hedgewars/uWorld.pas
branchwebgl
changeset 9521 8054d9d775fd
parent 9127 e350500c4edb
parent 9485 3dee8a3b0406
child 9950 2759212a27de
--- a/hedgewars/uWorld.pas	Fri Oct 11 11:55:31 2013 +0200
+++ b/hedgewars/uWorld.pas	Fri Oct 11 17:43:13 2013 +0200
@@ -247,7 +247,7 @@
 {$IFDEF USE_TOUCH_INTERFACE}
 
 //positioning of the buttons
-buttonScale:= mobileRecord.getScreenDPI()/cDefaultZoomLevel;
+buttonScale:= 1 / cDefaultZoomLevel;
 
 
 with JumpWidget do
@@ -1172,6 +1172,8 @@
     highlight: Boolean;
     smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
     VertexBuffer: array [0..3] of TVertex2f;
+    lw, lh: GLfloat;
+    WorldEnd, WorldFade : array[0..3] of HwColor4f;
 begin
 if (cReducedQuality and rqNoBackground) = 0 then
     begin
@@ -1302,6 +1304,76 @@
     end;
 {$WARNINGS ON}
 
+if WorldEdge <> weNone then
+    begin
+(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type.  Prob also, say, trigger a border animation timer on an impact. *)
+
+    FillChar(WorldFade, sizeof(WorldFade), 0);
+    WorldFade[0].a:= 255;
+    WorldFade[1].a:= 255;
+    FillChar(WorldEnd, sizeof(WorldEnd), 0);
+    WorldEnd[0].a:= 255;
+    WorldEnd[1].a:= 255;
+    WorldEnd[2].a:= 255;
+    WorldEnd[3].a:= 255;
+
+    glDisable(GL_TEXTURE_2D);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+
+    glPushMatrix;
+    glTranslatef(WorldDx, WorldDy, 0);
+    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
+
+    VertexBuffer[0].X:= leftX-20;
+    VertexBuffer[0].Y:= -3000;
+    VertexBuffer[1].X:= leftX-20;
+    VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
+    VertexBuffer[2].X:= leftX+30;
+    VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
+    VertexBuffer[3].X:= leftX+30;
+    VertexBuffer[3].Y:= -3000;
+
+    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+
+    VertexBuffer[0].X:= rightX+20;
+    VertexBuffer[1].X:= rightX+20;
+    VertexBuffer[2].X:= rightX-30;
+    VertexBuffer[3].X:= rightX-30;
+
+    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+
+    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
+
+    VertexBuffer[0].X:= -5000;
+    VertexBuffer[1].X:= -5000;
+    VertexBuffer[2].X:= leftX-20;
+    VertexBuffer[3].X:= leftX-20;
+
+    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+
+    VertexBuffer[0].X:= rightX+5000;
+    VertexBuffer[1].X:= rightX+5000;
+    VertexBuffer[2].X:= rightX+20;
+    VertexBuffer[3].X:= rightX+20;
+
+    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+
+    glPopMatrix;
+    glDisableClientState(GL_COLOR_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+    glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
+    glEnable(GL_TEXTURE_2D);
+
+    DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
+    DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
+    end;
+
 // this scale is used to keep the various widgets at the same dimension at all zoom levels
 SetScale(cDefaultZoomLevel);