--- a/hedgewars/uWorld.pas Sun Jul 06 12:19:24 2014 +0200
+++ b/hedgewars/uWorld.pas Sun Jul 06 19:20:43 2014 +0200
@@ -1004,16 +1004,45 @@
procedure RenderWorldEdge(Lag: Longword);
var
- VertexBuffer: array [0..3] of TVertex2f;
- c1, c2: LongWord; // couple of colours for edges
+ //VertexBuffer: array [0..3] of TVertex2f;
+ tmp, w: LongInt;
+ rect: TSDL_Rect;
+ //c1, c2: LongWord; // couple of colours for edges
begin
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then
begin
(* 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. *)
+ rect.y:= ViewTopY;
+ rect.h:= ViewHeight;
+ tmp:= leftX + WorldDx;
+ w:= tmp - ViewLeftX;
+
+ if w > 0 then
+ begin
+ rect.w:= w;
+ rect.x:= ViewLeftX;
+ DrawRect(rect, $30, $30, $30, $40, true);
+ if WorldEdge = weBounce then
+ DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
+ end;
+
+ tmp:= rightX + WorldDx;
+ w:= ViewRightX - tmp;
+
+ if w > 0 then
+ begin
+ rect.w:= w;
+ rect.x:= tmp;
+ DrawRect(rect, $30, $30, $30, $40, true);
+ if WorldEdge = weBounce then
+ DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
+ end;
+
+ (*
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if WorldEdge = weWrap then
+ if (WorldEdge = weWrap) or (worldEdge = weBounce) then
glColor4ub($00, $00, $00, $40)
else
begin
@@ -1098,10 +1127,10 @@
end
else if WorldEdge = weWrap then
begin
- {DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer));
+ DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer));
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer));
- DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);}
+ DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
end
else
begin
@@ -1110,6 +1139,7 @@
end;
if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0;
if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0
+ *)
end;
end;
@@ -1233,6 +1263,32 @@
end;
+var preShiftWorldDx: LongInt;
+
+procedure ShiftWorld(Dir: LongInt; Flip: Boolean);
+begin
+ preShiftWorldDx:= WorldDx;
+
+ if Flip then
+ begin
+ WorldDx:= -WorldDx - playWidth - Dir * playWidth;
+ openglPushMatrix();
+ openglScalef(-1, 1, 1);
+ end
+ else
+ WorldDx:= WorldDx + Dir * playWidth;
+
+end;
+
+procedure UnshiftWorld(Dir: LongInt; Flip: Boolean);
+begin
+ WorldDx:= preShiftWorldDx;
+
+ if Flip then
+ openglPopMatrix();
+
+end;
+
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
var i, t: LongInt;
r: TSDL_Rect;
@@ -1240,18 +1296,20 @@
s: shortstring;
offsetX, offsetY, screenBottom: LongInt;
VertexBuffer: array [0..3] of TVertex2f;
- replicateToLeft, replicateToRight, tmp: boolean;
-begin
-if WorldEdge <> weWrap then
+ replicateToLeft, replicateToRight, tmp, flip: boolean;
begin
-replicateToLeft := false;
-replicateToRight:= false;
-end
+if (WorldEdge <> weWrap) {and (WorldEdge <> weBounce)} then
+ begin
+ replicateToLeft := false;
+ replicateToRight:= false;
+ flip:= false;
+ end
else
-begin
-replicateToLeft := (leftX + WorldDx > ViewLeftX);
-replicateToRight:= (rightX + WorldDx < ViewRightX);
-end;
+ begin
+ replicateToLeft := (leftX + WorldDx > ViewLeftX);
+ replicateToRight:= (rightX + WorldDx < ViewRightX);
+ flip:= (WorldEdge = weBounce);
+ end;
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
@@ -1302,10 +1360,18 @@
DrawLand(WorldDx, WorldDy);
if replicateToLeft then
- DrawLand(WorldDx - playWidth, WorldDy);
+ begin
+ ShiftWorld(-1, flip);
+ DrawLand(WorldDx, WorldDy);
+ UnshiftWorld(-1, flip);
+ end;
if replicateToRight then
- DrawLand(WorldDx + playWidth, WorldDy);
+ begin
+ ShiftWorld(1, flip);
+ DrawLand(WorldDx, WorldDy);
+ UnshiftWorld(1, flip);
+ end;
DrawWater(255, 0, 0);
@@ -1338,26 +1404,20 @@
if replicateToLeft then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i - playWidth;
+ ShiftWorld(-1, flip);
DrawVisualGears(1);
DrawGears();
DrawVisualGears(6);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(-1, flip);
end;
if replicateToRight then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i + playWidth;
+ ShiftWorld(1, flip);
DrawVisualGears(1);
DrawGears();
DrawVisualGears(6);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(1, flip);
end;
bShowFinger:= tmp;
@@ -1403,22 +1463,16 @@
if replicateToLeft then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i - playWidth;
+ ShiftWorld(-1, flip);
DrawVisualGears(2);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(-1, flip);
end;
if replicateToRight then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i + playWidth;
+ ShiftWorld(1, flip);
DrawVisualGears(2);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(1, flip);
end;
DrawVisualGears(2);
@@ -1429,22 +1483,16 @@
if replicateToLeft then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i - playWidth;
+ ShiftWorld(-1, flip);
DrawVisualGears(3);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(-1, flip);
end;
if replicateToRight then
begin
- // remember original value
- i:= WorldDx;
- WorldDx:= i + playWidth;
+ ShiftWorld(1, flip);
DrawVisualGears(3);
- // reset to original value
- WorldDx:= i;
+ UnshiftWorld(1, flip);
end;
DrawVisualGears(3);