here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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
*)
{$INCLUDE "options.inc"}
unit uMisc;
interface
uses SDLh, uConsts, GLunit, uTypes;
procedure initModule;
procedure freeModule;
procedure movecursor(dx, dy: LongInt);
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
function MakeScreenshot(filename: shortstring; k: LongInt): boolean;
function GetTeamStatString(p: PTeam): shortstring;
{$IFDEF SDL2}
function SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;
{$ELSE}
function SDL_RectMake(x, y: SmallInt; width, height: Word): TSDL_Rect; inline;
{$ENDIF}
implementation
uses SysUtils, uVariables, uUtils
{$IFDEF PNG_SCREENSHOTS}, PNGh, png {$ENDIF};
type PScreenshot = ^TScreenshot;
TScreenshot = record
buffer: PByte;
filename: shortstring;
width, height: LongInt;
size: QWord;
end;
var conversionFormat : PSDL_PixelFormat;
procedure movecursor(dx, dy: LongInt);
var x, y: LongInt;
begin
if (dx = 0) and (dy = 0) then exit;
SDL_GetMouseState(@x, @y);
Inc(x, dx);
Inc(y, dy);
SDL_WarpMouse(x, y);
end;
{$IFDEF PNG_SCREENSHOTS}
// this funtion will be executed in separate thread
function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
var i: LongInt;
png_ptr: ^png_struct;
info_ptr: ^png_info;
f: File;
image: PScreenshot;
begin
image:= PScreenshot(screenshot);
png_ptr := png_create_write_struct(png_get_libpng_ver(nil), nil, nil, nil);
if png_ptr = nil then
begin
// AddFileLog('Error: Could not create png write struct.');
SaveScreenshot:= 0;
exit;
end;
info_ptr := png_create_info_struct(png_ptr);
if info_ptr = nil then
begin
png_destroy_write_struct(@png_ptr, nil);
// AddFileLog('Error: Could not create png info struct.');
SaveScreenshot:= 0;
exit;
end;
{$IOCHECKS OFF}
Assign(f, image^.filename);
Rewrite(f, 1);
if IOResult = 0 then
begin
png_init_pascal_io(png_ptr,@f);
png_set_IHDR(png_ptr, info_ptr, image^.width, image^.height,
8, // bit depth
PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
png_write_info(png_ptr, info_ptr);
// glReadPixels and libpng number rows in different order
for i:= image^.height-1 downto 0 do
png_write_row(png_ptr, image^.buffer + i*4*image^.width);
png_write_end(png_ptr, info_ptr);
Close(f);
end;
{$IOCHECKS ON}
// free everything
png_destroy_write_struct(@png_ptr, @info_ptr);
FreeMem(image^.buffer, image^.size);
Dispose(image);
SaveScreenshot:= 0;
end;
{$ELSE} // no PNG_SCREENSHOTS
// this funtion will be executed in separate thread
function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
var f: file;
// Windows Bitmap Header
head: array[0..53] of Byte = (
$42, $4D, // identifier ("BM")
0, 0, 0, 0, // file size
0, 0, 0, 0, // reserved
54, 0, 0, 0, // starting offset
40, 0, 0, 0, // header size
0, 0, 0, 0, // width
0, 0, 0, 0, // height
1, 0, // color planes
32, 0, // bit depth
0, 0, 0, 0, // compression method (uncompressed)
0, 0, 0, 0, // image size
96, 0, 0, 0, // horizontal resolution
96, 0, 0, 0, // vertical resolution
0, 0, 0, 0, // number of colors (all)
0, 0, 0, 0 // number of important colors
);
image: PScreenshot;
size: QWord;
writeResult:LongInt;
begin
image:= PScreenshot(screenshot);
size:= image^.Width*image^.Height*4;
head[$02]:= (size + 54) and $ff;
head[$03]:= ((size + 54) shr 8) and $ff;
head[$04]:= ((size + 54) shr 16) and $ff;
head[$05]:= ((size + 54) shr 24) and $ff;
head[$12]:= image^.Width and $ff;
head[$13]:= (image^.Width shr 8) and $ff;
head[$14]:= (image^.Width shr 16) and $ff;
head[$15]:= (image^.Width shr 24) and $ff;
head[$16]:= image^.Height and $ff;
head[$17]:= (image^.Height shr 8) and $ff;
head[$18]:= (image^.Height shr 16) and $ff;
head[$19]:= (image^.Height shr 24) and $ff;
head[$22]:= size and $ff;
head[$23]:= (size shr 8) and $ff;
head[$24]:= (size shr 16) and $ff;
head[$25]:= (size shr 24) and $ff;
{$IOCHECKS OFF}
Assign(f, image^.filename);
Rewrite(f, 1);
if IOResult = 0 then
begin
BlockWrite(f, head, sizeof(head), writeResult);
BlockWrite(f, image^.buffer^, size, writeResult);
Close(f);
end
else
begin
//AddFileLog('Error: Could not write to ' + filename);
end;
{$IOCHECKS ON}
// free everything
FreeMem(image^.buffer, image^.size);
Dispose(image);
SaveScreenshot:= 0;
end;
{$ENDIF} // no PNG_SCREENSHOTS
{$IFDEF USE_VIDEO_RECORDING}
// make image k times smaller (useful for saving thumbnails)
procedure ReduceImage(img: PByte; width, height, k: LongInt);
var i, j, i0, j0, w, h, r, g, b: LongInt;
begin
w:= width div k;
h:= height div k;
// rescale inplace
if k <> 1 then
begin
for i:= 0 to h-1 do
for j:= 0 to w-1 do
begin
r:= 0;
g:= 0;
b:= 0;
for i0:= 0 to k-1 do
for j0:= 0 to k-1 do
begin
inc(r, img[4*(width*(i*k+i0) + j*k+j0)+0]);
inc(g, img[4*(width*(i*k+i0) + j*k+j0)+1]);
inc(b, img[4*(width*(i*k+i0) + j*k+j0)+2]);
end;
img[4*(w*i + j)+0]:= r div (k*k);
img[4*(w*i + j)+1]:= g div (k*k);
img[4*(w*i + j)+2]:= b div (k*k);
img[4*(w*i + j)+3]:= 255;
end;
end;
end;
{$ENDIF}
// captures and saves the screen. returns true on success.
// saved image will be k times smaller than original (useful for saving thumbnails).
function MakeScreenshot(filename: shortstring; k: LongInt): Boolean;
var p: Pointer;
size: QWord;
image: PScreenshot;
format: GLenum;
ext: string[4];
begin
{$IFDEF PNG_SCREENSHOTS}
format:= GL_RGBA;
ext:= '.png';
{$ELSE}
format:= GL_BGRA;
ext:= '.bmp';
{$ENDIF}
size:= toPowerOf2(cScreenWidth) * toPowerOf2(cScreenHeight) * 4;
p:= GetMem(size); // will be freed in SaveScreenshot()
// memory could not be allocated
if p = nil then
begin
AddFileLog('Error: Could not allocate memory for screenshot.');
MakeScreenshot:= false;
exit;
end;
// read pixels from the front buffer
glReadPixels(0, 0, cScreenWidth, cScreenHeight, format, GL_UNSIGNED_BYTE, p);
{$IFDEF USE_VIDEO_RECORDING}
ReduceImage(p, cScreenWidth, cScreenHeight, k);
{$ENDIF}
// allocate and fill structure that will be passed to new thread
New(image); // will be disposed in SaveScreenshot()
image^.filename:= shortstring(UserPathPrefix) + filename + ext;
image^.width:= cScreenWidth div k;
image^.height:= cScreenHeight div k;
image^.size:= size;
image^.buffer:= p;
SDL_CreateThread(@SaveScreenshot{$IFDEF SDL2}, 'snapshot'{$ENDIF}, image);
MakeScreenshot:= true; // possibly it is not true but we will not wait for thread to terminate
end;
// http://www.idevgames.com/forums/thread-5602-post-21860.html#pid21860
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
var convertedSurf: PSDL_Surface;
begin
doSurfaceConversion:= tmpsurf;
if ((tmpsurf^.format^.bitsperpixel = 32) and (tmpsurf^.format^.rshift > tmpsurf^.format^.bshift)) or
(tmpsurf^.format^.bitsperpixel = 24) then
begin
convertedSurf:= SDL_ConvertSurface(tmpsurf, conversionFormat, SDL_SWSURFACE);
SDL_FreeSurface(tmpsurf);
doSurfaceConversion:= convertedSurf;
end;
end;
{$IFDEF SDL2}
function SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;
{$ELSE}
function SDL_RectMake(x, y: SmallInt; width, height: Word): TSDL_Rect; inline;
{$ENDIF}
begin
SDL_RectMake.x:= x;
SDL_RectMake.y:= y;
SDL_RectMake.w:= width;
SDL_RectMake.h:= height;
end;
function GetTeamStatString(p: PTeam): shortstring;
var s: shortstring;
begin
s:= p^.TeamName + ':' + IntToStr(p^.TeamHealth) + ':';
GetTeamStatString:= s;
end;
{$IFDEF SDL2}
// FIXME - pretty sure this is not handling endianness correctly like the SDL1 is
const SDL_PIXELFORMAT_ABGR8888 = (1 shl 28) or (6 shl 24) or (7 shl 20) or (6 shl 16) or (32 shl 8) or 4;
{$ELSE}
const format: TSDL_PixelFormat = (
palette: nil; BitsPerPixel: 32; BytesPerPixel: 4;
Rloss: 0; Gloss: 0; Bloss: 0; Aloss: 0;
Rshift: RShift; Gshift: GShift; Bshift: BShift; Ashift: AShift;
RMask: RMask; GMask: GMask; BMask: BMask; AMask: AMask;
colorkey: 0; alpha: 255);
{$ENDIF}
procedure initModule;
begin
{$IFDEF SDL2}
conversionFormat:= SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
{$ELSE}
conversionFormat:= @format;
{$ENDIF}
end;
procedure freeModule;
begin
{$IFDEF SDL2}
SDL_FreeFormat(conversionFormat);
{$ENDIF}
end;
end.