hedgewars/uWorld.pas
author nemo
Fri, 26 Oct 2012 13:50:03 -0400
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parent 7721 2b1ad418ba39
child 7840 7d86dbcd6325
permissions -rw-r--r--
eh. might as well toss this in for reference purposes
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure ResetWorldTex;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure InitTouchInterface;
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procedure SetUtilityWidgetState(ammoType: TAmmoType);
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procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore
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    , uMisc
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    , uIO
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    , uLocale
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    , uSound
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    , uAmmos
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    , uVisualGears
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    , uChat
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    , uLandTexture
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    , GLunit
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    , uVariables
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    , uUtils
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    , uTextures
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    , uRender
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    , uCaptions
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    , uCursor
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    , uCommands
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    , uMobile
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{$IFDEF USE_VIDEO_RECORDING}    
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    , uVideoRec
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{$ENDIF}    
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
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    AMAnimStartTime, AMState : LongInt;
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    AMAnimState: Single;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    SoundTimerTicks: Longword;
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    prevPoint: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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    isFirstFrame: boolean;
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    AMAnimType: LongInt;
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    recTexture: PTexture;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_MidDistance   = 0.0175;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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// helper functions to create the goal/game mode string
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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var t: ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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    AddGoal:= s;
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end;
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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    AddGoal:= s;
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end;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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    begin
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    for i:= 0 to ClansCount * 4 do
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        begin
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        t:= GetRandom(ClansCount);
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        if t <> 0 then
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            begin
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            cp:= ClansArray[0];
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            ClansArray[0]:= ClansArray[t];
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            ClansArray[t]:= cp;
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            ClansArray[t]^.ClanIndex:= t;
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            ClansArray[0]^.ClanIndex:= 0;
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            if (LocalClan = t) then
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                LocalClan:= 0
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            else if (LocalClan = 0) then
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                LocalClan:= t
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            end;
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        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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    end;
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
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if LuaGoals <> '' then
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    g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
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   164
g:= AddGoal(g, gfResetHealth, gidResetHealth);
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nemo
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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nemo
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   166
g:= AddGoal(g, gfInfAttack, gidInfAttack);
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nemo
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   167
g:= AddGoal(g, gfResetWeps, gidResetWeps);
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nemo
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   168
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
2958
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   169
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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   173
3107
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   174
// fade in
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ScreenFade:= sfFromBlack;
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   176
ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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   179
// modified mine timers?
4482
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   180
if cMinesTime <> 3000 then
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   181
    begin
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    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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   183
        g:= AddGoal(g, gfAny, gidNoMineTimer)
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   184
    else if cMinesTime < 0 then
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ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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   185
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   186
    else
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   187
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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   188
    end;
2908
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   189
2863
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// if the string has been set, show it for (default timeframe) seconds
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
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   191
if g <> '' then
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lovelacer
parents: 6492
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   192
    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
2863
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parents: 2857
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   193
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c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
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   194
cWaveWidth:= SpritesData[sprWater].Width;
2268
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
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   195
//cWaveHeight:= SpritesData[sprWater].Height;
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents: 2226
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   196
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
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   197
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
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   198
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
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   199
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
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   200
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   201
prevPoint.Y:= cScreenHeight div 2;
6609
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
koda
parents: 6608
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   202
WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
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parents: 6608
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   203
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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   204
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   205
//aligns it to the bottom of the screen, minus the border
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   206
SkyOffset:= 0;
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   207
HorizontOffset:= 0;
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   208
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   209
InitTouchInterface();
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3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
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   211
end;
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   212
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   213
procedure InitCameraBorders;
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   214
begin
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   215
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   216
end;
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   218
procedure InitTouchInterface;
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   219
begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
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   220
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
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parents: 7086
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   221
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   222
//positioning of the buttons
7237
1bbe31e0d707 DPI for everyone
koda
parents: 7189
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   223
buttonScale:= uMobile.getScreenDPI/cDefaultZoomLevel;
6683
75a1d84ac606 small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
koda
parents: 6682
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   224
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   225
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   226
with JumpWidget do
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   227
    begin
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    show:= true;
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   229
    sprite:= sprJumpWidget;
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   230
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   231
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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   232
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
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   233
    frame.y:= cScreenHeight - frame.h * 2;
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parents: 6706
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   234
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   235
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   236
    active.w:= frame.w;
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   237
    active.h:= frame.h;
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   238
    end;
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b4a3310f2974 show buttons on the screen, similar to the iOS overlay
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   239
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   240
with AMWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   241
    begin
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   242
    show:= true;
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   243
    sprite:= sprAMWidget;
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   244
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   245
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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   246
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   247
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
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   248
    active.x:= frame.x;
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   249
    active.y:= frame.y;
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   250
    active.w:= frame.w;
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   251
    active.h:= frame.h;
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   252
    end;
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   253
6688
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   254
with arrowLeft do
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   255
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   256
    show:= true;
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   257
    sprite:= sprArrowLeft;
6695
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   258
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   259
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   260
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   261
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
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parents: 6706
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   262
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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parents: 6706
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   263
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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parents: 6706
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   264
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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parents: 6706
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   265
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   266
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   267
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   268
with arrowRight do
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   269
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   270
    show:= true;
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   271
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   272
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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parents: 6692
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   273
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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parents: 6692
diff changeset
   274
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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parents: 6692
diff changeset
   275
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
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parents: 6706
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   276
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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parents: 6706
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   277
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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parents: 6706
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   278
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   279
    active.h:= frame.h;
6688
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   280
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
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parents: 6631
diff changeset
   281
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   282
with firebutton do
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   283
    begin
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   284
    show:= true;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   285
    sprite:= sprFireButton;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   286
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   287
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   288
    frame.x:= arrowRight.frame.x + arrowRight.frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   289
    frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   290
    active.x:= frame.x;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   291
    active.y:= frame.y;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   292
    active.w:= frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   293
    active.h:= frame.h;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   294
    end;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   295
6688
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   296
with arrowUp do
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   297
    begin
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   298
    show:= false;
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   299
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   300
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   301
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   302
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   303
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   304
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   305
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   306
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   307
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   308
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   309
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   310
         target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   311
         target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   312
         source.x:= frame.x - Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   313
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   314
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   315
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   316
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   317
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   318
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   319
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   320
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   321
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   322
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   323
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   324
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   325
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   326
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   327
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   328
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   329
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   330
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   331
        target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   332
        target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   333
        source.x:= frame.x + Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   334
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   335
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   336
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   337
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   338
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   339
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   340
    show:= true;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   341
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   342
    frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   343
    frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   344
    frame.x:= cScreenWidth div 2 - frame.w;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   345
    frame.y:= 0;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   346
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   347
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   348
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   349
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   350
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   351
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   352
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   353
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   354
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   355
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   356
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   357
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   358
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   359
    frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   360
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   361
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   362
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   363
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   364
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   365
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   366
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   367
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   368
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   369
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   370
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   371
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   372
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   373
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   374
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   375
// for uStore texture resetting
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   376
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   377
begin
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   378
    FreeTexture(fpsTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   379
    fpsTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   380
    FreeTexture(timeTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   381
    timeTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   382
    FreeTexture(missionTex);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   383
    missionTex:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   384
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   385
    recTexture:= nil;
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   386
end;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   387
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   388
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   389
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   390
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   391
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   392
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   393
    AMRect: TSDL_Rect;
7049
35d762458d66 minor changes for warnings and a variables scope
koda
parents: 7028
diff changeset
   394
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   395
begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   396
    SlotsNum:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   397
    for i:= 0 to cMaxSlotIndex do
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   398
        if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   399
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   400
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   401
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   402
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   403
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   404
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   405
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   406
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   407
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   408
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   409
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   410
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   411
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   412
{$ENDIF}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   413
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   414
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   415
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   416
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   417
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   418
    
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   419
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   420
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   421
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   422
    AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   423
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   424
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   425
    
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   426
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   427
    y:= AMRect.y;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   428
    for i:= 0 to cMaxSlotIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   429
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   430
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   431
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   432
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   433
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   434
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   435
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   436
{$IFDEF USE_AM_NUMCOLUMN}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   437
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   438
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   439
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   440
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   441
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   442
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   443
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   444
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   445
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   446
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   447
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   448
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   449
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   450
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   451
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   452
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   453
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   454
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   455
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   456
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   457
                    if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   458
                        begin
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   459
                        DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, 
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   460
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   461
                        if STurns < 100 then
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   462
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface, 
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   463
                                x + AMSlotSize-16, 
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   464
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   465
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   466
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   467
                        begin
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   468
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, 
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   469
                                                               y + AMSlotPadding, AMFrame);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   470
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   471
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   472
	    inc(y, AMSlotSize + 1); //the plus one is for the border
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   473
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   474
	    inc(x, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   475
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   476
	    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   477
	end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   478
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   479
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   480
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   481
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   482
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   483
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   484
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   485
for i:= 1 to SlotsNumX -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   486
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);            
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   487
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   488
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   489
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   490
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   491
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   492
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   493
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   494
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   495
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   496
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   497
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   498
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   499
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   500
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   501
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   502
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   503
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   504
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   505
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   506
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   507
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   508
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   509
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   510
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   511
    Ammo: PHHAmmo;
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   512
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   513
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   514
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   515
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   516
    bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   517
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   518
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   519
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   520
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   521
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   522
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   523
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   524
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   525
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   526
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   527
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   528
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   529
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   530
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   531
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   532
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
//Init the menu 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
if(AmmoMenuInvalidated) then 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   535
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   536
    AmmoMenuInvalidated:= false;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   537
    FreeTexture(AmmoMenuTex);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   538
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   539
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   540
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   541
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   542
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   544
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   546
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   547
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   548
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   549
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   550
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   551
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   552
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   553
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   554
{$ENDIF}
6799
b45c38282566 revert this until someone makes it not screw up camera focus
nemo
parents: 6798
diff changeset
   555
    AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
b45c38282566 revert this until someone makes it not screw up camera focus
nemo
parents: 6798
diff changeset
   556
    AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   557
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   558
    if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   559
    else AMShiftTargetX:= 0;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   560
    if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight        - AmmoRect.y
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   561
    else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   562
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   563
    AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   564
    AMShiftY:= AMShiftTargetY;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   565
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   566
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   567
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   568
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   569
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   570
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   571
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   572
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   573
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   574
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   577
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   578
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   579
        AMShiftY:= 0;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   580
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   581
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   582
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   583
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   584
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   585
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   586
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   587
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   588
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   589
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   590
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   591
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   592
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   593
            AMShiftY:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   594
            CursorPoint.X:= AmmoRect.x + AmmoRect.w;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   595
            CursorPoint.Y:= AmmoRect.y;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   596
            AMState:= AMShowing;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   597
            end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   598
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   599
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   600
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   601
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   602
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   603
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   604
        AMShiftY:= AMShiftTargetY;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   605
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   606
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   607
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   608
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   609
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   610
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   611
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   612
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   613
                Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   614
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   615
         else 
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   616
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   617
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   618
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   619
            prevPoint:= CursorPoint;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   620
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   621
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   622
    end;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   623
    
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   624
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   625
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   626
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then 
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   627
    Tint($FF, $ff, $ff, $ff);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   628
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   629
Pos:= -1;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   630
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   631
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   632
    {$IFDEF USE_AM_NUMCOLUMN}
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   633
c:= 0;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   634
    {$ELSE}
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   635
c:= -1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   636
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   637
    for i:= 0 to cMaxSlotIndex do
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   638
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   639
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   640
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   641
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   642
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   643
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   644
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   645
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   646
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   647
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   648
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   649
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   650
                       (CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   651
                       (CursorPoint.X >= AmmoRect.x                   + ( c    * (AMSlotSize+1))) and 
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   652
                       (CursorPoint.X <= AmmoRect.x                   + ((c+1) * (AMSlotSize+1))) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   653
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   654
                        Slot:= i;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   655
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   656
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   657
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   658
                            DrawSprite(sprAMSlot, 
6645
9ff40cf44827 Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
nemo
parents: 6644
diff changeset
   659
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding, 
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   660
                                       AmmoRect.y + BORDERSIZE + (g  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   661
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   662
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   663
                   end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   664
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   665
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   666
    {$IFDEF USE_AM_NUMCOLUMN}
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   667
c:= -1;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   668
    {$ELSE}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   669
c:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   670
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   671
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   672
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   673
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   674
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   675
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   676
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   677
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   678
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   679
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   680
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   681
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   682
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   683
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   684
                       (CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   685
                       (CursorPoint.X >= AmmoRect.x                   + ( g    * (AMSlotSize+1))) and 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   686
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   687
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   688
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   689
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   690
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   691
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   692
                            DrawSprite(sprAMSlot, 
6645
9ff40cf44827 Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
nemo
parents: 6644
diff changeset
   693
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding, 
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   694
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   695
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   696
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   697
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   698
            end;
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   699
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   700
    if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   701
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   702
        if (AMShiftX = 0) and (AMShiftY = 0) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   703
        if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   704
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   705
            if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   706
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   707
                amSel:= Ammo^[Slot, Pos].AmmoType;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   708
                RenderWeaponTooltip(amSel)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   709
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   710
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   711
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   712
                        AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   713
                        Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   714
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   715
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   716
                            AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   717
                            CountTexz[Ammo^[Slot, Pos].Count]);
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   718
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   719
            if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   720
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   721
                bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   722
                SetWeapon(Ammo^[Slot, Pos].AmmoType);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   723
                bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   724
                FreeWeaponTooltip;
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   725
{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation
6941
228c0ab239f1 add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents: 6924
diff changeset
   726
                if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   727
                    begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   728
                    if not(arrowUp.show) then
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   729
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   730
                        animateWidget(@arrowUp, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   731
                        animateWidget(@arrowDown, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   732
                        end;
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   733
                    end
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   734
                else
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   735
                    if arrowUp.show then
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   736
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   737
                        animateWidget(@arrowUp, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   738
                        animateWidget(@arrowDown, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   739
                        end;
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
   740
                SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType);
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   741
{$ENDIF}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   742
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   743
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   744
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   745
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   746
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   747
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   748
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   749
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   750
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   751
        if not isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   752
            ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   753
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   754
        ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   755
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   756
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   757
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   758
{$IFNDEF USE_TOUCH_INTERFACE}
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   759
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   760
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   761
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   762
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   763
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   764
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   765
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   766
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   767
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   768
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   769
if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   770
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   771
    SDWaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   772
    SDWaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   773
    SDWaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   774
    SDWaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   775
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   776
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   777
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   778
    WaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   779
    WaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   780
    WaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   781
    WaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   782
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   783
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   784
lw:= cScreenWidth / cScaleFactor;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   785
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   786
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   787
    // Water
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   788
r.y:= OffsetY + WorldDy + cWaterLine;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   789
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   790
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   791
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   792
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   793
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   794
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   795
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   796
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   797
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   798
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   799
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   800
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   801
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   802
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   803
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   804
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   805
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   806
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   807
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   808
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   809
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   810
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   811
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2171
8208946331ba Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
nemo
parents: 2162
diff changeset
   812
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   813
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   814
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   815
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   816
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   817
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   818
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   819
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   820
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   821
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   822
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   823
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   824
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   825
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   826
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   827
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   828
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   829
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   830
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   831
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   832
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   833
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   834
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   835
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   836
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   837
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   838
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   839
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   840
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   841
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   842
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   843
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   844
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   845
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   846
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   847
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   848
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   849
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   850
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   851
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   852
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   853
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   854
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   855
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   856
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   857
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   858
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   859
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   860
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   861
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   862
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   863
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   864
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   865
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   866
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   867
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   868
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   869
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   870
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   871
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   872
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   873
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   874
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   875
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   876
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   877
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   878
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   879
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   880
        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   881
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   882
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   883
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   884
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   885
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   886
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   887
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   888
sw:= round(cScreenWidth / cScaleFactor);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   889
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   890
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   891
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   892
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   893
    i:= Shift mod w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   894
    if i > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   895
        dec(i, w);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   896
    dec(i, w * (sw div w + 1));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   897
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   898
    DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   899
    inc(i, w)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   900
    until i > sw
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   901
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   902
else if SpritesData[spr].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   903
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   904
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   905
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   906
    lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   907
    lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   908
    if SpritesData[sprR].Texture <> nil then
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   909
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   910
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   911
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   912
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   913
    dec(Shift, w div 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   914
    DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   915
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   916
    i:= Shift - lw;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   917
    while i >= -sw - lw do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   918
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   919
        DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   920
        dec(i, lw);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   921
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   922
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   923
    i:= Shift + w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   924
    if SpritesData[sprR].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   925
        while i <= sw do
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   926
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   927
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   928
            inc(i, rw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   929
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   930
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   931
        while i <= sw do
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   932
            begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   933
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   934
            inc(i, lw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   935
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   936
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   937
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   938
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   939
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   940
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   941
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   942
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   943
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   944
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   945
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   946
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   947
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   948
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   949
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   950
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   951
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   952
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   953
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   954
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   955
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   956
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   957
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   958
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   959
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   960
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   961
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   962
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   963
    if (not isPaused) and (GameType <> gmtRecord) then
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   964
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   965
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   966
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   967
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   968
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   969
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   970
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   971
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   972
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   973
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   974
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   975
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   976
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   977
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   978
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   979
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   980
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   981
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   982
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   983
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   984
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   985
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   986
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   987
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   988
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   989
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   990
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   991
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   992
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   993
        // detatch drawing from fbs
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   994
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   995
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   996
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   997
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   998
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   999
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1000
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1001
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1002
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1003
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1004
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1005
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1006
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1007
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1008
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1009
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1010
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1011
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1012
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1013
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1014
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1015
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1016
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1017
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1018
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1019
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1020
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1021
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1022
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1023
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1024
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1025
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1026
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1027
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1028
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1029
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1030
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1031
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1032
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1033
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1034
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1035
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1036
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1037
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1038
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1039
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1040
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1041
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1042
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1043
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1044
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1045
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1046
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1047
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1048
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1049
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1050
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1051
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1052
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1053
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1054
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1055
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1056
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1057
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1058
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1059
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1060
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1061
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1062
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1063
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1064
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1065
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1066
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1067
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1068
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1069
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1070
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1071
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1072
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1073
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1074
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1075
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1076
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1077
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1078
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1079
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1080
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1081
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1082
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1083
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1084
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1085
    rm:= rm; d:= d; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1086
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1087
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1088
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1089
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1090
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1091
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1092
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1093
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1094
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1095
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1096
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1097
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1098
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1099
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1100
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1101
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1102
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1103
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1104
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1105
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1106
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1107
        exit;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1108
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1109
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1110
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1111
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1112
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1113
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1114
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1115
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1116
var i, t, h: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1117
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1118
    tdx, tdy: Double;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1119
    s: shortstring;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1120
    highlight: Boolean;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1121
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1122
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1123
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1124
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1125
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1126
        // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1127
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1128
        offsetY:= 10 * Min(0, -145 - ScreenBottom);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1129
        SkyOffset:= offsetY div 35 + cWaveHeight;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1130
        HorizontOffset:= SkyOffset;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1131
        if ScreenBottom > SkyOffset then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1132
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1133
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1134
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1135
        ChangeDepth(RM, cStereo_Sky);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1136
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1137
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1138
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1139
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1140
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1141
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1142
            Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1143
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1144
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1145
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1146
ChangeDepth(RM, -cStereo_MidDistance);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1147
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1148
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1149
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1150
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1151
        // Waves
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1152
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1153
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1154
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1155
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1156
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1157
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1158
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1159
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1160
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1161
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1162
else
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1163
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1164
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1165
    changeDepth(RM, cStereo_Land);
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6296
diff changeset
  1166
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1167
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1168
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1169
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1170
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
  1171
// Attack bar
5862
b4229b0abc70 better?
nemo
parents: 5856
diff changeset
  1172
    if CurrentTeam <> nil then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1173
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
  1174
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1175
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1176
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1177
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1178
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1179
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1180
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1181
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1182
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1183
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1184
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1185
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1186
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
  1187
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
  1188
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1189
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1190
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1191
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
  1192
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1193
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1194
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1195
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1196
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1197
if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1198
    DrawWater(SDWaterOpacity, 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1199
else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1200
    DrawWater(WaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
  1201
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1202
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1203
ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1204
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1205
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1206
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1207
    begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1208
    //DrawWater(WaterOpacity, - offsetY div 40);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1209
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1210
    DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1211
    if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1212
        DrawWater(SDWaterOpacity, - offsetY div 20)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1213
    else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1214
        DrawWater(WaterOpacity, - offsetY div 20);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1215
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1216
    DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1217
        if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1218
            DrawWater(SDWaterOpacity, - offsetY div 10)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1219
        else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1220
            DrawWater(WaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1221
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1222
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1223
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1224
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1225
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1226
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1227
// everything after this ChangeDepth will be drawn outside the screen
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1228
// note: negative parallax gears should last very little for a smooth stereo effect
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1229
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1230
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1231
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1232
// everything after this ResetDepth will be drawn at screen level (depth = 0)
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1233
// note: everything that needs to be readable should be on this level
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1234
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1235
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1236
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1237
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1238
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1239
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1240
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1241
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1242
        begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1243
        if CurAmmoType = amBee then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1244
            DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1245
        else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1246
            DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1247
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1248
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1249
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1250
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1251
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1252
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1253
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1254
// Turn time
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1255
{$IFDEF USE_TOUCH_INTERFACE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1256
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1257
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1258
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1259
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1260
offsetY:= cOffsetY;
3890
e4b7b30232fd Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
nemo
parents: 3836
diff changeset
  1261
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1262
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1263
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1264
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1265
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1266
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1267
   
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1268
    if i>99 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1269
        t:= 112
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1270
    else if i>9 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1271
        t:= 96
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1272
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1273
        t:= 80;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1274
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1275
    while i > 0 do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1276
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1277
        dec(t, 32);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1278
        DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1279
        i:= i div 10
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1280
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1281
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1282
    end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1283
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1284
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
  1285
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1286
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
  1287
{$IFDEF USE_TOUCH_INTERFACE}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1288
// Draw buttons Related to the Touch interface
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1289
DrawScreenWidget(@arrowLeft);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1290
DrawScreenWidget(@arrowRight);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1291
DrawScreenWidget(@arrowUp);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1292
DrawScreenWidget(@arrowDown);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1293
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1294
DrawScreenWidget(@fireButton);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1295
DrawScreenWidget(@jumpWidget);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1296
DrawScreenWidget(@AMWidget);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1297
DrawScreenWidget(@pauseButton);
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
  1298
DrawScreenWidget(@utilityWidget);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1299
{$ENDIF}
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
  1300
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1301
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1302
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1303
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1304
    SetScale(1.5);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1305
    smallScreenOffset:= cScreenHeight div 6;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1306
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1307
        Tint($FF,$FF,$FF,$80);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1308
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1309
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
  1310
for t:= 0 to Pred(TeamsCount) do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1311
    with TeamsArray[t]^ do
7644
ed7fecd0f5fd hide health bars of dead teams
unc0rr
parents: 7503
diff changeset
  1312
      if TeamHealth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1313
        begin
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1314
        h:= 0;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1315
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1316
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1317
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1318
            Tint(Clan^.Color shl 8 or $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
  1319
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
  1320
         // draw name
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1321
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1322
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1323
        // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1324
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1325
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1326
        // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1327
        r.x:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1328
        r.y:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1329
        r.w:= 2 + TeamHealthBarWidth;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1330
        r.h:= HealthTex^.h;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1331
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1332
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1333
        // draw health bars right border
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1334
        inc(r.x, cTeamHealthWidth + 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1335
        r.w:= 3;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1336
        DrawTextureFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1337
7645
0e3c2dd9fee6 remove checks from c4272519b128, ed7fecd0f5fd just hides 'em instead.
nemo
parents: 7644
diff changeset
  1338
        if not highlight and (not hasGone) then
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1339
            for i:= 0 to cMaxHHIndex do
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1340
                if Hedgehogs[i].Gear <> nil then
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1341
                    begin
6644
b86a50569238 Fix slider positions
nemo
parents: 6638
diff changeset
  1342
                    inc(h,Hedgehogs[i].Gear^.Health);
6647
26e523c8fe88 slider tweak
nemo
parents: 6645
diff changeset
  1343
                    if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1344
                    end;
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1345
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1346
        // draw ai kill counter for gfAISurvival
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1347
        if (GameFlags and gfAISurvival) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1348
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1349
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1350
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1351
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1352
        // if highlighted, draw flag and other contents again to keep their colors
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1353
        // this approach should be faster than drawing all borders one by one tinted or not
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1354
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1355
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1356
            if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1357
                Tint($FF,$FF,$FF,$80)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1358
            else Tint($FF, $FF, $FF, $FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1359
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1360
            // draw name
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1361
            r.x:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1362
            r.y:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1363
            r.w:= NameTagTex^.w - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1364
            r.h:= NameTagTex^.h - 4;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1365
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1366
            // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1367
            r.w:= 22;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1368
            r.h:= 15;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1369
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1370
            // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1371
            r.w:= TeamHealthBarWidth + 1;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1372
            r.h:= HealthTex^.h - 4;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1373
            DrawTextureFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
7368
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1374
            if not hasGone and (TeamHealth > 1) then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1375
                begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1376
                Tint(Clan^.Color shl 8 or $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1377
                for i:= 0 to cMaxHHIndex do
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1378
                    if Hedgehogs[i].Gear <> nil then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1379
                        begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1380
                        inc(h,Hedgehogs[i].Gear^.Health);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1381
                        if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1382
                        end;
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1383
                if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1384
                    Tint($FF,$FF,$FF,$80)
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1385
                else Tint($FF, $FF, $FF, $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1386
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1387
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1388
        end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1389
if smallScreenOffset <> 0 then
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1390
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1391
    SetScale(cDefaultZoomLevel);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1392
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1393
        Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1394
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1395
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1396
// Lag alert
7392
bc3306c59a08 Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents: 7386
diff changeset
  1397
if isInLag then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1398
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1399
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1400
// Wind bar
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1401
{$IFDEF USE_TOUCH_INTERFACE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1402
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1403
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1404
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1405
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1406
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1407
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1408
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1409
    if WindBarWidth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1410
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1411
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1412
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1413
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1414
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1415
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1416
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1417
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1418
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1419
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1420
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1421
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1422
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1423
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1424
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1425
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1426
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1427
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1428
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1429
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1430
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1431
// AmmoMenu
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1432
if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1433
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1434
    if (AMState = AMHidden) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1435
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1436
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1437
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1438
    AMState:= AMShowingUp;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1439
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1440
if not(bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1441
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1442
    if (AMState = AMShowing) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1443
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1444
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1445
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1446
    AMState:= AMHiding;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1447
    end; 
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1448
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1449
if bShowAmmoMenu or (AMState = AMHiding) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1450
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1451
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1452
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1453
if isCursorVisible and bShowAmmoMenu then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1454
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1455
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1456
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1457
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1458
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1459
// various captions
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1460
if fastUntilLag then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1461
    DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1462
if isPaused then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1463
    DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1464
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1465
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1466
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1467
        dec(missionTimer, Lag);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1468
    if missionTimer < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1469
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1470
    if missionTex <> nil then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1471
        DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1472
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1473
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1474
// fps
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1475
{$IFDEF USE_TOUCH_INTERFACE}
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1476
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1477
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1478
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1479
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1480
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1481
if (RM = rmDefault) or (RM = rmRightEye) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1482
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1483
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1484
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1485
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1486
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1487
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1488
        begin
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1489
        i:= GameTicks div 1000;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1490
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1491
        s:= inttostr(t);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1492
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1493
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1494
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1495
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1496
        s:= inttostr(t) + ':' + s;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1497
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1498
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1499
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1500
   
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1501
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1502
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1503
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1504
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1505
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1506
        SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1507
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1508
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1509
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1510
        DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1511
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1512
    if cShowFPS then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1513
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1514
        if CountTicks >= 1000 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1515
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1516
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1517
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1518
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1519
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1520
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1521
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1522
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1523
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1524
            SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1525
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1526
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1527
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1528
        end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1529
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1530
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1531
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1532
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1533
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1534
if SoundTimerTicks >= 50 then
7403
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1535
begin
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1536
    SoundTimerTicks:= 0;
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1537
    if cVolumeDelta <> 0 then
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1538
    begin
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1539
        str(ChangeVolume(cVolumeDelta), s);
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1540
        AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume);
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1541
    end;
7404
38a23771ee45 ooops (and indentation)
koda
parents: 7403
diff changeset
  1542
    if isAudioMuted then
38a23771ee45 ooops (and indentation)
koda
parents: 7403
diff changeset
  1543
        AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume)
7403
e8d0b21efa82 press 8 to mute audio while ingame
koda
parents: 7368
diff changeset
  1544
end;
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1545
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1546
if GameState = gsConfirm then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1547
    DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1548
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1549
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1550
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1551
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1552
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1553
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1554
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1555
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1556
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1557
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1558
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1559
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1560
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1561
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1562
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1563
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1564
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1565
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1566
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1567
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1568
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1569
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1570
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1571
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1572
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1573
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1574
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1575
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1576
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1577
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1578
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1579
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1580
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1581
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1582
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1583
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1584
        Tint($FF, $FF, $FF, $FF);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1585
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1586
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1587
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1588
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1589
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1590
{$IFDEF USE_VIDEO_RECORDING}
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1591
// during video prerecording draw red blinking circle and text 'rec'
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1592
if flagPrerecording then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1593
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1594
    if recTexture = nil then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1595
        begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1596
        s:= 'rec';
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1597
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1598
        tmpSurface:= doSurfaceConversion(tmpSurface);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1599
        FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1600
        recTexture:= Surface2Tex(tmpSurface, false);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1601
        SDL_FreeSurface(tmpSurface)
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1602
        end;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1603
    DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1604
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1605
    // draw red circle
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1606
    glDisable(GL_TEXTURE_2D); 
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1607
    Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1608
    glBegin(GL_POLYGON);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1609
    for i:= 0 to 20 do
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1610
        glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1611
    glEnd();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1612
    Tint($FF, $FF, $FF, $FF);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1613
    glEnable(GL_TEXTURE_2D);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1614
    end;
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1615
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1616
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1617
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1618
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1619
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1620
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1621
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1622
    if not bShowAmmoMenu then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1623
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1624
        with CurrentHedgehog^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1625
            if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1626
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1627
            if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1628
                DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
6924
57b66ee3bff3 Get rid of overloaded functions in uAmmo
unc0rr
parents: 6918
diff changeset
  1629
            i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1630
            with Ammoz[CurAmmoType] do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1631
                if PosCount > 1 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1632
                    DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1633
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1634
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1635
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1636
    end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1637
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1638
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1639
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1640
var PrevSentPointTime: LongWord = 0;
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1641
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1642
procedure MoveCamera;
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1643
var EdgesDist, wdy, shs,z: LongInt;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1644
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1645
{$IFNDEF MOBILE}
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6415
diff changeset
  1646
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) and cHasFocus and (GameState <> gsConfirm) then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1647
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1648
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1649
z:= round(200/zoom);
7468
1333ca7554dc Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
nemo
parents: 7426
diff changeset
  1650
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and autoCameraOn then
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  1651
    if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1652
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1653
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1654
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1655
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1656
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1657
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1658
        begin
5852
nemo
parents: 5851
diff changeset
  1659
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1660
        if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10)  then
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1661
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1662
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1663
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1664
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1665
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1666
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1667
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1668
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1669
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1670
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1671
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1672
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
  1673
if (AMState = AMShowingUp) or (AMState = AMShowing) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1674
begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1675
    if CursorPoint.X < AmmoRect.x then//check left 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1676
        CursorPoint.X:= AmmoRect.x;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1677
    if CursorPoint.X > AmmoRect.x + AmmoRect.w then//check right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1678
        CursorPoint.X:= AmmoRect.x + AmmoRect.w;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1679
    if CursorPoint.Y > cScreenHeight - AmmoRect.y then//check top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1680
        CursorPoint.Y:= cScreenHeight - AmmoRect.y;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1681
    if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2) then//check bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1682
        CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1683
    prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1684
    //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1685
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1686
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1687
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1688
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1689
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1690
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1691
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1692
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1693
        PrevSentPointTime:= GameTicks
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1694
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1695
    EdgesDist:= cCursorEdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1696
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1697
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1698
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1699
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1700
// this generates the border around the screen that moves the camera when cursor is near it
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  1701
if isCursorVisible or ((FollowGear <> nil) and autoCameraOn) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1702
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1703
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1704
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1705
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1706
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1707
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1708
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1709
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1710
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1711
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1712
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1713
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1714
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1715
    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1716
    if CursorPoint.Y < shs then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1717
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1718
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1719
        CursorPoint.Y:= shs;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1720
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1721
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1722
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1723
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1724
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1725
           CursorPoint.Y:= cScreenHeight - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1726
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1727
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1728
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1729
    if cHasFocus then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1730
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1731
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1732
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1733
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1734
        CursorPoint.Y:= cScreenHeight div 2;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1735
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1736
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1737
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1738
prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1739
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1740
if WorldDy > LAND_HEIGHT + 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1741
    WorldDy:= LAND_HEIGHT + 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1742
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1743
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1744
if WorldDx < - LAND_WIDTH - 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1745
    WorldDx:= - LAND_WIDTH - 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1746
if WorldDx > 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1747
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1748
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1749
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1750
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1751
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1752
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1753
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1754
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1755
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1756
if time = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1757
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1758
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1759
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1760
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1761
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1762
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1763
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1764
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1765
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1766
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1767
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1768
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1769
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1770
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1771
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1772
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1773
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1774
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1775
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1776
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1777
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1778
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1779
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1780
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1781
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1782
if isCursorVisible then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1783
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1784
amount:= Max(1, round(amount*zoom/2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1785
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1786
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1787
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1788
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1789
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1790
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1791
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1792
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1793
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1794
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1795
    ParseCommand('quit', true);
6862
87e060b69926 when focus is lost lower the volume to a minimum
koda
parents: 6806
diff changeset
  1796
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1797
{$IFDEF USE_VIDEO_RECORDING}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1798
// do not change volume during prerecording as it will affect sound in video file
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1799
if not flagPrerecording then
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1800
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1801
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1802
    if not cHasFocus then DampenAudio()
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1803
    else UndampenAudio();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1804
    end;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1805
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1806
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1807
procedure SetUtilityWidgetState(ammoType: TAmmoType);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1808
begin
7086
e99944b25764 android typo/sabotage
Xeli
parents: 7069
diff changeset
  1809
{$IFDEF USE_TOUCH_INTERFACE}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1810
if(ammoType = amNothing)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1811
    ammoType:= CurrentHedgehog^.CurAmmoType;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1812
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1813
if(CurrentHedgehog <> nil)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1814
    if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1815
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1816
        utilityWidget.sprite:= sprTimerButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1817
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1818
        end 
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1819
    else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1820
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1821
        utilityWidget.sprite:= sprTargetButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1822
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1823
        end
6962
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1824
    else if ammoType = amSwitch then
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1825
        begin
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1826
        utilityWidget.sprite:= sprTargetButton;
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1827
        animateWidget(@utilityWidget, true, true);
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1828
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1829
    else if utilityWidget.show then
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1830
        animateWidget(@utilityWidget, true, false);
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1831
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1832
ammoType:= ammoType; // avoid hint
6963
Xeli
parents: 6962
diff changeset
  1833
{$ENDIF}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1834
end;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1835
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1836
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1837
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1838
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1839
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1840
    show:= showWidget;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1841
    if fade then fadeAnimStart:= RealTicks;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1842
    
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1843
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1844
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1845
        animate:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1846
        startTime:= RealTicks;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1847
        source.x:= source.x xor target.x; //swap source <-> target
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1848
        target.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1849
        source.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1850
        source.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1851
        target.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1852
        source.y:= source.y xor target.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1853
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1854
    end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1855
end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1856
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1857
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1858
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1859
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1860
    fpsTexture:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1861
    recTexture:= nil;
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1862
    FollowGear:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1863
    WindBarWidth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1864
    bShowAmmoMenu:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1865
    bSelected:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1866
    bShowFinger:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1867
    Frames:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1868
    WorldDx:= -512;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1869
    WorldDy:= -256;
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1870
    PrevSentPointTime:= 0;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1871
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1872
    FPS:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1873
    CountTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1874
    SoundTimerTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1875
    prevPoint.X:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1876
    prevPoint.Y:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1877
    missionTimer:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1878
    missionTex:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1879
    cOffsetY:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1880
    stereoDepth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1881
    AMState:= AMHidden;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1882
    isFirstFrame:= true;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1883
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1884
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1885
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1886
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1887
    stereoDepth:= stereoDepth; // avoid hint
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1888
    FreeTexture(fpsTexture);
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1889
    fpsTexture:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1890
    FreeTexture(timeTexture);
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1891
    timeTexture:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  1892
    FreeTexture(missionTex);
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1893
    missionTex:= nil;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1894
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1895
    recTexture:= nil;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1896
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1897
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1898
end.