hedgewars/uCaptions.pas
author Xeli
Thu, 09 Feb 2012 14:12:50 +0100
changeset 6654 120e95c10532
parent 6580 6155187bf599
child 6685 ef706fccfb0a
permissions -rw-r--r--
use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)
 
{$INCLUDE "options.inc"}

unit uCaptions;

interface
uses uTypes;

procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure DrawCaptions;
procedure ReloadCaptions(unload: boolean);

procedure initModule;
procedure freeModule;

implementation
uses uTextures, uRenderUtils, uVariables, uRender;

type TCaptionStr = record
    Tex: PTexture;
    EndTime: LongWord;
    Text: shortstring;
    Color: Longword
    end;
var
    Captions: array[TCapGroup] of TCaptionStr;

procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
    if Captions[Group].Text <> s then
        begin
        FreeTexture(Captions[Group].Tex);
        Captions[Group].Tex:= nil
        end;
    
    if Captions[Group].Tex = nil then
        begin
        Captions[Group].Color:= Color;
        Captions[Group].Text:= s;
        Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
        end;

    case Group of
        capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
    else
        Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
    end;
end;

// For uStore texture recreation
procedure ReloadCaptions(unload: boolean);
var Group: TCapGroup;
begin
for Group:= Low(TCapGroup) to High(TCapGroup) do
    if unload then
        FreeTexture(Captions[Group].Tex)
    else if Captions[Group].Text <> '' then
        Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
end;

procedure DrawCaptions;
var
    grp: TCapGroup;
    offset: LongInt;
begin
{$IFDEF MOBILE}
    offset:= 48;
{$ELSE}
    offset:= 8;
{$ENDIF}

    for grp:= Low(TCapGroup) to High(TCapGroup) do
        with Captions[grp] do
            if Tex <> nil then
                begin
                DrawCentered(0, offset, Tex);
                inc(offset, Tex^.h + 2);
                if EndTime <= RealTicks then
                    begin
                    FreeTexture(Tex);
                    Tex:= nil;
                    Text:= '';
                    EndTime:= 0
                    end;
                end;
end;

procedure initModule;
begin
    FillChar(Captions, sizeof(Captions), 0)
end;

procedure freeModule;
var group: TCapGroup;
begin
    for group:= Low(TCapGroup) to High(TCapGroup) do
        begin
        FreeTexture(Captions[group].Tex);
        Captions[group].Tex:= nil
        end
end;

end.