Engine:
* Added/merged support for anaglyph (red/cyan) rendering (might not be supported by very old cards; don't use it if you've got low fps anyway)
Frontend:
* Added a checkbox to options to enable anaglyph rendering
(*
* PascalExports.pas
* hwengine
*
* Created by Vittorio on 09/01/10.
* Copyright 2009 __MyCompanyName__. All rights reserved.
*
*)
{$INCLUDE "options.inc"}
unit PascalExports;
interface
uses uKeys, GLunit, uWorld, uMisc, uConsole, uTeams, uConsts, uChat, uGears, uSound, hwengine;
{$INCLUDE "config.inc"}
implementation
{$IFDEF HWLIBRARY}
// retrieve protocol information
procedure HW_versionInfo(netProto: PShortInt; versionStr: PPChar); cdecl; export;
begin
// http://bugs.freepascal.org/view.php?id=16156
if netProto <> nil then netProto^:= cNetProtoVersion;
if versionStr <> nil then versionStr^:= cVersionString;
end;
procedure HW_click; cdecl; export;
begin
leftClick:= true;
end;
procedure HW_zoomIn; cdecl; export;
begin
if wheelDown = false then
wheelUp:= true;
end;
procedure HW_zoomOut; cdecl; export;
begin
if wheelUp = false then
wheelDown:= true;
end;
procedure HW_zoomReset; cdecl; export;
begin
middleClick:= true;
// center the camera at current hog
if CurrentHedgehog <> nil then
followGear:= CurrentHedgehog^.Gear;
end;
procedure HW_ammoMenu; cdecl; export;
begin
rightClick:= true;
end;
procedure HW_walkingKeysUp; cdecl; export;
begin
leftKey:= false;
rightKey:= false;
upKey:= false;
downKey:= false;
preciseKey:= false;
end;
procedure HW_otherKeysUp; cdecl; export;
begin
spaceKey:= false;
enterKey:= false;
backspaceKey:= false;
end;
procedure HW_allKeysUp; cdecl; export;
begin
// set all keys to released
uKeys.initModule;
end;
procedure HW_walkLeft; cdecl; export;
begin
leftKey:= true;
end;
procedure HW_walkRight; cdecl; export;
begin
rightKey:= true;
end;
procedure HW_preciseSet(status:boolean); cdecl; export;
begin
preciseKey:= status;
end;
procedure HW_aimUp; cdecl; export;
begin
upKey:= true;
end;
procedure HW_aimDown; cdecl; export;
begin
downKey:= true;
end;
procedure HW_shoot; cdecl; export;
begin
spaceKey:= true;
end;
procedure HW_jump; cdecl; export;
begin
enterKey:= true;
end;
procedure HW_backjump; cdecl; export;
begin
backspaceKey:= true;
end;
procedure HW_tab; cdecl; export;
begin
tabKey:= true;
end;
procedure HW_chat; cdecl; export;
begin
chatAction:= true;
end;
procedure HW_chatEnd; cdecl; export;
begin
KeyPressChat(27); // esc - cleans buffer
KeyPressChat(13); // enter - removes chat
end;
procedure HW_pause; cdecl; export;
begin
pauseAction:= true;
end;
procedure HW_terminate(closeFrontend: boolean); cdecl; export;
begin
isTerminated:= true;
if closeFrontend then alsoShutdownFrontend:= true;
end;
procedure HW_setLandscape(landscape: boolean); cdecl; export;
begin
if landscape then
begin
cOffsetY:= 0;
end
else
begin
cOffsetY:= 120;
end;
end;
procedure HW_setCursor(x,y: LongInt); cdecl; export;
begin
CursorPoint.X:= x;
CursorPoint.Y:= y;
end;
procedure HW_getCursor(x,y: PLongInt); cdecl; export;
begin
x^:= CursorPoint.X;
y^:= CursorPoint.Y;
end;
procedure HW_setPianoSound(snd: LongInt); cdecl; export;
var CurSlot, CurAmmo: LongWord;
begin
CurSlot:= CurrentHedgehog^.CurSlot;
CurAmmo:= CurrentHedgehog^.CurAmmo;
// this most likely won't work in network game
if (CurrentHedgehog^.Ammo^[CurSlot, CurAmmo].AmmoType = amPiano) then
case snd of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
3: PlaySound(sndPiano3);
4: PlaySound(sndPiano4);
5: PlaySound(sndPiano5);
6: PlaySound(sndPiano6);
7: PlaySound(sndPiano7);
else PlaySound(sndPiano8);
end;
end;
function HW_isAmmoOpen: boolean; cdecl; export;
begin
exit(bShowAmmoMenu);
end;
function HW_isWeaponRequiringClick: boolean; cdecl; export;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) then
exit( (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0 )
else
exit(false);
end;
function HW_isWeaponTimerable: boolean; cdecl; export;
var CurSlot, CurAmmo: LongWord;
begin
CurSlot:= CurrentHedgehog^.CurSlot;
CurAmmo:= CurrentHedgehog^.CurAmmo;
exit( (CurrentHedgehog^.Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Timerable) <> 0)
end;
function HW_isWeaponSwitch: boolean cdecl; export;
begin
if CurAmmoGear <> nil then
exit(CurAmmoGear^.AmmoType = amSwitch)
else
exit(false)
end;
function HW_isPaused: boolean; cdecl; export;
begin
exit( isPaused );
end;
procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
begin
ParseCommand('/timer ' + inttostr(time), true);
end;
//amSwitch
{$ENDIF}
end.