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"}
unit uRenderUtils;
interface
uses SDLh, uTypes;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt; frame: LongInt);
procedure DrawLine2Surf(dest: PSDL_Surface; x0,y0,x1,y1:LongInt; r,g,b: byte);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
implementation
uses uUtils, uVariables, uConsts, uTextures, SysUtils, uDebug;
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then
SDL_FillRect(Surface, @r, 0);
BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);
r.y:= rect^.y + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor);
end;
(*
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
begin
WriteInRoundRect:= WriteInRoundRect(Surface, X, Y, Color, Font, s, 0);
end;*)
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring; maxLength: LongWord): TSDL_Rect;
var w, h: Longword;
tmpsurf: PSDL_Surface;
clr: TSDL_Color;
finalRect, textRect: TSDL_Rect;
begin
TTF_SizeUTF8(Fontz[Font].Handle, PChar(s), @w, @h);
if (maxLength > 0) and (w > maxLength) then w := maxLength;
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 2;
textRect.x:= X;
textRect.y:= Y;
textRect.w:= w;
textRect.h:= h;
DrawRoundRect(@finalRect, cWhiteColor, cNearBlackColor, Surface, true);
clr.r:= (Color shr 16) and $FF;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(s), clr);
finalRect.x:= X + cFontBorder + 2;
finalRect.y:= Y + cFontBorder;
SDLTry(tmpsurf <> nil, 'TTF_RenderUTF8_Blended', true);
SDL_UpperBlit(tmpsurf, @textRect, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 2;
WriteInRoundRect:= finalRect;
end;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
tmpPixel: Longword;
pixels: PLongWordArray;
begin
TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
SDL_LockSurface(Surface);
pixels:= Surface^.pixels;
if Vertical then
for y := 0 to (Surface^.h div 2) - 1 do
for x := 0 to Surface^.w - 1 do
begin
i:= y * Surface^.w + x;
j:= (Surface^.h - y - 1) * Surface^.w + x;
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end
else
for x := 0 to (Surface^.w div 2) - 1 do
for y := 0 to Surface^.h -1 do
begin
i:= y*Surface^.w + x;
j:= y*Surface^.w + (Surface^.w - x - 1);
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end;
SDL_UnlockSurface(Surface);
end;
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
begin
copyToXYFromRect(src, dest, 0, 0, src^.w, src^.h, destX, destY);
end;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
var i, j, maxDest, maxSrc, iX, iY: LongInt;
srcPixels, destPixels: PLongWordArray;
r0, g0, b0, a0, r1, g1, b1, a1: Byte;
begin
maxDest:= (dest^.pitch div 4) * dest^.h;
maxSrc:= (src^.pitch div 4) * src^.h;
SDL_LockSurface(src);
SDL_LockSurface(dest);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
for iX:= 0 to srcW - 1 do
for iY:= 0 to srcH - 1 do
begin
i:= (destY + iY) * (dest^.pitch div 4) + (destX + iX);
j:= (srcY + iY) * (src^.pitch div 4) + (srcX + iX);
if (i < maxDest) and (j < maxSrc) and (srcPixels^[j] and AMask <> 0) then
begin
SDL_GetRGBA(destPixels^[i], dest^.format, @r0, @g0, @b0, @a0);
SDL_GetRGBA(srcPixels^[j], src^.format, @r1, @g1, @b1, @a1);
r0:= (r0 * (255 - LongInt(a1)) + r1 * LongInt(a1)) div 255;
g0:= (g0 * (255 - LongInt(a1)) + g1 * LongInt(a1)) div 255;
b0:= (b0 * (255 - LongInt(a1)) + b1 * LongInt(a1)) div 255;
a0:= a0 + ((255 - LongInt(a0)) * a1 div 255);
destPixels^[i]:= SDL_MapRGBA(dest^.format, r0, g0, b0, a0);
end;
end;
SDL_UnlockSurface(src);
SDL_UnlockSurface(dest);
end;
procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
begin
DrawSpriteFrame2Surf(sprite, dest, x, y, 0);
end;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y,frame: LongInt);
var numFramesFirstCol, row, col: LongInt;
begin
numFramesFirstCol:= SpritesData[sprite].imageHeight div SpritesData[sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
copyToXYFromRect(SpritesData[sprite].Surface, dest,
col*SpritesData[sprite].Width,
row*SpritesData[sprite].Height,
SpritesData[sprite].Width,
spritesData[sprite].Height,
x,y);
end;
procedure DrawLine2Surf(dest: PSDL_Surface; x0, y0,x1,y1: LongInt; r,g,b: byte);
var
dx,dy,err,e2,sx,sy: LongInt;
yMax: LongInt;
destPixels: PLongwordArray;
begin
//max:= (dest^.pitch div 4) * dest^.h;
yMax:= dest^.pitch div 4;
SDL_LockSurface(dest);
destPixels:= dest^.pixels;
dx:= abs(x1-x0);
dy:= abs(y1-y0);
if x0 < x1 then sx:= 1 else sx:= -1;
if y0 < y1 then sy:= 1 else sy:= -1;
err:= dx-dy;
while(true) do
begin
destPixels^[(y0 * yMax) + x0]:= SDL_MapRGB(dest^.format, r,g,b); //But will it blend? no
if (x0 = x1) and (y0 = y1) then break;
e2:= 2*err;
if e2 > -dy then
begin
err:= err - dy;
x0 := x0 + sx;
end;
if e2 < dx then
begin
err:= err + dx;
y0:=y0+sy
end;
end;
SDL_UnlockSurface(dest);
end;
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
SDL_LockSurface(src);
SDL_LockSurface(dest);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
j:= 0;
for x := 0 to src^.w - 1 do
for y := 0 to src^.h - 1 do
begin
i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
destPixels^[j]:= srcPixels^[i];
inc(j)
end;
SDL_UnlockSurface(src);
SDL_UnlockSurface(dest);
end;
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
begin
RenderStringTex:= RenderStringTexLim(s, Color, font, 0);
end;
function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
var w, h: Longword;
finalSurface: PSDL_Surface;
begin
if cOnlyStats then
begin
RenderStringTexLim:= nil;
end
else
begin
if length(s) = 0 then s:= _S' ';
font:= CheckCJKFont(s, font);
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[font].Handle, PChar(s), @w, @h);
if (maxLength > 0) and (w > maxLength) then w := maxLength;
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + cFontBorder * 2 + 4, h + cFontBorder * 2,
32, RMask, GMask, BMask, AMask);
TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
WriteInRoundRect(finalSurface, 0, 0, Color, font, s, maxLength);
TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderStringTexLim:= Surface2Tex(finalSurface, false);
SDL_FreeSurface(finalSurface);
end;
end;
function GetNextSpeechLine(s: ansistring; ldelim: char; var startFrom: LongInt; out substr: ansistring): boolean;
var p, l, m, r: Integer;
newl, skip: boolean;
c : char;
begin
m:= Length(s);
substr:= '';
SetLengthA(substr, m);
// number of chars read
r:= 0;
// number of chars to be written
l:= 0;
newl:= true;
for p:= max(1, startFrom) to m do
begin
inc(r);
// read char from source string
c:= s[p];
// strip empty lines, spaces and newlines on beginnings of line
skip:= ((newl or (p = m)) and ((c = ' ') or (c = ldelim)));
if (not skip) then
begin
newl:= (c = ldelim);
// stop if we went past the end of the line
if newl then
break;
// copy current char to output substring
inc(l);
substr[l]:= c;
end;
end;
inc(startFrom, r);
SetLengthA(substr, l);
GetNextSpeechLine:= (l > 0);
end;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
rect: TSDL_Rect;
{$IFNDEF PAS2C}
chars: set of char = [#9,' ',';',':','?','!',','];
{$ENDIF}
substr: ansistring;
edge, corner, tail: TSPrite;
begin
if cOnlyStats then exit(nil);
case SpeechType of
1: begin
edge:= sprSpeechEdge;
corner:= sprSpeechCorner;
tail:= sprSpeechTail;
end;
2: begin
edge:= sprThoughtEdge;
corner:= sprThoughtCorner;
tail:= sprThoughtTail;
end;
3: begin
edge:= sprShoutEdge;
corner:= sprShoutCorner;
tail:= sprShoutTail;
end
else
exit(nil)
end;
edgeHeight:= SpritesData[edge].Height;
edgeWidth:= SpritesData[edge].Width;
cornerWidth:= SpritesData[corner].Width;
cornerHeight:= SpritesData[corner].Height;
// This one screws up WrapText
//s:= 'This is the song that never ends. ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
// This one does not
//s:= 'This is the song that never ends. cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... ';
numLines:= 0;
if length(s) = 0 then
s:= '...';
font:= CheckCJKFont(s, font);
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[font].Handle, PChar(s), @w, @h);
if w<8 then
w:= 8;
j:= 0;
if (length(s) > 20) then
begin
w:= 0;
i:= round(Sqrt(length(s)) * 2);
{$IFNDEF PAS2C}
s:= WrapText(s, #1, chars, i);
{$ENDIF}
pos:= 1; line:= 0;
// Find the longest line for the purposes of centring the text. Font dependant.
while GetNextSpeechLine(s, #1, pos, substr) do
begin
inc(numLines);
i:= 0; j:= 0;
TTF_SizeUTF8(Fontz[font].Handle, PChar(substr), @i, @j);
if i > w then
w:= i;
end;
end
else numLines := 1;
if numLines < 1 then
begin
s:= '...';
numLines:= 1;
end;
textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;
textHeight:=max(textHeight,edgeWidth);
//textWidth:=max(textWidth,SpritesData[tail].Width);
rect.x:= 0;
rect.y:= 0;
rect.w:= textWidth + (cornerWidth * 2);
rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
//s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);
TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);
//////////////////////////////// CORNERS ///////////////////////////////
copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW
flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
x:= 0;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW
flipSurface(SpritesData[corner].Surface, false);
x:= rect.w-cornerWidth-1;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE
flipSurface(SpritesData[corner].Surface, true);
x:= rect.w-cornerWidth-1;
y:= 0;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
flipSurface(SpritesData[corner].Surface, false); // restore original position
//////////////////////////////// END CORNERS ///////////////////////////////
//////////////////////////////// EDGES //////////////////////////////////////
x:= cornerWidth;
y:= 0;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true);
x:= cornerWidth;
y:= textHeight + cornerHeight*2 - edgeHeight-1;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true); // restore original position
rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
x:= rect.w - edgeHeight - 1;
y:= cornerHeight;
//// initially was going to rotate in place, but the SDL spec claims width/height are read only
copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
flipSurface(rotatedEdge, false); // restore original position
x:= 0;
y:= cornerHeight;
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
//////////////////////////////// END EDGES //////////////////////////////////////
x:= cornerWidth;
y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
copyToXY(SpritesData[tail].Surface, finalSurface, x, y);
rect.x:= edgeHeight;
rect.y:= edgeHeight;
rect.w:= rect.w - edgeHeight * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
i:= rect.w;
j:= rect.h;
SDL_FillRect(finalSurface, @rect, cWhiteColor);
pos:= 1; line:= 0;
while GetNextSpeechLine(s, #1, pos, substr) do
begin
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(substr), cNearBlackColorChannels);
rect.x:= edgeHeight + 1 + ((i - w) div 2);
// trying to more evenly position the text, vertically
rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
SDLTry(tmpsurf <> nil, 'TTF_Init', true);
SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
SDL_FreeSurface(tmpsurf);
inc(line);
end;
RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(finalSurface);
end;
end.