# HG changeset patch # User nemo # Date 1372438074 14400 # Node ID f8819c3dde54164088e56b0926dd19356927c7f2 # Parent 873022596d156153ed85a1c32d897271bb56fb2f Remove some GLunit dependencies noticed on graph. uUtils was using it for GLfloat - but, the stuff it was returning to was usually converting to "real" anyway. uLand was including it unnecessarily. Minor refactor diff -r 873022596d15 -r f8819c3dde54 hedgewars/uGears.pas --- a/hedgewars/uGears.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uGears.pas Fri Jun 28 12:47:54 2013 -0400 @@ -49,7 +49,7 @@ implementation uses uStore, uSound, uTeams, uRandom, uIO, uLandGraphics, {$IFDEF SDL13}uTouch,{$ENDIF} - uLocale, uAmmos, uStats, uVisualGears, uScript, GLunit, uVariables, + uLocale, uAmmos, uStats, uVisualGears, uScript, uVariables, uCommands, uUtils, uTextures, uRenderUtils, uGearsRender, uCaptions, uDebug, uLandTexture, uGearsHedgehog, uGearsUtils, uGearsList, uGearsHandlersRope , uVisualGearsList, uGearsHandlersMess, uAI; @@ -312,7 +312,7 @@ ChangeToSDClouds; ChangeToSDFlakes; - glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99); + SetSkyColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255); Ammoz[amTardis].SkipTurns:= 9999; Ammoz[amTardis].Probability:= 0; end; diff -r 873022596d15 -r f8819c3dde54 hedgewars/uLand.pas --- a/hedgewars/uLand.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uLand.pas Fri Jun 28 12:47:54 2013 -0400 @@ -20,7 +20,7 @@ unit uLand; interface -uses SDLh, uLandTemplates, uFloat, uConsts, GLunit, uTypes, uAILandMarks; +uses SDLh, uLandTemplates, uFloat, uConsts, uTypes, uAILandMarks; procedure initModule; procedure freeModule; diff -r 873022596d15 -r f8819c3dde54 hedgewars/uLandObjects.pas --- a/hedgewars/uLandObjects.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uLandObjects.pas Fri Jun 28 12:47:54 2013 -0400 @@ -32,7 +32,7 @@ procedure SetLand(var LandWord: Word; Pixel: LongWord); inline; implementation -uses uStore, uConsts, uConsole, uRandom, uSound, GLunit +uses uStore, uConsts, uConsole, uRandom, uSound , uTypes, uVariables, uUtils, uDebug, SysUtils , uPhysFSLayer; @@ -535,7 +535,7 @@ SkyColor.g:= t; SkyColor.b:= t end; - glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99); + SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255); SDSkyColor.r:= SkyColor.r; SDSkyColor.g:= SkyColor.g; SDSkyColor.b:= SkyColor.b; @@ -794,7 +794,7 @@ RQSkyColor.g:= t; RQSkyColor.b:= t end; - glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99); + SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255); SDSkyColor.r:= RQSkyColor.r; SDSkyColor.g:= RQSkyColor.g; SDSkyColor.b:= RQSkyColor.b; diff -r 873022596d15 -r f8819c3dde54 hedgewars/uStore.pas --- a/hedgewars/uStore.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uStore.pas Fri Jun 28 12:47:54 2013 -0400 @@ -54,6 +54,7 @@ procedure WarpMouse(x, y: Word); inline; procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF}; +procedure SetSkyColor(r, g, b: real); implementation uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils, uCommands @@ -1258,11 +1259,11 @@ // clean the window from any previous content glClear(GL_COLOR_BUFFER_BIT); if SuddenDeathDmg then - glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99) + SetSkyColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255) else if ((cReducedQuality and rqNoBackground) = 0) then - glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99) + SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255) else - glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99); + SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255); // reload everything we had before ReloadCaptions(false); @@ -1273,6 +1274,31 @@ end; end; +procedure WarpMouse(x, y: Word); inline; +begin +{$IFDEF SDL13} + SDL_WarpMouseInWindow(SDLwindow, x, y); +{$ELSE} + x:= x; y:= y; // avoid hints +{$ENDIF} +end; + +procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF}; +begin + if GameType = gmtRecord then + exit; +{$IFDEF SDL13} + SDL_GL_SwapWindow(SDLwindow); +{$ELSE} + SDL_GL_SwapBuffers(); +{$ENDIF} +end; + +procedure SetSkyColor(r, g, b: real); +begin + glClearColor(r, g, b, 0.99) +end; + procedure initModule; var ai: TAmmoType; i: LongInt; @@ -1310,25 +1336,4 @@ {$ENDIF} SDL_Quit(); end; - -procedure WarpMouse(x, y: Word); inline; -begin -{$IFDEF SDL13} - SDL_WarpMouseInWindow(SDLwindow, x, y); -{$ELSE} - x:= x; y:= y; // avoid hints -{$ENDIF} -end; - -procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF}; -begin - if GameType = gmtRecord then - exit; -{$IFDEF SDL13} - SDL_GL_SwapWindow(SDLwindow); -{$ELSE} - SDL_GL_SwapBuffers(); -{$ENDIF} -end; - end. diff -r 873022596d15 -r f8819c3dde54 hedgewars/uTeams.pas --- a/hedgewars/uTeams.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uTeams.pas Fri Jun 28 12:47:54 2013 -0400 @@ -21,7 +21,7 @@ unit uTeams; interface uses uConsts, uInputHandler, uRandom, uFloat, uStats, - uCollisions, GLunit, uSound, uStore, uTypes, uScript + uCollisions, uSound, uStore, uTypes, uScript {$IFDEF USE_TOUCH_INTERFACE}, uWorld{$ENDIF}; diff -r 873022596d15 -r f8819c3dde54 hedgewars/uUtils.pas --- a/hedgewars/uUtils.pas Fri Jun 28 10:25:42 2013 +0400 +++ b/hedgewars/uUtils.pas Fri Jun 28 12:47:54 2013 -0400 @@ -21,7 +21,7 @@ unit uUtils; interface -uses uTypes, uFloat, GLunit; +uses uTypes, uFloat; procedure SplitBySpace(var a, b: shortstring); procedure SplitByChar(var a, b: shortstring; c: char); @@ -41,7 +41,7 @@ function StrToInt(s: shortstring): LongInt; function FloatToStr(n: hwFloat): shortstring; -function DxDy2Angle(const _dY, _dX: hwFloat): GLfloat; inline; +function DxDy2Angle(const _dY, _dX: hwFloat): real; inline; function DxDy2Angle32(const _dY, _dX: hwFloat): LongInt; function DxDy2AttackAngle(const _dY, _dX: hwFloat): LongInt; function DxDy2AttackAnglef(const _dY, _dX: extended): LongInt; @@ -200,7 +200,7 @@ end; -function DxDy2Angle(const _dY, _dX: hwFloat): GLfloat; inline; +function DxDy2Angle(const _dY, _dX: hwFloat): real; inline; var dY, dX: Extended; begin dY:= hwFloat2Float(_dY);