Some themers expressed desire to have translucent themes. While the current AA stuff in uLandGraphics won't really allow this to work with LandBackTex properly, seems to me it should be safe to allow alpha for LandTex. Our LandTex should all have alpha of 255 on the existing themes.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
(*
* When engine is compiled as library this unit will export functions
* as C declarations for convenient library usage in your application
* and language of choice.
*
* See also: C declarations on Wikipedia
* http://en.wikipedia.org/wiki/X86_calling_conventions#cdecl
*)
Library hwLibrary;
uses hwengine, uTypes, uConsts, uVariables, uSound, uCommands, uUtils,
uLocale{$IFDEF ANDROID}, jni{$ENDIF};
{$INCLUDE "config.inc"}
// retrieve protocol information
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
begin
netProto^:= cNetProtoVersion;
versionStr^:= cVersionString;
end;
function HW_versionString: PChar; cdecl; export;
begin
exit(cVersionString + '-r' + cRevisionString + ' (' + cHashString + ')');
end;
// equivalent to esc+y; when closeFrontend = true the game exits after memory cleanup
procedure HW_terminate(closeFrontend: boolean); cdecl; export;
begin
closeFrontend:= closeFrontend; // avoid hint
ParseCommand('forcequit', true);
end;
function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponNameByIndex:= (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
(*function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponCaptionByIndex:= (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponDescriptionByIndex:= (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId]));
end;*)
function HW_getNumberOfWeapons: LongInt; cdecl; export;
begin
HW_getNumberOfWeapons:= ord(high(TAmmoType));
end;
function HW_getMaxNumberOfHogs: LongInt; cdecl; export;
begin
HW_getMaxNumberOfHogs:= cMaxHHIndex + 1;
end;
function HW_getMaxNumberOfTeams: LongInt; cdecl; export;
begin
HW_getMaxNumberOfTeams:= cMaxTeams;
end;
procedure HW_memoryWarningCallback; cdecl; export;
begin
ReleaseSound(false);
end;
{$IFDEF ANDROID}
function JNI_HW_versionInfoNet(env: PJNIEnv; obj: JObject):JInt;cdecl;
begin
env:= env; // avoid hint
obj:= obj; // avoid hint
JNI_HW_versionInfoNet:= cNetProtoVersion;
end;
function JNI_HW_versionInfoVersion(env: PJNIEnv; obj: JObject):JString; cdecl;
var envderef : JNIEnv;
begin
obj:= obj; // avoid hint
envderef:= @env;
JNI_HW_versionInfoVersion := envderef^.NewStringUTF(env, PChar(cVersionString));
end;
procedure JNI_HW_GenLandPreview(env: PJNIEnv; c: JClass; port: JInt); cdecl;
begin
GenLandPreview(port);
end;
exports
JNI_HW_versionInfoNet name Java_Prefix+'HWversionInfoNetProto',
JNI_HW_versionInfoVersion name Java_Prefix+'HWversionInfoVersion',
JNI_HW_GenLandPreview name Java_Prefix + 'HWGenLandPreview',
HW_getNumberOfweapons name Java_Prefix + 'HWgetNumberOfWeapons',
HW_getMaxNumberOfHogs name Java_Prefix + 'HWgetMaxNumberOfHogs',
HW_getMaxNumberOfTeams name Java_Prefix + 'HWgetMaxNumberOfTeams',
Game;
{$ELSE}
exports
RunEngine,
LoadLocaleWrapper,
HW_versionInfo,
HW_versionString,
HW_terminate,
HW_getNumberOfWeapons,
HW_getMaxNumberOfHogs,
HW_getMaxNumberOfTeams,
HW_getWeaponNameByIndex,
HW_memoryWarningCallback;
{$ENDIF}
begin
end.