Use SetAmmoTexts in HedgeEditor to describe overwritten air attack (gear placement tool)
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uCaptions;
interface
uses uTypes;
procedure AddCaption(s: ansistring; Color: Longword; Group: TCapGroup);
procedure DrawCaptions;
procedure ReloadCaptions(unload: boolean);
procedure initModule;
procedure freeModule;
implementation
uses uTextures, uRenderUtils, uVariables, uRender;
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
Text: ansistring;
Color: Longword
end;
var
Captions: array[TCapGroup] of TCaptionStr;
procedure AddCaption(s: ansistring; Color: Longword; Group: TCapGroup);
begin
if cOnlyStats then exit;
if Length(s) = 0 then
exit;
if Captions[Group].Text <> s then
FreeAndNilTexture(Captions[Group].Tex);
if Captions[Group].Tex = nil then
begin
Captions[Group].Color:= Color;
Captions[Group].Text:= s;
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
end;
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
end;
end;
// For uStore texture recreation
procedure ReloadCaptions(unload: boolean);
var Group: TCapGroup;
begin
for Group:= Low(TCapGroup) to High(TCapGroup) do
if unload then
FreeAndNilTexture(Captions[Group].Tex)
else if length(Captions[Group].Text) > 0 then
Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
end;
procedure DrawCaptions;
var
grp: TCapGroup;
offset: LongInt;
begin
{$IFDEF USE_TOUCH_INTERFACE}
offset:= 48;
{$ELSE}
offset:= 8;
{$ENDIF}
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawTextureCentered(0, offset, Tex);
inc(offset, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeAndNilTexture(Tex);
Text:= ansistring('');
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
FreeAndNilTexture(Captions[group].Tex);
end;
end.