hedgewars/uWorld.pas
author sheepluva
Tue, 17 Jun 2014 20:09:11 +0200
changeset 10321 863663e1b3fd
parent 10320 0f9ad60f738c
child 10322 6f1f8515181c
permissions -rw-r--r--
"documentation"
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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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    , uTeams
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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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    prevPoint{, prevTargetPoint}: 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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    AmmoMenuTex     : PTexture;
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    HorizontOffset: LongInt;
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    cOffsetY: LongInt;
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    WorldEnd, WorldFade : array[0..3] of HwColor4f;
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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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      AMAnimDuration = 200;
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      AMHidden    = 0;//AMState values
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      AMShowingUp = 1;
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      AMShowing   = 2;
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      AMHiding    = 3;
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      AMTypeMaskX     = $00000001;
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      AMTypeMaskY     = $00000002;
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      AMTypeMaskAlpha = $00000004;
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      //AMTypeMaskSlide = $00000008;
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{$IFDEF MOBILE}
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      AMSlotSize = 48;
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{$ELSE}
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      AMSlotSize = 32;
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{$ENDIF}
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      AMSlotPadding = (AMSlotSize - 32) shr 1;
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      cSendCursorPosTime = 50;
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      cCursorEdgesDist   = 100;
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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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{$IFNDEF PAS2C}
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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{$ENDIF}
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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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{$IFNDEF PAS2C}
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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{$ENDIF}
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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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   155
        if t <> 0 then
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   156
            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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   161
            ClansArray[0]^.ClanIndex:= 0;
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lovelacer
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   162
            if (LocalClan = t) then
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                LocalClan:= 0
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   164
            else if (LocalClan = 0) then
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                LocalClan:= t
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   166
            end;
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   167
        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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   169
    end;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents: 2699
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   170
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   171
// if special game flags/settings are changed, add them to the game mode notice window and then show it
2863
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g:= ''; // no text/things to note yet
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   173
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7cddc9201a1d added dummy for tardis and ugly icons for tardis and structure
Henek
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   174
// add custom goals from lua script if there are any
6580
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lovelacer
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   175
if LuaGoals <> '' then
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lovelacer
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   176
    g:= LuaGoals + '|';
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7cddc9201a1d added dummy for tardis and ugly icons for tardis and structure
Henek
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   177
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   178
// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
5022
d2a2f6c9b236 some final work and buggfix for Tag Team, it is now playable
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   180
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
2958
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// other important flags
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   183
g:= AddGoal(g, gfForts, gidForts); // forts?
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   184
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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   185
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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   187
g:= AddGoal(g, gfKarma, gidKarma); // karma?
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   188
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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   189
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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   190
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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   191
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
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   192
g:= AddGoal(g, gfResetHealth, gidResetHealth);
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nemo
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   193
g:= AddGoal(g, gfAISurvival, gidAISurvival);
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nemo
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   194
g:= AddGoal(g, gfInfAttack, gidInfAttack);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
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   195
g:= AddGoal(g, gfResetWeps, gidResetWeps);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
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   196
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
2958
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parents: 2948
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   197
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   198
// modified damage modificator?
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   199
if cDamagePercent <> 100 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   200
    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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   201
3107
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   202
// fade in
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   203
ScreenFade:= sfFromBlack;
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   204
ScreenFadeValue:= sfMax;
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   205
ScreenFadeSpeed:= 1;
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   206
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   207
// modified mine timers?
4482
34393349f96e Restore millisecond precision for mines time
nemo
parents: 4393
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   208
if cMinesTime <> 3000 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
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   209
    begin
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   210
    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
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   211
        g:= AddGoal(g, gfAny, gidNoMineTimer)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
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   212
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
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   213
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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unc0rr
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   214
    else
4482
34393349f96e Restore millisecond precision for mines time
nemo
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   215
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
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   216
    end;
2908
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   217
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// if the string has been set, show it for (default timeframe) seconds
10120
b7f632c12784 Pas2C recognizes ansistrings
unc0rr
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   219
if length(g) > 0 then
10122
cefede760264 Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
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   220
    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
2863
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   221
1825
c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
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   222
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
parents: 2226
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   223
//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
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   224
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   225
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
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   226
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   227
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
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   228
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   229
prevPoint.Y:= cScreenHeight div 2;
8773
7d3af949dd34 remove engine warnings
sheepluva
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   230
//prevTargetPoint.X:= 0;
7d3af949dd34 remove engine warnings
sheepluva
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   231
//prevTargetPoint.Y:= 0;
6609
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
koda
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   232
WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
koda
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   233
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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koda
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   234
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
koda
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   235
//aligns it to the bottom of the screen, minus the border
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   236
SkyOffset:= 0;
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koda
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   237
HorizontOffset:= 0;
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   238
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bf3cf6e60673 update position of on screen buttons on resize
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   239
InitTouchInterface();
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
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   240
AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
6682
bf3cf6e60673 update position of on screen buttons on resize
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   241
end;
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   242
bf3cf6e60673 update position of on screen buttons on resize
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   243
procedure InitCameraBorders;
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   244
begin
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   245
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   246
end;
bf3cf6e60673 update position of on screen buttons on resize
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diff changeset
   247
bf3cf6e60673 update position of on screen buttons on resize
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   248
procedure InitTouchInterface;
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koda
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   249
begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
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   250
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
Xeli
parents: 7086
diff changeset
   251
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
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   252
//positioning of the buttons
9377
48ab6dea8d2f remove old and unused getScreenDPI code
koda
parents: 9080
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   253
buttonScale:= 1 / 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
diff changeset
   254
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
   255
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   256
with JumpWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   257
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   258
    show:= true;
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   259
    sprite:= sprJumpWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   260
    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
   261
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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
   262
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   263
    frame.y:= cScreenHeight - frame.h * 2;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   264
    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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   265
    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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   266
    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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   267
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   268
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   269
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   270
with AMWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   271
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   272
    show:= true;
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   273
    sprite:= sprAMWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   274
    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
   275
    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
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   276
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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diff changeset
   277
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
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   278
    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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   279
    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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   280
    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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   281
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   282
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   283
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
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   284
with arrowLeft do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
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   285
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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parents: 6685
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   286
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   287
    sprite:= sprArrowLeft;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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diff changeset
   288
    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
   289
    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
   290
    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
koda
parents: 6692
diff changeset
   291
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   292
    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
   293
    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
   294
    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
   295
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   296
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   297
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   298
with arrowRight do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   299
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   300
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   301
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   302
    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
   303
    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
   304
    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
koda
parents: 6692
diff changeset
   305
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   306
    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
   307
    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
   308
    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
   309
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   310
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   311
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
   312
with firebutton do
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   313
    begin
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   314
    show:= true;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   315
    sprite:= sprFireButton;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   316
    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)
Xeli
parents: 6710
diff changeset
   317
    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)
Xeli
parents: 6710
diff changeset
   318
    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)
Xeli
parents: 6710
diff changeset
   319
    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)
Xeli
parents: 6710
diff changeset
   320
    active.x:= frame.x;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   321
    active.y:= frame.y;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   322
    active.w:= frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   323
    active.h:= frame.h;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   324
    end;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   325
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   326
with arrowUp do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   327
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   328
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   329
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   330
    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
   331
    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
   332
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   333
    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
   334
    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
   335
    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
   336
    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
   337
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   338
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   339
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   340
         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
   341
         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
   342
         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
   343
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   344
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   345
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   346
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   347
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   348
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   349
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   350
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   351
    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
   352
    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
   353
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   354
    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
   355
    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
   356
    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
   357
    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
   358
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   359
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   360
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   361
        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
   362
        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
   363
        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
   364
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   365
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   366
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   367
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   368
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   369
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   370
    show:= true;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   371
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   372
    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
   373
    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
   374
    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
   375
    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
   376
    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
   377
    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
   378
    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
   379
    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
   380
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   381
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   382
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   383
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   384
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   385
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   386
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   387
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   388
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   389
    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
   390
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   391
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   392
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   393
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   394
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   395
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   396
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   397
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   398
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   399
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   400
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   401
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   402
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   403
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   404
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
   405
// 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
   406
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
   407
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
   408
    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
   409
    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
   410
    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
   411
    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
   412
    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
   413
    missionTex:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   414
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   415
    recTexture:= nil;
9983
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   416
    FreeTexture(AmmoMenuTex);
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   417
    AmmoMenuInvalidated:= true;
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   418
    AmmoMenuTex:= 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
   419
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
   420
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   421
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   422
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   423
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   424
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   425
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   426
    AMRect: TSDL_Rect;
7049
35d762458d66 minor changes for warnings and a variables scope
koda
parents: 7028
diff changeset
   427
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   428
begin
10141
3be894730bd6 Fix build
unc0rr
parents: 10139
diff changeset
   429
    if cOnlyStats then exit(nil);
10139
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
   430
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
   431
    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
   432
    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
   433
        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
   434
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   435
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   436
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   437
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   438
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   439
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   440
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   441
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   442
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   443
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   444
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   445
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   446
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   447
{$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
   448
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   449
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   450
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   451
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   452
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   453
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   454
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   455
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   456
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   457
    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
   458
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   459
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   460
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   461
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   462
    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
   463
    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
   464
        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
   465
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   466
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   467
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   468
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   469
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   470
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   471
{$IFDEF USE_AM_NUMCOLUMN}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   472
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   473
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   474
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   475
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   476
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   477
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   478
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   479
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   480
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   481
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   482
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   483
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   484
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   485
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
   486
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   487
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   488
                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
   489
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   490
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   491
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   492
                    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
   493
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   494
                        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
   495
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   496
                        if STurns < 100 then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   497
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   498
                                x + AMSlotSize-16,
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   499
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   500
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   501
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   502
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   503
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   504
                                                               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
   505
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   506
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   507
        inc(y, AMSlotSize + 1); //the plus one is for the border
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   508
{$ELSE}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   509
        inc(x, AMSlotSize + 1);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   510
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   511
        end;
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   512
    end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   513
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   514
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   515
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   516
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   517
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   518
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   519
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   520
for i:= 1 to SlotsNumX -1 do
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   521
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
   522
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   523
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
   524
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   525
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   526
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   527
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   528
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   529
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   530
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   531
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   532
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
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
   535
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   536
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
   537
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   538
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   539
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   540
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   541
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   542
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   544
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   546
    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
   547
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   548
begin
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   549
if TurnTimeLeft = 0 then bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   550
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   551
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   552
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   553
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   554
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   555
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   556
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   557
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   558
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   559
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   560
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   561
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   562
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   563
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   564
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   565
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   566
//Init the menu
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   567
if(AmmoMenuInvalidated) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   568
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   569
    AmmoMenuInvalidated:= false;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   570
    FreeTexture(AmmoMenuTex);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   571
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   572
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   573
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   574
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   577
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   578
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   579
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   580
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   581
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   582
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   583
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   584
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   585
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   586
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   587
{$ENDIF}
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   588
    if AMState <> AMShowing then
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   589
        begin
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   590
        AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   591
        AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   592
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   593
        if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   594
        else AMShiftTargetX:= 0;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   595
        if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight        - AmmoRect.y
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   596
        else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   597
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   598
        AMShiftX:= AMShiftTargetX;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   599
        AMShiftY:= AMShiftTargetY
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   600
        end
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   601
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   602
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   603
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   604
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   605
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   606
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   607
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   608
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   609
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   610
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   611
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   612
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   613
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   614
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   615
        AMShiftY:= 0;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   616
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   617
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   618
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   619
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   620
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   621
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   622
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   623
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
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
   624
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   625
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   626
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   627
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   628
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   629
            AMShiftY:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   630
            CursorPoint.X:= AmmoRect.x + AmmoRect.w;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   631
            CursorPoint.Y:= AmmoRect.y;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   632
            AMState:= AMShowing;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   633
            end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   634
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   635
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   636
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   637
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   638
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   639
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   640
        AMShiftY:= AMShiftTargetY;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   641
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   642
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   643
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   644
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   645
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   646
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   647
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   648
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
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
   649
                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
   650
            end
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   651
         else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   652
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   653
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   654
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   655
            prevPoint:= CursorPoint;
8773
7d3af949dd34 remove engine warnings
sheepluva
parents: 8675
diff changeset
   656
            //prevTargetPoint:= TargetCursorPoint;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   657
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   658
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   659
    end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   660
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   661
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
   662
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   663
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
   664
    untint;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   665
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
   666
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
   667
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   668
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   669
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   670
    for i:= 0 to cMaxSlotIndex do
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   671
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   672
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   673
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   674
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   675
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   676
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   677
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   678
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   679
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   680
                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
   681
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   682
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
   683
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   684
                       (CursorPoint.X >  AmmoRect.x                   + ( c    * (AMSlotSize+1))) and
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   685
                       (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
   686
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   687
                        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
   688
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   689
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   690
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   691
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   692
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   693
                                       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
   694
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   695
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   696
                   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
   697
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   698
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   699
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   700
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   701
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   702
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   703
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   704
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   705
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   706
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   707
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   708
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   709
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   710
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   711
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   712
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
7840
7d86dbcd6325 Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents: 7721
diff changeset
   713
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   714
                       (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   715
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   716
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   717
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   718
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   719
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   720
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   721
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   722
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   723
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   724
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   725
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   726
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   727
            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
   728
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   729
    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
   730
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   731
        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
   732
        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
   733
            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
   734
            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
   735
                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
   736
                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
   737
                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
   738
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   739
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   740
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   741
                        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
   742
                        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
   743
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   744
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   745
                            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
   746
                            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
   747
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
   748
            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
   749
                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
   750
                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
   751
                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
   752
                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
   753
                FreeWeaponTooltip;
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   754
{$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
   755
                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
   756
                    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   757
                    if (not arrowUp.show) then
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   758
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   759
                        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
   760
                        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
   761
                        end;
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   762
                    end
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   763
                else
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   764
                    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
   765
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   766
                        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
   767
                        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
   768
                        end;
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
   769
                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
   770
{$ENDIF}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   771
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   772
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   773
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   774
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   775
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   776
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   777
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   778
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   779
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   780
        if (not isPhone()) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   781
            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
   782
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   783
        ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   784
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   785
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
   786
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   787
{$IFNDEF USE_TOUCH_INTERFACE}
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   788
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   789
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   790
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   791
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   792
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   793
procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt);
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   794
var VertexBuffer : array [0..3] of TVertex2f;
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   795
    topy, lx, rx: LongInt;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   796
begin
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   797
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   798
    // Water
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   799
topy:= OffsetY + WorldDy + cWaterLine;
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   800
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   801
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
   802
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   803
    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
   804
    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
   805
    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
   806
    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
   807
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   808
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   809
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   810
    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
   811
    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
   812
    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
   813
    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
   814
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   815
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   816
if topy < 0 then
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   817
    topy:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   818
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   819
// glDisable(GL_TEXTURE_2D);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   820
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   821
if (topy < ViewBottomY) and (WorldEdge <> weSea) then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   822
    begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   823
    VertexBuffer[0].X:= ViewLeftX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   824
    VertexBuffer[0].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   825
    VertexBuffer[1].X:= ViewRightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   826
    VertexBuffer[1].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   827
    VertexBuffer[2].X:= ViewRightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   828
    VertexBuffer[2].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   829
    VertexBuffer[3].X:= ViewLeftX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   830
    VertexBuffer[3].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   831
    DrawWaterBody(@VertexBuffer[0]);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   832
    end;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   833
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   834
// water world edges? draw water body on the sides too
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   835
if WorldEdge = weSea then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   836
    begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   837
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   838
    lx:= LeftX  + WorldDx - OffsetX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   839
    rx:= RightX + WorldDx + OffsetX;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   840
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   841
    if topy < ViewBottomY then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   842
        begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   843
        VertexBuffer[0].X:= lx;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   844
        VertexBuffer[0].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   845
        VertexBuffer[1].X:= RightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   846
        VertexBuffer[1].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   847
        VertexBuffer[2].X:= ViewRightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   848
        VertexBuffer[2].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   849
        VertexBuffer[3].X:= ViewLeftX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   850
        VertexBuffer[3].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   851
        DrawWaterBody(@VertexBuffer[0]);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   852
        end;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   853
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   854
    if lx > ViewLeftX then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   855
        begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   856
        VertexBuffer[0].X:= lx;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   857
        VertexBuffer[0].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   858
        VertexBuffer[1].X:= lx;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   859
        VertexBuffer[1].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   860
        VertexBuffer[2].X:= ViewLeftX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   861
        VertexBuffer[2].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   862
        VertexBuffer[3].X:= ViewLeftX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   863
        VertexBuffer[3].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   864
        DrawWaterBody(@VertexBuffer[0]);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   865
        end;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   866
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   867
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   868
    if rx < ViewRightX then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   869
        begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   870
        VertexBuffer[0].X:= rx;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   871
        VertexBuffer[0].Y:= topy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   872
        VertexBuffer[1].X:= rx;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   873
        VertexBuffer[1].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   874
        VertexBuffer[2].X:= ViewRightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   875
        VertexBuffer[2].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   876
        VertexBuffer[3].X:= ViewRightX;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   877
        VertexBuffer[3].Y:= ViewBottomY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   878
        DrawWaterBody(@VertexBuffer[0]);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   879
        end;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   880
    end;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   881
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
   882
{$IFNDEF GL2}
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   883
// must not be Tint() as color array seems to stay active and color reset is required
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   884
glColor4ub($FF, $FF, $FF, $FF);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
   885
{$ENDIF}
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   886
//glEnable(GL_TEXTURE_2D);}
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   887
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   888
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   889
procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   890
var VertexBuffer, TextureBuffer: array [0..7] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   891
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   892
    sprite: TSprite;
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   893
    topy: LongInt;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   894
begin
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   895
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   896
dY:= -cWaveHeight + dy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   897
ox:= -cWaveHeight + ox;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   898
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   899
topy:= cWaterLine + WorldDy + dY;
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   900
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   901
if (WorldEdge <> weSea) and (topY > ViewBottomY) then
10312
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   902
    exit;
eda8d563f677 various tweaks
sheepluva
parents: 10304
diff changeset
   903
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   904
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   905
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   906
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   907
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   908
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   909
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   910
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   911
if WorldEdge = weSea then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   912
    lw:= playWidth div 2
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   913
else
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   914
    lw:= ViewWidth;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   915
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   916
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   917
    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
   918
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   919
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   920
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   921
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   922
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   923
    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
   924
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   925
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   926
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   927
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   928
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   929
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
   930
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   931
if WorldEdge <> weSea then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   932
    begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   933
    if topY < ViewBottomY then
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   934
        begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   935
        VertexBuffer[0].X:= -lw;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   936
        VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   937
        VertexBuffer[1].X:= lw;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   938
        VertexBuffer[1].Y:= VertexBuffer[0].Y;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   939
        VertexBuffer[2].X:= lw;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   940
        VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   941
        VertexBuffer[3].X:= -lw;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   942
        VertexBuffer[3].Y:= VertexBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   943
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   944
        waves:= lw * 2 / cWaveWidth;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   945
        shift:= - lw / cWaveWidth;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   946
        TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   947
        TextureBuffer[0].Y:= 0;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   948
        TextureBuffer[1].X:= TextureBuffer[0].X + waves;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   949
        TextureBuffer[1].Y:= TextureBuffer[0].Y;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   950
        TextureBuffer[2].X:= TextureBuffer[1].X;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   951
        TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   952
        TextureBuffer[3].X:= TextureBuffer[0].X;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   953
        TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   954
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   955
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   956
        SetVertexPointer(@VertexBuffer[0], 4);
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   957
        SetTexCoordPointer(@TextureBuffer[0], 4);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   958
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   959
        {$IFDEF GL2}
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   960
        UpdateModelviewProjection;
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   961
        {$ENDIF}
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   962
10320
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   963
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
0f9ad60f738c fix some (newly introduces) glitches with normal water
sheepluva
parents: 10319
diff changeset
   964
        end;
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   965
    end
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   966
else // weSea: with waterwalls
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   967
    begin
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   968
    topy := cWaterLine + WorldDy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   969
10321
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   970
    // We will draw both bottom water and the water walls with a single call,
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   971
    // by rendering a GL_TRIANGLE_STRIP of eight points.
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   972
    //
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   973
    // GL_TRIANGLE_STRIP works like this: "always create triangle between
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   974
    // newest point and the two points that were specified before it."
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   975
    //
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   976
    // To get the result we want we will order the points like this:
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   977
    //                                                                  ^ -Y
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   978
    //                                                                  |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   979
    //   0-------1         7-------6  <---------------------- ViewTopY -|
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   980
    //   |      /|         |     _/|                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   981
    //   |     / |         |    /  |                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   982
    //   |    /  |         |  _/   |                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   983
    //   |   /   |         | /     |                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   984
    //   |  /  _.3---------5{      |  <--- topy = cWaterLine + WorldDy -|
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   985
    //   | / _/   `---.___   `--._ |                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   986
    //   |/_/             `---.___\|                                    |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   987
    //   2-------------------------4  <------------ topy + wave height -|
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   988
    //                                                                  |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   989
    //   ^       ^         ^       ^                                    V +Y
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   990
    //   |       |         |       |
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   991
    //   |       |         |     RightX + WorldDx + wave height
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   992
    //   |       |         |       .
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   993
    //   |       | RightX + WorldDx.
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   994
    //   |       |         .       .
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   995
    //   | LeftX + WorldDx .       .
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   996
    //   |       .         .       .
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   997
    // LeftX - wave height + WorldDx
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   998
    //   |       .         .       .
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
   999
    // <-------------------------------->
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
  1000
    // -X                              +X
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
  1001
    //
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
  1002
    // Note: additionally the parameters ox and dy are used to create different
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
  1003
    // horizontal and vertical offsets between wave layers
863663e1b3fd "documentation"
sheepluva
parents: 10320
diff changeset
  1004
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1005
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1006
    VertexBuffer[0].X:= LeftX + WorldDx - SpritesData[sprite].Height - ox;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1007
    VertexBuffer[0].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1008
    VertexBuffer[1].X:= LeftX + WorldDx - ox;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1009
    VertexBuffer[1].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1010
    VertexBuffer[2].X:= VertexBuffer[0].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1011
    VertexBuffer[2].Y:= topy + SpritesData[sprite].Height + dy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1012
    VertexBuffer[3].X:= VertexBuffer[1].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1013
    VertexBuffer[3].Y:= topy + dy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1014
    VertexBuffer[4].X:= RightX + WorldDx + SpritesData[sprite].Height + ox;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1015
    VertexBuffer[4].Y:= topy + SpritesData[sprite].Height + dy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1016
    VertexBuffer[5].X:= RightX + WorldDx + ox;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1017
    VertexBuffer[5].Y:= topy + dy;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1018
    VertexBuffer[6].X:= VertexBuffer[4].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1019
    VertexBuffer[6].Y:= ViewTopY;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1020
    VertexBuffer[7].X:= VertexBuffer[5].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1021
    VertexBuffer[7].Y:= ViewTopY;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1022
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1023
    waves:= 2 * lw / cWaveWidth;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1024
    shift:= - lw / cWaveWidth;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1025
    TextureBuffer[3].X:= shift + ((LongInt(RealTicks shr 6) * Dir + ox) mod cWaveWidth) / (cWaveWidth - 1);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1026
    TextureBuffer[3].Y:= 0;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1027
    TextureBuffer[5].X:= TextureBuffer[3].X + waves;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1028
    TextureBuffer[5].Y:= 0;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1029
    TextureBuffer[4].X:= TextureBuffer[5].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1030
    TextureBuffer[4].Y:= SpritesData[sprite].Texture^.ry;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1031
    TextureBuffer[2].X:= TextureBuffer[3].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1032
    TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1033
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1034
    waves:= (topy + dy - ViewTopY) / cWaveWidth;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1035
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1036
    // left side
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1037
    TextureBuffer[1].X:= TextureBuffer[3].X - waves;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1038
    TextureBuffer[1].Y:= 0;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1039
    TextureBuffer[0].X:= TextureBuffer[1].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1040
    TextureBuffer[0].Y:= SpritesData[sprite].Texture^.ry;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1041
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1042
    // right side
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1043
    TextureBuffer[7].X:= TextureBuffer[5].X + waves;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1044
    TextureBuffer[7].Y:= 0;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1045
    TextureBuffer[6].X:= TextureBuffer[7].X;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1046
    TextureBuffer[6].Y:= SpritesData[sprite].Texture^.ry;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1047
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1048
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1049
    SetVertexPointer(@VertexBuffer[0], 8);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1050
    SetTexCoordPointer(@TextureBuffer[0], 8);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1051
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1052
    {$IFDEF GL2}
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1053
    UpdateModelviewProjection;
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1054
    {$ENDIF}
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1055
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1056
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1057
    end;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
  1058
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1059
untint;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
  1060
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
  1061
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1062
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1063
        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
  1064
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1065
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1066
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1067
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
  1068
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
  1069
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1070
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1071
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
  1072
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
  1073
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1074
    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
  1075
    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
  1076
    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
  1077
    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
  1078
        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
  1079
    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
  1080
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1081
    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
  1082
    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
  1083
    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
  1084
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1085
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
  1086
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1087
    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
  1088
    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
  1089
    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
  1090
    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
  1091
    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
  1092
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1093
        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
  1094
        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
  1095
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1096
    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
  1097
    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
  1098
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1099
    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
  1100
    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
  1101
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1102
        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
  1103
        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
  1104
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1105
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1106
    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
  1107
    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
  1108
        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
  1109
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1110
            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
  1111
            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
  1112
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1113
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1114
        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
  1115
            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
  1116
            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
  1117
            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
  1118
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1119
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1120
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1121
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1122
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
  1123
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1124
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1125
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1126
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1127
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1128
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1129
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1130
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1131
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1132
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
  1133
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1134
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1135
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1136
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
  1137
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1138
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1139
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
  1140
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1141
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1142
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1143
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1144
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1145
9670
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
  1146
    if (not isPaused) and (not isAFK) 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
  1147
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1148
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1149
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1150
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1151
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1152
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1153
        end
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1154
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1155
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1156
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1157
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1158
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1159
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1160
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1161
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1162
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1163
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1164
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1165
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1166
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1167
        // detatch drawing from fbs
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1168
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1169
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1170
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1171
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1172
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1173
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1174
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1175
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1176
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1177
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1178
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1179
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1180
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1181
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1182
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1183
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1184
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1185
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1186
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1187
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1188
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1189
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1190
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1191
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1192
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1193
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1194
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1195
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1196
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1197
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1198
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1199
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1200
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1201
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1202
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1203
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1204
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1205
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1206
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1207
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1208
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1209
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1210
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1211
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1212
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1213
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1214
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1215
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1216
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1217
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1218
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1219
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1220
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1221
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1222
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1223
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1224
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1225
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1226
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1227
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1228
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1229
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1230
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1231
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1232
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1233
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1234
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1235
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1236
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1237
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1238
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1239
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1240
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1241
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1242
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1243
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1244
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1245
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1246
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1247
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1248
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1249
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1250
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1251
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1252
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1253
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1254
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1255
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1256
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1257
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1258
    rm:= rm; d:= d; // avoid hint
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1259
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1260
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1261
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1262
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1263
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1264
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1265
    stereoDepth:= stereoDepth + d;
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1266
    openglTranslProjMatrix(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1267
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1268
end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1269
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1270
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1271
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1272
    rm:= rm; // avoid hint
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1273
{$IFDEF USE_S3D_RENDERING}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1274
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1275
        exit;
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1276
    openglTranslProjMatrix(-stereoDepth, 0, 0);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1277
    cStereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1278
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1279
end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1280
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1281
procedure RenderWorldEdge(Lag: Longword);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1282
var
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1283
    VertexBuffer: array [0..3] of TVertex2f;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1284
    c1, c2: LongWord; // couple of colours for edges
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1285
begin
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1286
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1287
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1288
(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type.  Prob also, say, trigger a border animation timer on an impact. *)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1289
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1290
    glDisable(GL_TEXTURE_2D);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1291
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1292
    if WorldEdge = weWrap then
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1293
        glColor4ub($00, $00, $00, $40)
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1294
    else
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1295
        begin
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1296
        glEnableClientState(GL_COLOR_ARRAY);
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1297
        glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1298
        end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1299
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1300
    glPushMatrix;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1301
    glTranslatef(WorldDx, WorldDy, 0);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1302
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1303
    VertexBuffer[0].X:= leftX-20;
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1304
    VertexBuffer[0].Y:= -3500;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1305
    VertexBuffer[1].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1306
    VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1307
    VertexBuffer[2].X:= leftX+30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1308
    VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1309
    VertexBuffer[3].X:= leftX+30;
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1310
    VertexBuffer[3].Y:= -3500;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1311
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1312
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1313
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1314
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1315
    VertexBuffer[0].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1316
    VertexBuffer[1].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1317
    VertexBuffer[2].X:= rightX-30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1318
    VertexBuffer[3].X:= rightX-30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1319
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1320
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1321
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1322
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1323
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1324
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1325
    VertexBuffer[0].X:= -5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1326
    VertexBuffer[1].X:= -5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1327
    VertexBuffer[2].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1328
    VertexBuffer[3].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1329
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1330
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1331
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1332
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1333
    VertexBuffer[0].X:= rightX+5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1334
    VertexBuffer[1].X:= rightX+5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1335
    VertexBuffer[2].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1336
    VertexBuffer[3].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1337
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1338
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1339
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1340
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1341
    glPopMatrix;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1342
    glDisableClientState(GL_COLOR_ARRAY);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1343
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1344
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1345
    glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1346
    glEnable(GL_TEXTURE_2D);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1347
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1348
    // I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1349
    if WorldEdge = weBounce then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1350
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1351
        // could maybe alternate order of these on a bounce, or maybe drop the outer ones.
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1352
        if LeftImpactTimer mod 2 = 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1353
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1354
            c1:= $5454FFFF; c2:= $FFFFFFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1355
            end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1356
        else begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1357
            c1:= $FFFFFFFF; c2:= $5454FFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1358
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1359
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0,   c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1360
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0,   c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1361
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0,   c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1362
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0,   c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1363
        if RightImpactTimer mod 2 = 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1364
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1365
            c1:= $5454FFFF; c2:= $FFFFFFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1366
            end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1367
        else begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1368
            c1:= $FFFFFFFF; c2:= $5454FFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1369
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1370
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1371
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1372
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1373
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1374
        end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1375
    else if WorldEdge = weWrap then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1376
        begin
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1377
        {DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer));
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1378
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1379
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer));
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1380
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);}
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1381
        end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1382
    else
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1383
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1384
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1385
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1386
        end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1387
    if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1388
    if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1389
    end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1390
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1391
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1392
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1393
procedure RenderTeamsHealth;
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1394
var t, i, h, smallScreenOffset, TeamHealthBarWidth : LongInt;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1395
    r: TSDL_Rect;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1396
    highlight: boolean;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1397
    htex: PTexture;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1398
begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1399
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1400
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1401
    SetScale(1.5);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1402
    smallScreenOffset:= cScreenHeight div 6;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1403
    if TeamsCount * 100 > Longword(cScreenHeight) then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1404
        Tint($FF,$FF,$FF,$80);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1405
    end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1406
else smallScreenOffset:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1407
for t:= 0 to Pred(TeamsCount) do
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1408
    with TeamsArray[t]^ do
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1409
      if TeamHealth > 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1410
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1411
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1412
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1413
        if highlight then
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1414
            begin
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1415
            Tint(Clan^.Color shl 8 or $FF);
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1416
            htex:= GenericHealthTexture
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1417
            end
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1418
        else
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1419
            htex:= Clan^.HealthTex;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1420
9791
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1421
        // draw owner
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1422
        if OwnerTex <> nil then
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1423
            DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex);
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1424
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1425
        // draw name
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1426
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1427
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1428
        // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1429
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1430
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1431
        TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth;
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1432
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1433
        // draw health bar
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1434
        r.x:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1435
        r.y:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1436
        r.w:= 2 + TeamHealthBarWidth;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1437
        r.h:= htex^.h;
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1438
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1439
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1440
        // draw health bars right border
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1441
        inc(r.x, cTeamHealthWidth + 2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1442
        r.w:= 3;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1443
        DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1444
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1445
        h:= 0;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1446
        if not hasGone then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1447
            for i:= 0 to cMaxHHIndex do
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1448
                begin
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1449
                inc(h, Hedgehogs[i].HealthBarHealth);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1450
                if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1451
                    DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1452
                end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1453
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1454
        // draw ai kill counter for gfAISurvival
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1455
        if (GameFlags and gfAISurvival) <> 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1456
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1457
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1458
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1459
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1460
        // if highlighted, draw flag and other contents again to keep their colors
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1461
        // this approach should be faster than drawing all borders one by one tinted or not
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1462
        if highlight then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1463
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1464
            if TeamsCount * 100 > Longword(cScreenHeight) then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1465
                Tint($FF,$FF,$FF,$80)
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1466
            else untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1467
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1468
            // draw name
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1469
            r.x:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1470
            r.y:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1471
            r.w:= NameTagTex^.w - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1472
            r.h:= NameTagTex^.h - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1473
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
10147
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1474
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1475
            if OwnerTex <> nil then
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1476
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1477
                r.w:= OwnerTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1478
                r.h:= OwnerTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1479
                DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex)
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1480
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1481
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1482
            if (GameFlags and gfAISurvival) <> 0 then
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1483
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1484
                r.w:= AIKillsTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1485
                r.h:= AIKillsTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1486
                DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex);
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1487
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1488
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1489
            // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1490
            r.w:= 22;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1491
            r.h:= 15;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1492
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
10317
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1493
            end
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1494
        // draw an arrow next to active team
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1495
        else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1496
            begin
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1497
            h:= -NameTagTex^.w - 24;
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1498
            if OwnerTex <> nil then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1499
                h:= h - OwnerTex^.w - 4;
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1500
            DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1501
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1502
        end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1503
if smallScreenOffset <> 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1504
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1505
    SetScale(cDefaultZoomLevel);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1506
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
  1507
        untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1508
    end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1509
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1510
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1511
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1512
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1513
var i, t: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1514
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1515
    tdx, tdy: Double;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1516
    s: shortstring;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1517
    offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1518
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1519
begin
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1520
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1521
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1522
// note: offsetY is negative!
10319
240775460dc5 fix pas2c build
sheepluva
parents: 10318
diff changeset
  1523
offsetY:= 10 *  Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1524
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1525
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1526
    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
  1527
        // 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
  1528
        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
  1529
        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
  1530
        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
  1531
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1532
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
  1533
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1534
        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
  1535
        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
  1536
            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
  1537
        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
  1538
        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
  1539
        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
  1540
        if SuddenDeathDmg then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1541
            untint;
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1542
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1543
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1544
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1545
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
  1546
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1547
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1548
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1549
    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
  1550
        // Waves
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1551
        DrawWater(255, SkyOffset, 0);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1552
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1553
        DrawWaves( 1,  0 - WorldDx div 32, offsetY div 35, -49, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1554
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1555
        DrawWaves( -1,  25 + WorldDx div 25, offsetY div 38, -37, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1556
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1557
        DrawWaves( 1,  75 - WorldDx div 19, offsetY div 45, -23, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1558
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1559
        DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1560
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1561
else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1562
    DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1563
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1564
    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
  1565
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1566
    DrawLand(WorldDx, WorldDy);
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1567
    if WorldEdge = weWrap then
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1568
        begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1569
        DrawLand(WorldDx - playWidth, WorldDy);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1570
        DrawLand(WorldDx + playWidth, WorldDy);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1571
        end;
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1572
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1573
    DrawWater(255, 0, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1574
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1575
(*
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1576
// Attack bar
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1577
    if CurrentTeam <> nil then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1578
        case AttackBar of
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1579
        //1: begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1580
        //r:= StuffPoz[sPowerBar];
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1581
        //{$WARNINGS OFF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1582
        //r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1583
        //{$WARNINGS ON}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1584
        //DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1585
        //end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1586
        2: with CurrentHedgehog^ do
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1587
                begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1588
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1589
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1590
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1591
                    DrawSprite(sprPower,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1592
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1593
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1594
                            i)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1595
                end
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1596
        end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1597
*)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1598
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1599
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1600
if WorldEdge = weWrap then
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1601
    begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1602
    // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1603
    i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1604
    WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1605
    DrawVisualGears(1);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1606
    DrawGears();
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1607
    DrawVisualGears(6);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1608
    WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1609
    DrawVisualGears(1);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1610
    DrawGears();
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1611
    DrawVisualGears(6);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1612
    // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1613
    WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1614
    end;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1615
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1616
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1617
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1618
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1619
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1620
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1621
if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1622
    DrawWater(SDWaterOpacity, 0, 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1623
else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1624
    DrawWater(WaterOpacity, 0, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
  1625
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1626
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1627
ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1628
DrawWaves( 1, 25 - WorldDx div 9, 0, 0, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1629
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1630
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1631
    begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1632
    //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
  1633
    ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1634
    DrawWaves(-1, 50 + WorldDx div 6, - offsetY div 40, 23, 8);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1635
    if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1636
        DrawWater(SDWaterOpacity, - offsetY div 20, 23)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1637
    else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1638
        DrawWater(WaterOpacity, - offsetY div 20, 23);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1639
    ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1640
    DrawWaves( 1, 75 - WorldDx div 4, - offsetY div 20, 37, 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
  1641
        if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1642
            DrawWater(SDWaterOpacity, - offsetY div 10, 47)
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
  1643
        else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1644
            DrawWater(WaterOpacity, - offsetY div 10, 47);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1645
        ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1646
        DrawWaves( -1, 25 + WorldDx div 3, - offsetY div 10, 59, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1647
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1648
    else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1649
        DrawWaves(-1, 50, cWaveHeight div 2, cWaveHeight div 2, 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1650
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1651
// 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
  1652
// 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
  1653
    ChangeDepth(RM, cStereo_Outside);
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1654
    if WorldEdge = weWrap then
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1655
        begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1656
        // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1657
        i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1658
        WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1659
        DrawVisualGears(2);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1660
        WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1661
        DrawVisualGears(2);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1662
        // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1663
        WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1664
        end;
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1665
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1666
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1667
// 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
  1668
// 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
  1669
    ResetDepth(RM);
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1670
    if WorldEdge = weWrap then
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1671
        begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1672
        // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1673
        i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1674
        WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1675
        DrawVisualGears(3);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1676
        WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1677
        DrawVisualGears(3);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1678
        // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1679
        WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1680
        end;
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1681
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1682
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1683
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1684
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1685
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1686
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1687
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1688
        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
  1689
        if CurAmmoType = amBee then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1690
            DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1691
        else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1692
            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
  1693
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1694
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1695
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1696
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1697
RenderWorldEdge(Lag);
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1698
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1699
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1700
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1701
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1702
// Turn time
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1703
if UIDisplay <> uiNone then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1704
    begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1705
{$IFDEF USE_TOUCH_INTERFACE}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1706
    offsetX:= cScreenHeight - 13;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1707
{$ELSE}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1708
    offsetX:= 48;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1709
{$ENDIF}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1710
    offsetY:= cOffsetY;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1711
    if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 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
  1712
        begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1713
        if ReadyTimeLeft <> 0 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1714
            i:= Succ(Pred(ReadyTimeLeft) div 1000)
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1715
        else
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1716
            i:= Succ(Pred(TurnTimeLeft) div 1000);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1717
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1718
        if i>99 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1719
            t:= 112
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1720
        else if i>9 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1721
            t:= 96
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1722
        else
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1723
            t:= 80;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1724
        DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1725
        while i > 0 do
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1726
            begin
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1727
            dec(t, 32);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1728
            DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1729
            i:= i div 10
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1730
            end;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1731
        DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1732
        end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1733
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1734
// Captions
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1735
    DrawCaptions
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1736
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1737
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
  1738
{$IFDEF USE_TOUCH_INTERFACE}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1739
// Draw buttons Related to the Touch interface
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1740
DrawScreenWidget(@arrowLeft);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1741
DrawScreenWidget(@arrowRight);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1742
DrawScreenWidget(@arrowUp);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1743
DrawScreenWidget(@arrowDown);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1744
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1745
DrawScreenWidget(@fireButton);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1746
DrawScreenWidget(@jumpWidget);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1747
DrawScreenWidget(@AMWidget);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1748
DrawScreenWidget(@pauseButton);
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
  1749
DrawScreenWidget(@utilityWidget);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1750
{$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
  1751
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1752
if UIDisplay = uiAll then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1753
    RenderTeamsHealth;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1754
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1755
// Lag alert
7392
bc3306c59a08 Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents: 7386
diff changeset
  1756
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
  1757
    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
  1758
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1759
// Wind bar
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1760
if UIDisplay <> uiNone then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1761
    begin
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1762
{$IFDEF USE_TOUCH_INTERFACE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1763
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1764
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1765
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1766
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1767
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1768
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1769
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1770
    if WindBarWidth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1771
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1772
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1773
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1774
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1775
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1776
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1777
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1778
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1779
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1780
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1781
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1782
        begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1783
        {$WARNINGS OFF}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1784
        r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1785
        {$WARNINGS ON}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1786
        r.y:= 0;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1787
        r.w:= - WindBarWidth;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1788
        r.h:= 13;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1789
        DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1790
        end
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1791
    end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1792
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1793
// AmmoMenu
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1794
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
  1795
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1796
    if (AMState = AMHidden) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1797
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1798
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1799
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1800
    AMState:= AMShowingUp;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1801
    end;
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1802
if (not bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1803
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1804
    if (AMState = AMShowing) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1805
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1806
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1807
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1808
    AMState:= AMHiding;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1809
    end;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1810
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1811
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
  1812
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1813
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1814
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1815
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
  1816
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1817
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1818
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1819
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1820
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1821
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1822
// 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
  1823
if fastUntilLag then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1824
    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
  1825
if isPaused then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1826
    DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
9670
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
  1827
if isAFK then
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
  1828
    DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1829
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
  1830
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1831
    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
  1832
        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
  1833
    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
  1834
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1835
    if missionTex <> nil then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1836
        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
  1837
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1838
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1839
// fps
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1840
{$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
  1841
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
  1842
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1843
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1844
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1845
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1846
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
  1847
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1848
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1849
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1850
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1851
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1852
    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
  1853
        begin
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1854
        i:= GameTicks div 1000;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1855
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1856
        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
  1857
        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
  1858
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1859
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1860
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1861
        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
  1862
        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
  1863
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1864
        s:= inttostr(i div 60) + ':' + s;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1865
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1866
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1867
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1868
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1869
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1870
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1871
        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
  1872
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1873
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1874
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1875
        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
  1876
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1877
    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
  1878
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1879
        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
  1880
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1881
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1882
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1883
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1884
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1885
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1886
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1887
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1888
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1889
            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
  1890
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1891
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1892
            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
  1893
        end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1894
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1895
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1896
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1897
if GameState = gsConfirm then
8675
3fb25201d303 This has bothered me for the longest time. Move texture so it doesn't overlap. I'd initially had a test for isPaused, but jumping texture bothered me.
nemo
parents: 8471
diff changeset
  1898
    DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1899
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1900
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1901
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1902
    if (not isFirstFrame) then
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1903
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1904
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1905
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1906
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1907
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1908
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1909
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1910
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1911
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1912
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1913
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1914
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1915
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1916
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1917
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1918
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1919
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1920
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1921
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1922
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1923
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1924
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1925
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1926
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1927
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1928
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1929
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1930
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1931
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1932
        glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1933
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1934
        glEnable(GL_TEXTURE_2D);
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1935
        untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1936
        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
  1937
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1938
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1939
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1940
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1941
{$IFDEF USE_VIDEO_RECORDING}
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1942
// during video prerecording draw red blinking circle and text 'rec'
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1943
if flagPrerecording then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1944
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1945
    if recTexture = nil then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1946
        begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1947
        s:= 'rec';
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1948
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1949
        tmpSurface:= doSurfaceConversion(tmpSurface);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1950
        FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1951
        recTexture:= Surface2Tex(tmpSurface, false);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1952
        SDL_FreeSurface(tmpSurface)
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1953
        end;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1954
    DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1955
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1956
    // draw red circle
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1957
    glDisable(GL_TEXTURE_2D);
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1958
    Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1959
    glBegin(GL_POLYGON);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1960
    for i:= 0 to 20 do
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1961
        glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1962
    glEnd();
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1963
    untint;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1964
    glEnable(GL_TEXTURE_2D);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1965
    end;
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1966
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1967
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1968
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1969
7858
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1970
// Attack bar
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1971
    if CurrentTeam <> nil then
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1972
        case AttackBar of
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1973
(*        1: begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1974
        r:= StuffPoz[sPowerBar];
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1975
        {$WARNINGS OFF}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1976
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1977
        {$WARNINGS ON}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1978
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1979
        end;*)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1980
        2: with CurrentHedgehog^ do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1981
                begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1982
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1983
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1984
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1985
                    DrawSprite(sprPower,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1986
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1987
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1988
                            i)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1989
                end
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1990
        end;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1991
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1992
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1993
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1994
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
  1995
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1996
    if (not 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
  1997
        begin
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1998
        if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1999
        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
  2000
            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
  2001
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2002
            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
  2003
                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
  2004
            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
  2005
            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
  2006
                if PosCount > 1 then
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10160
diff changeset
  2007
                    begin
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2008
                    if (CurAmmoType = amGirder) or (CurAmmoType = amTeleport) then
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2009
                        begin
10298
7d5d93f9a515 make using the teleporter a bit less challenging
sheepluva
parents: 10277
diff changeset
  2010
                    // pulsating transparency
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2011
                        if ((GameTicks div 16) mod $80) >= $40 then
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2012
                            Tint($FF, $FF, $FF, $C0 - (GameTicks div 16) mod $40)
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2013
                        else
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2014
                            Tint($FF, $FF, $FF, $80 + (GameTicks div 16) mod $40);
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2015
                        end;
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  2016
                    DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
10298
7d5d93f9a515 make using the teleporter a bit less challenging
sheepluva
parents: 10277
diff changeset
  2017
                    Untint();
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10160
diff changeset
  2018
                    end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2019
                end;
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2020
        //DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8)
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  2021
        DrawTextureF(SpritesData[sprArrow].Texture, cDefaultZoomLevel / cScaleFactor, TargetCursorPoint.X + round(SpritesData[sprArrow].Width / cScaleFactor), cScreenHeight - TargetCursorPoint.Y + round(SpritesData[sprArrow].Height / cScaleFactor), (RealTicks shr 6) mod 8, 1, SpritesData[sprArrow].Width, SpritesData[sprArrow].Height);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2022
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2023
    end;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  2024
10304
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2025
// debug stuff
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2026
if cViewLimitsDebug then
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2027
    begin
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2028
    r.x:= ViewLeftX;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2029
    r.y:= ViewTopY;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2030
    r.w:= ViewWidth;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2031
    r.h:= ViewHeight;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2032
    DrawRect(r, 255, 0, 0, 128, false);
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2033
    end;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  2034
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  2035
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2036
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2037
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  2038
var PrevSentPointTime: LongWord = 0;
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  2039
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  2040
procedure MoveCamera;
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2041
var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY, cameraJump: LongInt;
9755
6306b54dd8fc don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents: 9720
diff changeset
  2042
    inbtwnTrgtAttks: Boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2043
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  2044
{$IFNDEF MOBILE}
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  2045
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) 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
  2046
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  2047
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  2048
z:= round(200/zoom);
9755
6306b54dd8fc don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents: 9720
diff changeset
  2049
inbtwnTrgtAttks := (CurrentHedgehog <> nil) and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0) and ((GameFlags and gfInfAttack) <> 0);
9954
bf51bc7e2808 - Fix build via pas2c
unc0rr
parents: 9952
diff changeset
  2050
if autoCameraOn and (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and (not inbtwnTrgtAttks) then
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  2051
    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
  2052
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2053
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2054
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2055
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  2056
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2057
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  2058
        begin
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2059
        if abs(prevPoint.X - WorldDx - hwRound(FollowGear^.X)) > rightX - leftX - 100 then
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2060
            begin
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2061
            if (prevPoint.X - WorldDx) * 2 < rightX + leftX then
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2062
                cameraJump:= rightX - leftX
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2063
                else
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2064
                cameraJump:= leftX - rightX;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2065
            WorldDx:= WorldDx - cameraJump;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2066
            end;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2067
5852
nemo
parents: 5851
diff changeset
  2068
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  2069
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  2070
        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
  2071
            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
  2072
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  2073
            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
  2074
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2075
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  2076
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
  2077
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
  2078
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  2079
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2080
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
  2081
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2082
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
  2083
if (AMState = AMShowingUp) or (AMState = AMShowing) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2084
begin
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2085
{$IFDEF USE_LANDSCAPE_AMMOMENU}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2086
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2087
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2088
    amNumOffsetY:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2089
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2090
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2091
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2092
{$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2093
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2094
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2095
    amNumOffsetX:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2096
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2097
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2098
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2099
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2100
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2101
    if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2102
        CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2103
    if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2104
        CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2105
    if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2106
        CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2107
    if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  2108
        CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2109
    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
  2110
    //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
  2111
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2112
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  2113
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2114
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
  2115
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2116
    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
  2117
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2118
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2119
        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
  2120
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2121
    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
  2122
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2123
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2124
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2125
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2126
// this generates the border around the screen that moves the camera when cursor is near it
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  2127
if (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  2128
   (not CurrentTeam^.ExtDriven and 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
  2129
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2130
    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
  2131
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2132
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2133
        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
  2134
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2135
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2136
        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
  2137
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2138
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2139
            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
  2140
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  2141
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  2142
    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
  2143
    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
  2144
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  2145
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  2146
        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
  2147
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2148
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  2149
        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
  2150
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2151
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2152
           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
  2153
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2154
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2155
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2156
    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
  2157
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2158
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2159
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2160
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2161
        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
  2162
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  2163
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  2164
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2165
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
  2166
//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
  2167
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
  2168
    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
  2169
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
  2170
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2171
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
  2172
    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
  2173
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
  2174
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2175
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2176
10122
cefede760264 Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
parents: 10120
diff changeset
  2177
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2178
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2179
begin
10139
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
  2180
if cOnlyStats then exit;
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
  2181
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2182
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2183
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2184
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2185
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
  2186
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2187
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  2188
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2189
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2190
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2191
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2192
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2193
    r.y:= icon * 32;
10124
aabd1b75d5a3 Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents: 10122
diff changeset
  2194
    missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, MissionIcons, @r)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2195
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2196
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2197
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  2198
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  2199
    r.y:= ((-icon - 1) mod 16) * 32;
10124
aabd1b75d5a3 Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents: 10122
diff changeset
  2200
    missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, SpritesData[sprAMAmmos].Surface, @r)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  2201
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2202
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2203
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2204
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2205
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  2206
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2207
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  2208
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  2209
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  2210
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2211
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
  2212
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  2213
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
  2214
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
  2215
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
  2216
//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
  2217
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  2218
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  2219
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2220
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2221
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2222
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2223
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  2224
    ParseCommand('quit', true);
7847
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  2225
{$IFDEF MOBILE}
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  2226
// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  2227
exit;
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  2228
{$ENDIF}
6862
87e060b69926 when focus is lost lower the volume to a minimum
koda
parents: 6806
diff changeset
  2229
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  2230
{$IFDEF USE_VIDEO_RECORDING}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2231
// do not change volume during prerecording as it will affect sound in video file
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  2232
if (not flagPrerecording) then
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  2233
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2234
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  2235
    if (not cHasFocus) then DampenAudio()
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2236
    else UndampenAudio();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2237
    end;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2238
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2239
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2240
procedure SetUtilityWidgetState(ammoType: TAmmoType);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2241
begin
7086
e99944b25764 android typo/sabotage
Xeli
parents: 7069
diff changeset
  2242
{$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
  2243
if(ammoType = amNothing)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2244
    ammoType:= CurrentHedgehog^.CurAmmoType;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2245
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2246
if(CurrentHedgehog <> nil)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2247
    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
  2248
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2249
        utilityWidget.sprite:= sprTimerButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2250
        animateWidget(@utilityWidget, true, true);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2251
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2252
    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
  2253
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2254
        utilityWidget.sprite:= sprTargetButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2255
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2256
        end
6962
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2257
    else if ammoType = amSwitch then
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2258
        begin
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2259
        utilityWidget.sprite:= sprTargetButton;
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2260
        animateWidget(@utilityWidget, true, true);
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2261
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2262
    else if utilityWidget.show then
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2263
        animateWidget(@utilityWidget, true, false);
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2264
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2265
ammoType:= ammoType; // avoid hint
6963
Xeli
parents: 6962
diff changeset
  2266
{$ENDIF}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2267
end;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2268
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2269
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2270
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2271
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2272
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2273
    show:= showWidget;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2274
    if fade then fadeAnimStart:= RealTicks;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2275
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2276
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2277
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2278
        animate:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2279
        startTime:= RealTicks;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2280
        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
  2281
        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
  2282
        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
  2283
        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
  2284
        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
  2285
        source.y:= source.y xor target.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2286
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2287
    end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2288
end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2289
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2290
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2291
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2292
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2293
    fpsTexture:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2294
    recTexture:= nil;
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2295
    FollowGear:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2296
    WindBarWidth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2297
    bShowAmmoMenu:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2298
    bSelected:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2299
    bShowFinger:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2300
    Frames:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2301
    WorldDx:= -512;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2302
    WorldDy:= -256;
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  2303
    PrevSentPointTime:= 0;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  2304
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2305
    FPS:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2306
    CountTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2307
    SoundTimerTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2308
    prevPoint.X:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2309
    prevPoint.Y:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2310
    missionTimer:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2311
    missionTex:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2312
    cOffsetY:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2313
    stereoDepth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2314
    AMState:= AMHidden;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2315
    isFirstFrame:= true;
9557
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2316
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2317
    FillChar(WorldFade, sizeof(WorldFade), 0);
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2318
    WorldFade[0].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2319
    WorldFade[1].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2320
    FillChar(WorldEnd, sizeof(WorldEnd), 0);
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2321
    WorldEnd[0].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2322
    WorldEnd[1].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2323
    WorldEnd[2].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2324
    WorldEnd[3].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2325
9983
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
  2326
    AmmoMenuTex:= nil;
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
  2327
    AmmoMenuInvalidated:= true
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2328
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2329
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2330
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2331
begin
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  2332
    ResetWorldTex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2333
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2334
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2335
end.