin
tmpsurf:= LoadImage(UserPathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(UserPathz[AltPath] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, ifAlpha or ifCritical or ifTransparent)
end
else tmpsurf:= Surface
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);
// This should maybe be flagged. It wastes quite a bit of memory.
if not reload then
begin
{$IF DEFINED(DARWIN) OR DEFINED(WIN32)}
Surface:= tmpsurf
{$ELSE}
if saveSurf then Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
{$ENDIF}
end
end
else
Surface:= nil
end;
AddProgress;
tmpsurf:= LoadImage(UserPathz[ptGraphics] + '/' + cHHFileName, ifAlpha or ifTransparent);
if tmpsurf = nil then 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;
IMG_Quit();
end;
procedure StoreRelease(reload: boolean);
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) and not reload then
begin
SDL_FreeSurface(SpritesData[ii].Surface);
SpritesData[ii].Surface:= nil
end
end;
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
ropeIconTex:= nil;
FreeTexture(HHTexture);
HHTexture:= nil;
FreeTexture(PauseTexture);
PauseTexture:= nil;
FreeTexture(ConfirmTexture);
ConfirmTexture:= nil;
FreeTexture(SyncTexture);
SyncTexture:= nil;
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
FreeTexture(Ammoz[ai].NameTex);
Ammoz[ai].NameTex:= nil
end;
// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
begin
FreeTexture(CountTexz[i]);
CountTexz[i]:= nil
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);
TeamsArray[t]^.NameTagTex:= nil;
FreeTexture(TeamsArray[t]^.CrosshairTex);
TeamsArray[t]^.CrosshairTex:= nil;
FreeTexture(TeamsArray[t]^.GraveTex);
TeamsArray[t]^.GraveTex:= nil;
FreeTexture(TeamsArray[t]^.HealthTex);
TeamsArray[t]^.HealthTex:= nil;
FreeTexture(TeamsArray[t]^.AIKillsTex);
TeamsArray[t]^.AIKillsTex:= nil;
FreeTexture(TeamsArray[t]^.FlagTex);
TeamsArray[t]^.FlagTex:= nil;
for i:= 0 to cMaxHHIndex do
begin
FreeTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
TeamsArray[t]^.Hedgehogs[i].NameTagTex:= nil;
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
TeamsArray[t]^.Hedgehogs[i].HealthTagTex:= nil;
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
TeamsArray[t]^.Hedgehogs[i].HatTex:= nil;
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(UserPathz[ptHats] + '/' + newHat, ifNone);
if texsurf = nil then 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');
{$ENDIF}
end;
procedure SetupOpenGLAttributes;
begin
{$IFDEF IPHONEOS}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$IFNDEF SDL13} // vsync is default in 1.3
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));
{$ENDIF}
{$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
end;
procedure SetupOpenGL;
//var vendor: shortstring = '';
var buf: array[byte] of char;
begin
buf[0]:= char(0); // avoid compiler hint
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
{$IFDEF SDL13}
// this function creates an opengles1.1 context by default on mobile devices
// use SDL_GL_SetAttribute to change this behaviour
SDLGLcontext:=SDL_GL_CreateContext(SDLwindow);
SDLTry(SDLGLcontext <> nil, true);
SDL_GL_SetSwapInterval(1);
{$ENDIF}
// get the max (horizontal and vertical) size for textures that the gpu can support
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @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;
(* // find out which gpu we are using (for extension compatibility maybe?)
{$IFDEF IPHONEOS}
vendor:= vendor; // avoid hint
cGPUVendor:= gvApple;
{$ELSE}
vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
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
else
AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
{$ENDIF}
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
*)
// everyone love debugging
AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
AddFileLog(' |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
AddFileLog(' \----- Texture Size: ' + inttostr(MaxTextureSize));
{$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}
// 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(UserPathz[ptGraphics] + '/Progress', ifTransparent);
if texsurf = nil then 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_GL_SwapWindow(SDLwindow);
{$ELSE}
SDL_GL_SwapBuffers();
{$ENDIF}
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex);
uMobile.GameLoaded();
Step:= 0
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 is 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 will not end your turn
begin
extra:= trmsg[sidNoEndTurn];
extracolor:= LongInt($ff70c770);
end
else
begin
extra:= '';
extracolor:= 0;
end;
// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(trammo[Ammoz[atype].NameId], trammoc[Ammoz[atype].NameId], trammod[Ammoz[atype].NameId], extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;
procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
DrawTexture(x, y, WeaponTooltipTex)
end;
procedure FreeWeaponTooltip;
begin
// free the existing texture (if there is any)
if WeaponTooltipTex = nil then
exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;
procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
reinit: boolean = false;
{$IFNDEF DARWIN}ico: PSDL_Surface;{$ENDIF}
{$IFDEF SDL13}x, y: LongInt;{$ENDIF}
begin
if Length(s) = 0 then cFullScreen:= not cFullScreen
else cFullScreen:= s = '1';
AddFileLog('Preparing to change video parameters...');
{$IFNDEF IPHONEOS}
if SDLPrimSurface = nil then
begin
// set window title
SDL_WM_SetCaption('Hedgewars', nil);
WriteToConsole('Init SDL_image... ');
SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
WriteLnToConsole(msgOK);
// load engine icon
{$IFNDEF DARWIN}
ico:= LoadImage(UserPathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
if ico = nil then ico:= LoadImage(Pathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
if ico <> nil then
begin
SDL_WM_SetIcon(ico, 0);
SDL_FreeSurface(ico)
end;
{$ENDIF}
end
else
begin
SetScale(cDefaultZoomLevel);
{$IF DEFINED(DARWIN) OR DEFINED(WIN32)}
reinit:= true;
{$ENDIF}
AddFileLog('Freeing old primary surface...');
SDL_FreeSurface(SDLPrimSurface);
SDLPrimSurface:= nil;
end;
{$ENDIF}
// these attributes must be set up before creating the sdl window
{$IFNDEF WIN32}
(* On a large number of testers machines, SDL default to software rendering when opengl attributes were set.
These attributes were "set" after CreateWindow in .15, which probably did nothing.
IMO we should rely on the gl_config defaults from SDL, and use SDL_GL_GetAttribute to possibly post warnings if any
bad values are set. *)
SetupOpenGLAttributes();
{$ENDIF}
{$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;
{$IFDEF IPHONEOS}
// make the sdl window appear on the second monitor when present
x:= x or (SDL_GetNumVideoDisplays() - 1);
y:= y or (SDL_GetNumVideoDisplays() - 1);
SDL_SetHint('SDL_IOS_ORIENTATIONS','LandscapeLeft LandscapeRight');
flags:= flags or SDL_WINDOW_BORDERLESS or SDL_WINDOW_RESIZABLE;
{$ENDIF}
if SDLwindow = nil then
if cFullScreen then SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cOrigScreenWidth, cOrigScreenHeight, flags or SDL_WINDOW_FULLSCREEN)
else SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
SDLTry(SDLwindow <> nil, true);
{$ELSE}
flags:= SDL_OPENGL or SDL_RESIZABLE;
if cFullScreen then
flags:= flags or SDL_FULLSCREEN;
if not cOnlyStats then
begin
{$IFDEF WIN32}
s:= SDL_getenv('SDL_VIDEO_CENTERED');
SDL_putenv('SDL_VIDEO_CENTERED=1');
{$ENDIF}
SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, cBits, flags);
SDLTry(SDLPrimSurface <> nil, true);
{$IFDEF WIN32}SDL_putenv(str2pchar('SDL_VIDEO_CENTERED=' + s));{$ENDIF}
end;
{$ENDIF}
SetupOpenGL();
if reinit then
begin
if SuddenDeathDmg then
glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99)
else if ((cReducedQuality and rqNoBackground) = 0) then
glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99)
else glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99);
StoreRelease(true);
StoreLoad(true);
ResetLand;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT)
end;
end;
procedure initModule;
var ai: TAmmoType;
i: LongInt;
begin
RegisterVariable('fullscr', vtCommand, @chFullScr, true);
SDLPrimSurface:= nil;
rotationQt:= 0;
cScaleFactor:= 2.0;
Step:= 0;
ProgrTex:= nil;
SupportNPOTT:= false;
// cGPUVendor:= gvUnknown;
// 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
CountTexz[i] := nil;
end;
procedure freeModule;
begin
end;
end.