hedgewars/uLandUtils.pas
author Simon McVittie <smcv@debian.org>
Mon, 12 Sep 2022 10:40:53 -0400
branch1.0.0
changeset 15881 7b1d6dfa3173
parent 15164 794dc7237ca1
child 15929 128ace913837
permissions -rw-r--r--
Remove FindSDL2 find-module, use sdl2-config.cmake instead This requires SDL >= 2.0.4. Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was not itself built using CMake: it installs a sdl2-config.cmake file to ${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and library, analogous to a pkg-config .pc file. As a result, we no longer need to copy/paste a "find-module package" to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2). Find-module packages are now discouraged by the CMake developers, in favour of having upstream projects behave as config-file packages. This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR and SDL2_LIBRARY, but the standard behaviour for config-file packages is to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword to make sure we search in config-file package mode, and will not find a FindSDL2.cmake in some other directory that implements the old interface. In addition to deleting redundant code, this avoids some assumptions in FindSDL2 about the layout of a SDL installation. The current libsdl2-dev package in Debian breaks those assumptions; this is considered a bug and will hopefully be fixed soon, but it illustrates how fragile these assumptions can be. We can be more robust against different installation layouts by relying on SDL's own CMake integration. When linking to a copy of CMake in a non-standard location, users can now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point to it; previously, these users would have used the SDL2DIR environment variable. This continues to be unnecessary if using matching system-wide installations of CMake and SDL2, for example both from Debian.

unit uLandUtils;
interface

procedure ResizeLand(width, height: LongWord);
procedure InitWorldEdges();

implementation
uses uUtils, uConsts, uVariables, uTypes;

procedure ResizeLand(width, height: LongWord);
var potW, potH: LongInt;
begin
potW:= toPowerOf2(width);
potH:= toPowerOf2(height);
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
    begin
    LAND_WIDTH:= potW;
    LAND_HEIGHT:= potH;
    LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
    LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
    cWaterLine:= LAND_HEIGHT;
    if (cReducedQuality and rqBlurryLand) = 0 then
        SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
    else
        SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);

    SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
    SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
    // 0.5 is already approaching on unplayable
    if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2;
    cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
    end;
initScreenSpaceVars();
end;

procedure InitWorldEdges();
var cy, cx, lx, ly: LongInt;
    found: boolean;
begin
playHeight:= LAND_HEIGHT;
topY:= 0;

lx:= LongInt(LAND_WIDTH) - 1;

// don't change world edges for drawn maps
if (cMapGen = mgDrawn) then
    // edges were adjusted already in GenDrawnMap() in uLand
    EXIT;

// use maximum available map width if there is no special world edge
if WorldEdge = weNone then
    begin
    playWidth:= LAND_WIDTH;
    leftX := 0;
    rightX:= lx;
    EXIT;
    end;

// keep fort distance consistent if we're in wrap mode on fort map
if (cMapGen = mgForts) and (WorldEdge = weWrap) then
    begin
    // edges were adjusted already in MakeFortsMap() in uLand
    EXIT;
    end;

ly:= LongInt(LAND_HEIGHT) - 1;

// find most left land pixels and set leftX accordingly
found:= false;
for cx:= 0 to lx do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            leftX:= max(0, cx - cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

// find most right land pixels and set rightX accordingly
found:= false;
for cx:= lx downto 0 do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            rightX:= min(lx, cx + cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

playWidth := rightX + 1 - leftX;
end;

end.