hedgewars/uMisc.pas
author Periklis Ntanasis <pntanasis@gmail.com>
Thu, 29 Aug 2013 22:38:10 +0300
branchspacecampaign
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uMisc;
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interface
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uses SDLh, uConsts, GLunit, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure movecursor(dx, dy: LongInt);
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function  doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
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function  MakeScreenshot(filename: shortstring; k: LongInt): boolean;
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function  GetTeamStatString(p: PTeam): shortstring;
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{$IFDEF SDL2}
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function  SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;
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{$ELSE}
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function  SDL_RectMake(x, y: SmallInt; width, height: Word): TSDL_Rect; inline;
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{$ENDIF}
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implementation
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uses SysUtils, uVariables, uUtils
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     {$IFDEF PNG_SCREENSHOTS}, PNGh, png {$ENDIF};
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type PScreenshot = ^TScreenshot;
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     TScreenshot = record
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         buffer: PByte;
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         filename: shortstring;
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         width, height: LongInt;
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         size: QWord;
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         end;
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var conversionFormat: PSDL_PixelFormat;
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procedure movecursor(dx, dy: LongInt);
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var x, y: LongInt;
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begin
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if (dx = 0) and (dy = 0) then exit;
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SDL_GetMouseState(@x, @y);
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Inc(x, dx);
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Inc(y, dy);
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SDL_WarpMouse(x, y);
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end;
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{$IFDEF PNG_SCREENSHOTS}
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// this funtion will be executed in separate thread
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function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
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var i: LongInt;
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    png_ptr: ^png_struct;
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    info_ptr: ^png_info;
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    f: file;
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    image: PScreenshot;
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begin
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image:= PScreenshot(screenshot);
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png_ptr := png_create_write_struct(png_get_libpng_ver(nil), nil, nil, nil);
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if png_ptr = nil then
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begin
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    // AddFileLog('Error: Could not create png write struct.');
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    SaveScreenshot:= 0;
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    exit;
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end;
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info_ptr := png_create_info_struct(png_ptr);
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if info_ptr = nil then
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begin
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    png_destroy_write_struct(@png_ptr, nil);
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    // AddFileLog('Error: Could not create png info struct.');
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    SaveScreenshot:= 0;
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    exit;
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end;
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{$IOCHECKS OFF}
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Assign(f, image^.filename);
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Rewrite(f, 1);
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if IOResult = 0 then
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    begin
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    png_init_pascal_io(png_ptr,@f);
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    png_set_IHDR(png_ptr, info_ptr, image^.width, image^.height,
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                 8, // bit depth
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                 PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE,
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                 PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
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    png_write_info(png_ptr, info_ptr);
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    // glReadPixels and libpng number rows in different order
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    for i:= image^.height-1 downto 0 do
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        png_write_row(png_ptr, image^.buffer + i*4*image^.width);
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    png_write_end(png_ptr, info_ptr);
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    Close(f);
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    end;
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{$IOCHECKS ON}
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// free everything
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png_destroy_write_struct(@png_ptr, @info_ptr);
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FreeMem(image^.buffer, image^.size);
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Dispose(image);
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SaveScreenshot:= 0;
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end;
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{$ELSE} // no PNG_SCREENSHOTS
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// this funtion will be executed in separate thread
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function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
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var f: file;
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    // Windows Bitmap Header
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    head: array[0..53] of Byte = (
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    $42, $4D,       // identifier ("BM")
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    0, 0, 0, 0,     // file size
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    0, 0, 0, 0,     // reserved
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    54, 0, 0, 0,    // starting offset
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    40, 0, 0, 0,    // header size
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    0, 0, 0, 0,     // width
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    0, 0, 0, 0,     // height
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    1, 0,           // color planes
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    32, 0,          // bit depth
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    0, 0, 0, 0,     // compression method (uncompressed)
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    0, 0, 0, 0,     // image size
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    96, 0, 0, 0,    // horizontal resolution
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    96, 0, 0, 0,    // vertical resolution
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    0, 0, 0, 0,     // number of colors (all)
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    0, 0, 0, 0      // number of important colors
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    );
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    image: PScreenshot;
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    size: QWord;
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begin
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image:= PScreenshot(screenshot);
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size:= image^.Width*image^.Height*4;
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head[$02]:= (size + 54) and $ff;
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head[$03]:= ((size + 54) shr 8) and $ff;
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head[$04]:= ((size + 54) shr 16) and $ff;
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head[$05]:= ((size + 54) shr 24) and $ff;
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head[$12]:= image^.Width and $ff;
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head[$13]:= (image^.Width shr 8) and $ff;
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head[$14]:= (image^.Width shr 16) and $ff;
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head[$15]:= (image^.Width shr 24) and $ff;
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head[$16]:= image^.Height and $ff;
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head[$17]:= (image^.Height shr 8) and $ff;
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head[$18]:= (image^.Height shr 16) and $ff;
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head[$19]:= (image^.Height shr 24) and $ff;
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head[$22]:= size and $ff;
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head[$23]:= (size shr 8) and $ff;
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head[$24]:= (size shr 16) and $ff;
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head[$25]:= (size shr 24) and $ff;
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{$IOCHECKS OFF}
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Assign(f, image^.filename);
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Rewrite(f, 1);
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if IOResult = 0 then
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    begin
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    BlockWrite(f, head, sizeof(head));
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    BlockWrite(f, image^.buffer^, size);
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    Close(f);
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    end
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else
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    begin
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    //AddFileLog('Error: Could not write to ' + filename);
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    end;
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{$IOCHECKS ON}
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// free everything
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FreeMem(image^.buffer, image^.size);
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Dispose(image);
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SaveScreenshot:= 0;
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end;
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{$ENDIF} // no PNG_SCREENSHOTS
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{$IFDEF USE_VIDEO_RECORDING}
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// make image k times smaller (useful for saving thumbnails)
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procedure ReduceImage(img: PByte; width, height, k: LongInt);
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var i, j, i0, j0, w, h, r, g, b: LongInt;
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begin
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    w:= width  div k;
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    h:= height div k;
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    // rescale inplace
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    if k <> 1 then
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    begin
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        for i:= 0 to h-1 do
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            for j:= 0 to w-1 do
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            begin
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                r:= 0;
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                g:= 0;
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                b:= 0;
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                for i0:= 0 to k-1 do
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                    for j0:= 0 to k-1 do
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                    begin
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                        inc(r, img[4*(width*(i*k+i0) + j*k+j0)+0]);
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                        inc(g, img[4*(width*(i*k+i0) + j*k+j0)+1]);
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                        inc(b, img[4*(width*(i*k+i0) + j*k+j0)+2]);
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                    end;
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                img[4*(w*i + j)+0]:= r div (k*k);
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                img[4*(w*i + j)+1]:= g div (k*k);
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                img[4*(w*i + j)+2]:= b div (k*k);
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                img[4*(w*i + j)+3]:= 255;
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            end;
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    end;
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end;
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{$ENDIF}
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// captures and saves the screen. returns true on success.
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// saved image will be k times smaller than original (useful for saving thumbnails).
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function MakeScreenshot(filename: shortstring; k: LongInt): Boolean;
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var p: Pointer;
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    size: QWord;
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    image: PScreenshot;
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    format: GLenum;
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    ext: string[4];
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begin
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{$IFDEF PNG_SCREENSHOTS}
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format:= GL_RGBA;
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ext:= '.png';
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{$ELSE}
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format:= GL_BGRA;
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ext:= '.bmp';
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{$ENDIF}
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size:= toPowerOf2(cScreenWidth) * toPowerOf2(cScreenHeight) * 4;
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p:= GetMem(size); // will be freed in SaveScreenshot()
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// memory could not be allocated
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if p = nil then
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begin
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    AddFileLog('Error: Could not allocate memory for screenshot.');
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    MakeScreenshot:= false;
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    exit;
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   247
end;
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// read pixels from the front buffer
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glReadPixels(0, 0, cScreenWidth, cScreenHeight, format, GL_UNSIGNED_BYTE, p);
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{$IFDEF USE_VIDEO_RECORDING}
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ReduceImage(p, cScreenWidth, cScreenHeight, k);
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{$ENDIF}
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// allocate and fill structure that will be passed to new thread
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New(image); // will be disposed in SaveScreenshot()
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image^.filename:= UserPathPrefix + filename + ext;
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image^.width:= cScreenWidth div k;
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image^.height:= cScreenHeight div k;
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image^.size:= size;
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image^.buffer:= p;
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SDL_CreateThread(@SaveScreenshot{$IFDEF SDL2}, 'snapshot'{$ENDIF}, image);
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MakeScreenshot:= true; // possibly it is not true but we will not wait for thread to terminate
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end;
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// http://www.idevgames.com/forums/thread-5602-post-21860.html#pid21860
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function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
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var convertedSurf: PSDL_Surface;
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begin
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    doSurfaceConversion:= tmpsurf;
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    if ((tmpsurf^.format^.bitsperpixel = 32) and (tmpsurf^.format^.rshift > tmpsurf^.format^.bshift)) or
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       (tmpsurf^.format^.bitsperpixel = 24) then
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    begin
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fc6639d56799 this brings compatibility up with SDL HEAD (5504), but maybe breaks compatibility with sdl 1.2 so please test! still has problems with keyboard input and rendered ttf textures
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        convertedSurf:= SDL_ConvertSurface(tmpsurf, conversionFormat, SDL_SWSURFACE);
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        SDL_FreeSurface(tmpsurf);
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        doSurfaceConversion:= convertedSurf;
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    end;
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end;
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{$IFDEF SDL2}
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function SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;
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{$ELSE}
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function SDL_RectMake(x, y: SmallInt; width, height: Word): TSDL_Rect; inline;
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{$ENDIF}
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begin
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    SDL_RectMake.x:= x;
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    SDL_RectMake.y:= y;
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    SDL_RectMake.w:= width;
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    SDL_RectMake.h:= height;
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end;
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   294
function GetTeamStatString(p: PTeam): shortstring;
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var s: ansistring;
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1b327b7515ed regression, powerpc colors working again
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begin
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    s:= p^.TeamName + ':' + IntToStr(p^.TeamHealth) + ':';
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    GetTeamStatString:= s;
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end;
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procedure initModule;
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{$IFDEF SDL2}
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5baf10a52f43 engine uses final (?) SDL 2 APIs, new events and types added. Touch input broke by the way, and system events should be handled differently
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const SDL_PIXELFORMAT_ABGR8888 = (1 shl 28) or (6 shl 24) or (7 shl 20) or (6 shl 16) or (32 shl 8) or 4;
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{$ELSE}
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const format: TSDL_PixelFormat = (
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        palette: nil; BitsPerPixel: 32; BytesPerPixel: 4;
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        Rloss: 0; Gloss: 0; Bloss: 0; Aloss: 0;
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        Rshift: RShift; Gshift: GShift; Bshift: BShift; Ashift: AShift;
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        RMask: RMask; GMask: GMask; BMask: BMask; AMask: AMask;
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        colorkey: 0; alpha: 255);
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{$ENDIF}
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begin
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{$IFDEF SDL2}
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    conversionFormat:= SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
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{$ELSE}
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    conversionFormat:= @format;
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{$ENDIF}
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end;
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procedure freeModule;
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begin
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{$IFDEF SDL2}
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    SDL_FreeFormat(conversionFormat);
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{$ENDIF}
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end;
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end.