hedgewars/uStore.pas
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4761 e73707bb99c0
child 4782 603916ddf4b6
permissions -rw-r--r--
add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes

(*
 * 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, SDLh, GLunit, uTypes;

procedure initModule;
procedure freeModule;

procedure StoreLoad;
procedure StoreRelease;
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
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;

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 StoreLoad;
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(Pathz[ptFlags] + '/' + Flag, 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);

        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, CheckCJKFont(Name,fnt16));
                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            texsurf:= LoadImage(Pathz[ptHats] + '/Reserved/' + Copy(Hat,9,Length(s)-8), ifNone)
                        else
                            texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, ifNone);
                        if texsurf <> nil then
                            begin
                            HatTex:= Surface2Tex(texsurf, true);
                            SDL_FreeSurface(texsurf)
                            end;
                        texsurf:= nil;
                        end
                    end;
        end;
    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 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]:= (RMask or GMask or BMask) and Color;

        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:= 'Statue';
            texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, 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

for fi:= Low(THWFont) to High(THWFont) do
    with Fontz[fi] do
        begin
        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
        if ((cReducedQuality and rqNoBackground) = 0) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake, sprSplash, sprDroplet]) or (((Theme = 'Snow') or (Theme = 'Christmas')) and (ii = 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)
                else
                    tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
            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 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);
                    if ((ii = sprWater) or (ii = sprSDWater)) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then // HACK: We should include some sprite attribute to define the texture wrap directions
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                end;
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
                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;

// TODO: are those textures ever freed?
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);
        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;

AddProgress;

{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;

procedure StoreRelease;
var ii: TSprite;
begin
    for ii:= Low(TSprite) to High(TSprite) do
    begin
        FreeTexture(SpritesData[ii].Texture);
        SpritesData[ii].Texture:= nil;
        if SpritesData[ii].Surface <> nil then
            SDL_FreeSurface(SpritesData[ii].Surface);
        SpritesData[ii].Surface:= nil;
    end;
    SDL_FreeSurface(MissionIcons);
    FreeTexture(ropeIconTex);
    FreeTexture(HHTexture);
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;

function glLoadExtension(extension : shortstring) : boolean;
begin
{$IFDEF IPHONEOS}
    extension:= extension; // avoid hint
    glLoadExtension:= false;
{$IFDEF DEBUGFILE}
    AddFileLog('OpenGL - "' + extension + '" skipped')
{$ENDIF}
{$ELSE}
    glLoadExtension:= glext_LoadExtension(extension);
{$IFDEF DEBUGFILE}
    if not glLoadExtension then
        AddFileLog('OpenGL - "' + extension + '" failed to load')
    else
        AddFileLog('OpenGL - "' + extension + '" loaded');
{$ENDIF}
{$ENDIF}
end;

procedure SetupOpenGL;
{$IFNDEF IPHONEOS}
var vendor: shortstring;
{$IFDEF DARWIN}
    one: LongInt;
{$ENDIF}
{$ENDIF}
begin

{$IFDEF IPHONEOS}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); // no double buffering
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
    if (cReducedQuality and rqDesyncVBlank) <> 0 then
        SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0)
    else
        SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
{$IFDEF DARWIN}
// fixes vsync in Snow Leopard
    one:= 1;
    CGLSetParameter(CGLGetCurrentContext(), 222, @one);
{$ENDIF}
{$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

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);

{$IFDEF DEBUGFILE}
    AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
    AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
    AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
    AddFileLog('  \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));
{$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;

{$IFNDEF IPHONEOS}
    if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
        cGPUVendor:= gvNVIDIA
    else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
        cGPUVendor:= gvATI
    else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
        cGPUVendor:= gvIntel;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$ELSE}
    cGPUVendor:= gvApple;
{$ENDIF}

{$IFDEF DEBUGFILE}
    if cGPUVendor = gvUnknown then
        AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
{$ELSE}
    // just avoid 'never used' compiler warning for now
    if cGPUVendor = gvUnknown then cGPUVendor:= gvUnknown;
{$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 (won't 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(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);

        ProgrTex:= Surface2Tex(texsurf, false);

        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);

        perfExt_AddProgress();
    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);

    SDL_GL_SwapBuffers();
{$IFDEF SDL13}
    SDL_RenderPresent();
{$ENDIF}
    inc(Step);

end;

procedure FinishProgress;
begin
    WriteLnToConsole('Freeing progress surface... ');
    FreeTexture(ProgrTex);
    perfExt_FinishProgress();
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's 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($ffc77070);
    end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility won't end your turn
    begin
    extra:= trmsg[sidNoEndTurn];
    extracolor:= LongInt($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's any)
if WeaponTooltipTex = nil then
    exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;

procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
    ico: PSDL_Surface;
{$IFDEF DEBUGFILE}
    buf: array[byte] of char;
{$ENDIF}
begin
    s:= s; // avoid compiler hint
    if Length(s) = 0 then cFullScreen:= not cFullScreen
    else cFullScreen:= s = '1';

{$IFDEF DEBUGFILE}
    buf[0]:= char(0); // avoid compiler hint
    AddFileLog('Prepare to change video parameters...');
{$ENDIF}

    flags:= SDL_OPENGL;// or SDL_RESIZABLE;

    if cFullScreen then
        flags:= flags or SDL_FULLSCREEN;

{$IFDEF SDL_IMAGE_NEWER}
    WriteToConsole('Init SDL_image... ');
    SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
    WriteLnToConsole(msgOK);
{$ENDIF}
    // load engine icon
{$IFDEF DARWIN}
    ico:= LoadImage(Pathz[ptGraphics] + '/hwengine_mac', ifIgnoreCaps);
{$ELSE}
    ico:= LoadImage(Pathz[ptGraphics] + '/hwengine', ifIgnoreCaps);
{$ENDIF}
    if ico <> nil then
    begin
        SDL_WM_SetIcon(ico, 0);
        SDL_FreeSurface(ico)
    end;

    // set window caption
    SDL_WM_SetCaption('Hedgewars', nil);

    if SDLPrimSurface <> nil then
    begin
{$IFDEF DEBUGFILE}
        AddFileLog('Freeing old primary surface...');
{$ENDIF}
        SDL_FreeSurface(SDLPrimSurface);
        SDLPrimSurface:= nil;
    end;

{$IFDEF SDL13}
    if SDLwindow = nil then
    begin
        SDLwindow:= SDL_CreateWindow('Hedgewars', 0, 0, cScreenWidth, cScreenHeight,
                        SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN
                        {$IFDEF IPHONEOS} or SDL_WINDOW_BORDERLESS{$ENDIF});
        SDL_CreateRenderer(SDLwindow, -1, 0);
    end;

    SDL_SetRenderDrawColor(0, 0, 0, 255);
    SDL_RenderFill(nil);
    SDL_RenderPresent();
{$ELSE}
    SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, cBits, flags);
    SDLTry(SDLPrimSurface <> nil, true);
    PixelFormat:= SDLPrimSurface^.format;
{$ENDIF}

{$IFDEF DEBUGFILE}
    AddFileLog('Setting up OpenGL...');
    AddFileLog('SDL video driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))));
{$ENDIF}
    SetupOpenGL();
end;

procedure initModule;
begin
    RegisterVariable('fullscr', vtCommand, @chFullScr, true);

    PixelFormat:= nil;
    SDLPrimSurface:= nil;

{$IFNDEF IPHONEOS}
    rotationQt:= 0;
    cGPUVendor:= gvUnknown;
{$ENDIF}

    cScaleFactor:= 2.0;
    SupportNPOTT:= false;
    Step:= 0;
    ProgrTex:= nil;
end;

procedure freeModule;
begin
end;

end.