sheepluva's patch to add a "follow" command to server and frontend, in order to stalk people and join them in their rooms
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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
*)
{$INCLUDE "options.inc"}
unit uStore;
interface
uses sysutils, uConsts, uTeams, SDLh, uFloat,
{$IFDEF GLES11}
gles11;
{$ELSE}
GL, GLext;
{$ENDIF}
var PixelFormat: PSDL_PixelFormat;
SDLPrimSurface: PSDL_Surface;
PauseTexture,
SyncTexture,
ConfirmTexture: PTexture;
cScaleFactor: GLfloat;
SupportNPOTT: Boolean;
Step: LongInt;
squaresize : LongInt;
numsquares : LongInt;
{$IFDEF SDL13notworking}
ProgrTex: TSDL_TextureID;
{$ELSE}
ProgrTex: PTexture;
{$ENDIF}
procedure init_uStore;
procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, Frames: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawFillRect(r: TSDL_Rect);
function CheckCJKFont(s: string; font: THWFont): THWFont;
function RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
function RenderSpeechBubbleTex(s: string; SpeechType: Longword; font: THWFont): PTexture;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
//procedure rotateSurface(Surface: PSDL_Surface);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: string; imageFlags: LongInt): PSDL_Surface;
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
implementation
uses uMisc, uConsole, uLand, uLocale, uWorld{$IFDEF IPHONEOS}, PascalExports{$ENDIF};
type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel);
var HHTexture: PTexture;
MaxTextureSize: Integer;
{$IFNDEF IPHONEOS}cGPUVendor: TGPUVendor;{$ENDIF}
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: string): 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 StoreLoad;
var s: string;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
texsurf: 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);
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
texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, ifNone);
if texsurf <> nil then
begin
HatTex:= Surface2Tex(texsurf, true);
SDL_FreeSurface(texsurf)
end
end
end;
end;
end;
procedure MakeCrossHairs;
var t: LongInt;
tmpsurf, texsurf: PSDL_Surface;
Color, i: Longword;
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]:= 0;
if SDL_MustLock(texsurf) then
SDL_UnlockSurface(texsurf);
CrosshairTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end;
SDL_FreeSurface(tmpsurf)
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:= 'Simple';
texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, 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 + '... ');
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
if (not cReducedQuality) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake])) then // FIXME: hack
begin
if AltPath = ptNone then
if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifLowRes)
else
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical or ifLowRes)
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 imageWidth = 0 then imageWidth:= tmpsurf^.w;
if imageHeight = 0 then imageHeight:= tmpsurf^.h;
if Width = 0 then Width:= tmpsurf^.w;
if Height = 0 then Height:= tmpsurf^.h;
if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
Texture:= Surface2Tex(tmpsurf, true)
else
begin
Texture:= Surface2Tex(tmpsurf, false);
if (ii = sprWater) and not cReducedQuality then // HACK: We should include some sprite attribute to define the texture wrap directions
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
end;
end;
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
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
tmpsurf:= doSurfaceConversion(tmpsurf);
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);
CountTexz[i]:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
{$IFDEF DUMP}
//not working anymore, where are LandSurface and StoreSurface defined?
//SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
//SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
AddProgress;
{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
_l, _r, _t, _b: real;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= r^.w;
rr.h:= r^.h;
_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;
TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY)
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
var ft, fb: GLfloat;
hw: LongInt;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1.0);
if Dir < 0 then
hw:= - 16
else
hw:= 16;
ft:= Frame / Frames * Texture^.ry;
fb:= (Frame + 1) / Frames * Texture^.ry;
glBindTexture(GL_TEXTURE_2D, Texture^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -16;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -16;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= 16;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= 16;
TextureBuffer[0].X:= 0;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= Texture^.rx;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= Texture^.rx;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= 0;
TextureBuffer[3].Y:= fb;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, Frames: LongInt; Angle: real);
var ft, fb: GLfloat;
hw: LongInt;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
glRotatef(Angle, 0, 0, -1)
else
glRotatef(Angle, 0, 0, 1);
glTranslatef(Dir*OffsetX, OffsetY, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if Dir < 0 then
hw:= - 16
else
hw:= 16;
ft:= Frame / Frames * Texture^.ry;
fb:= (Frame + 1) / Frames * Texture^.ry;
glBindTexture(GL_TEXTURE_2D, Texture^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -16;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -16;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= 16;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= 16;
TextureBuffer[0].X:= 0;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= Texture^.rx;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= Texture^.rx;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= 0;
TextureBuffer[3].Y:= fb;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawRotatedTex(SpritesData[Sprite].Texture,
SpritesData[Sprite].Width,
SpritesData[Sprite].Height,
X, Y, Dir, Angle)
end;
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
glRotatef(Angle, 0, 0, -1)
else
glRotatef(Angle, 0, 0, 1);
if Dir < 0 then glScalef(-1.0, 1.0, 1.0);
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
glPopMatrix
end;
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
begin
hw:= - hw;
glRotatef(Angle, 0, 0, -1);
end else
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, Tex^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix
end;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
DrawSprite2 (Sprite, X, Y, col, row);
end;
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;
if (X < LeftX) then
r.x:= LeftX - X;
if (Y < TopY) then
r.y:= TopY - Y;
if (Y + SpritesData[Sprite].Height > BottomY) then
r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
r.w:= RightX - X + 1;
dec(r.h, r.y);
dec(r.w, r.x);
DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= Source^.w;
r.y:= Frame * Height;
r.h:= Height;
DrawFromRect(X, Y, @r, Source)
end;
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
begin
DrawTexture(X - Source^.w shr 1, Top, Source)
end;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
(x: -16; y: -16),
(x: 16; y: -16),
(x: 16; y: 16),
(x: -16; y: 16));
var l, r, t, b: real;
TextureBuffer: array [0..3] of TVertex2f;
begin
t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;
if Dir = -1 then
begin
l:= (Step + 1) * 32 / HHTexture^.w;
r:= Step * 32 / HHTexture^.w
end else
begin
l:= Step * 32 / HHTexture^.w;
r:= (Step + 1) * 32 / HHTexture^.w
end;
glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
TextureBuffer[0].X:= l;
TextureBuffer[0].Y:= t;
TextureBuffer[1].X:= r;
TextureBuffer[1].Y:= t;
TextureBuffer[2].X:= r;
TextureBuffer[2].Y:= b;
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glColor4f(1,1,1,1);
glPopMatrix
end;
procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glDisable(GL_TEXTURE_2D);
glColor4ub(0, 0, 0, 127);
VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);
glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D)
end;
procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeTexture(SpritesData[ii].Texture);
if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
end;
FreeTexture(HHTexture)
end;
function CheckCJKFont(s: string; font: THWFont): THWFont;
var l, i : LongInt;
u: WideChar;
tmpstr: array[0..256] of WideChar;
begin
if font >= CJKfntSmall then exit(font);
l:= Utf8ToUnicode(@tmpstr, Str2PChar(s), length(s))-1;
i:= 0;
while i < l do
begin
u:= tmpstr[i];
if (#$2E80 <= u) and (
(u <= #$2FDF ) or // CJK Radicals Supplement / Kangxi Radicals
((#$2FF0 <= u) and (u <= #$303F)) or // Ideographic Description Characters / CJK Radicals Supplement
((#$31C0 <= u) and (u <= #$31EF)) or // CJK Strokes
((#$3200 <= u) and (u <= #$4DBF)) or // Enclosed CJK Letters and Months / CJK Compatibility / CJK Unified Ideographs Extension A
((#$4E00 <= u) and (u <= #$9FFF)) or // CJK Unified Ideographs
((#$F900 <= u) and (u <= #$FAFF)) or // CJK Compatibility Ideographs
((#$FE30 <= u) and (u <= #$FE4F))) // CJK Compatibility Forms
then exit(THWFont( ord(font) + ((ord(High(THWFont))+1) div 2) ));
inc(i)
end;
exit(font);
(* two more to check. pascal WideChar is only 16 bit though
((#$20000 <= u) and (u >= #$2A6DF)) or // CJK Unified Ideographs Extension B
((#$2F800 <= u) and (u >= #$2FA1F))) // CJK Compatibility Ideographs Supplement *)
end;
function RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
var w, h : LongInt;
finalSurface: PSDL_Surface;
begin
if length(s) = 0 then s:= ' ';
font:= CheckCJKFont(s, font);
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: string; 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: TSysCharSet = [#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);
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;
//TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(finalSurface);
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: string; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
s: shortstring;
begin
WriteToConsole(msgLoading + filename + ' [flags: ' + inttostr(imageFlags) + ']... ');
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
if (imageFlags and ifLowRes) <> 0 then
begin
s:= filename + '-lowres.png';
if (tmpsurf <> nil) then
begin
if ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
begin
SDL_FreeSurface(tmpsurf);
{$IFDEF DEBUGFILE}
AddFileLog('...image too big, trying to load lowres version: ' + s + '...');
{$ENDIF}
tmpsurf:= IMG_Load(Str2PChar(s))
end;
end
else
begin
{$IFDEF DEBUGFILE}
AddFileLog('...image not found, trying to load lowres version: ' + s + '...');
{$ENDIF}
tmpsurf:= IMG_Load(Str2PChar(s))
end;
end;
if tmpsurf = nil then
begin
OutError(msgFailed, (imageFlags and ifCritical) <> 0);
exit(nil)
end;
if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
begin
SDL_FreeSurface(tmpsurf);
OutError(msgFailedSize, (imageFlags and ifCritical) <> 0);
// dummy surface to replace non-critical textures that failed to load due to their size
exit(SDL_CreateRGBSurface(SDL_SWSURFACE, 32, 32, 32, RMask, GMask, BMask, AMask));
end;
tmpsurf:= doSurfaceConversion(tmpsurf);
if (imageFlags and ifTransparent) <> 0 then
TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
WriteLnToConsole('(' + inttostr(tmpsurf^.w) + ',' + inttostr(tmpsurf^.h) + ') ');
WriteLnToConsole(msgOK);
LoadImage:= tmpsurf //Result
end;
function glLoadExtension(extension : string) : boolean;
begin
{$IFDEF IPHONEOS}
glLoadExtension:= false;
{$ELSE}
glLoadExtension:= glext_LoadExtension(extension);
{$ENDIF}
{$IFDEF DEBUGFILE}
if not glLoadExtension then
AddFileLog('OpenGL - "' + extension + '" failed to load')
else
AddFileLog('OpenGL - "' + extension + '" loaded');
{$ENDIF}
end;
procedure SetupOpenGL;
var vendor: shortstring;
begin
{$IFDEF IPHONEOS}
//these are good performance savers, perhaps we could enable them by default
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
//SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
{$IFNDEF DARWIN}
if cVSyncInUse then
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
{$ENDIF}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
vendor:= LowerCase(string(pchar(glGetString(GL_VENDOR))));
{$IFDEF DEBUGFILE}
AddFileLog('OpenGL-- Renderer: ' + string(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + vendor);
AddFileLog(' |----- Version: ' + string(pchar(glGetString(GL_VERSION))));
AddFileLog(' \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));
{$ENDIF}
if MaxTextureSize <= 0 then
begin
MaxTextureSize:= 1024;
{$IFDEF DEBUGFILE}
AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
{$ENDIF}
end;
{$IFNDEF IPHONEOS}
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;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$ENDIF}
// set view port to whole window
glViewport(0, 0, cScreenWidth, cScreenHeight);
glMatrixMode(GL_MODELVIEW);
// prepare default translation/scaling
glLoadIdentity();
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
{$IFDEF IPHONEOS}
//glRotatef(90, 0, 0, 1);
{$ENDIF}
glTranslatef(0, -cScreenHeight / 2, 0);
// enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
end;
procedure SetScale(f: GLfloat);
begin
// leave immediately if scale factor did not change
if f = cScaleFactor then exit;
if f = 2.0 then glPopMatrix // "return" to default scaling
else // other scaling
begin
glPushMatrix; // save default scaling
glLoadIdentity;
glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
{$IFDEF IPHONEOS}
//glRotatef(90, 0, 0, 1);
{$ENDIF}
glTranslatef(0, -cScreenHeight / 2, 0);
end;
cScaleFactor:= f;
end;
////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
texsurf: PSDL_Surface;
begin
if Step = 0 then
begin
{$IFDEF SDL_IMAGE_NEWER}
WriteToConsole('Init SDL_image... ');
SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
WriteLnToConsole(msgOK);
{$ENDIF}
WriteToConsole(msgLoading + 'progress sprite: ');
texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);
{$IFDEF SDL13notworking}
ProgrTex:= SDL_CreateTextureFromSurface(0, texsurf);
{$ELSE}
ProgrTex:= Surface2Tex(texsurf, false);
{$ENDIF}
squaresize:= texsurf^.w shr 1;
numsquares:= texsurf^.h div squaresize;
SDL_FreeSurface(texsurf);
end;
{$IFDEF SDL13notworking}
TryDo(ProgrTex <> 0, 'Error - Progress Texure is 0!', true);
{$ELSE}
TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);
{$ENDIF}
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
if Step < numsquares then r.x:= 0
else r.x:= squaresize;
r.y:= (Step mod numsquares) * squaresize;
r.w:= squaresize;
r.h:= squaresize;
{$IFDEF SDL13notworking}
SDL_RenderCopy(ProgrTex, nil, @r);
{$ELSE}
DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
{$ENDIF}
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapBuffers();
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
{$IFDEF SDL13notworking}
SDL_DestroyTexture(ProgrTex);
{$ELSE}
FreeTexture(ProgrTex);
{$ENDIF}
{$IFDEF IPHONEOS}
// show overlay buttons
IPH_showControls;
{$ENDIF}
end;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
tmpPixel: Longword;
pixels: PLongWordArray;
begin
TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
pixels:= Surface^.pixels;
if Vertical then
for y := 0 to (Surface^.h div 2) - 1 do
for x := 0 to Surface^.w - 1 do
begin
i:= y * Surface^.w + x;
j:= (Surface^.h - y - 1) * Surface^.w + x;
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end
else
for x := 0 to (Surface^.w div 2) - 1 do
for y := 0 to Surface^.h -1 do
begin
i:= y*Surface^.w + x;
j:= y*Surface^.w + (Surface^.w - x - 1);
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end;
end;
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
var srcX, srcY, i, j, maxDest: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
maxDest:= (dest^.pitch div 4) * dest^.h;
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
for srcX:= 0 to src^.w - 1 do
for srcY:= 0 to src^.h - 1 do
begin
i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX;
j:= srcY * (src^.pitch div 4) + srcX;
// basic skip of transparent pixels - cleverness would be to do true alpha
if (i < maxDest) and (AMask and srcPixels^[j] <> 0) then destPixels^[i]:= srcPixels^[j];
end;
end;
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
j:= 0;
for x := 0 to src^.w - 1 do
for y := 0 to src^.h - 1 do
begin
i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
destPixels^[j]:= srcPixels^[i];
inc(j)
end;
end;
procedure init_uStore;
begin
PixelFormat:= nil;
SDLPrimSurface:= nil;
{$IFNDEF IPHONEOS}cGPUVendor:= gvUnknown;{$ENDIF}
cScaleFactor:= 2.0;
SupportNPOTT:= false;
Step:= 0;
{$IFDEF SDL13notworking}
ProgrTex:= 0;
{$ELSE}
ProgrTex:= nil;
{$ENDIF}
end;
end.