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.
(*
* 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 uRenderUtils;
interface
uses SDLh, uTypes;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt; frame: LongInt);
procedure DrawLine2Surf(dest: PSDL_Surface; x0,y0,x1,y1:LongInt; r,g,b: byte);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
function IsTooDarkToRead(TextColor: Longword): boolean; inline;
implementation
uses uVariables, uConsts, uTextures, SysUtils, uUtils, uDebug;
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then
SDL_FillRect(Surface, @r, SDL_MapRGBA(Surface^.format, 0, 0, 0, 0));
BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);
r.y:= rect^.y + cFontBorder div 2;
r.h:= rect^.h - cFontBorder;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + cFontBorder div 2;
r.w:= rect^.w - cFontBorder;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + cFontBorder;
r.y:= rect^.y + cFontBorder div 2;
r.w:= rect^.w - cFontBorder * 2;
r.h:= rect^.h - cFontBorder;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + cFontBorder div 2;
r.y:= rect^.y + cFontBorder;
r.w:= rect^.w - cFontBorder;
r.h:= rect^.h - cFontBorder * 2;
SDL_FillRect(Surface, @r, FillColor);
end;
(*
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
begin
WriteInRoundRect:= WriteInRoundRect(Surface, X, Y, Color, Font, s, 0);
end;*)
function IsTooDarkToRead(TextColor: LongWord): boolean; inline;
var clr: TSDL_Color;
begin
clr.r:= (TextColor shr 16) and $FF;
clr.g:= (TextColor shr 8) and $FF;
clr.b:= TextColor and $FF;
IsTooDarkToRead:= not ((clr.r >= cInvertTextColorAt) or (clr.g >= cInvertTextColorAt) or (clr.b >= cInvertTextColorAt));
end;
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring; maxLength: LongWord): TSDL_Rect;
var w, h: Longword;
tmpsurf: PSDL_Surface;
finalRect, textRect: TSDL_Rect;
clr: TSDL_Color;
begin
TTF_SizeUTF8(Fontz[Font].Handle, PChar(s), @w, @h);
if (maxLength > 0) and (w > maxLength * HDPIScaleFactor) then w := maxLength * HDPIScaleFactor;
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + cFontBorder * 2 + cFontPadding * 2;
finalRect.h:= h + cFontBorder * 2;
textRect.x:= X;
textRect.y:= Y;
textRect.w:= w;
textRect.h:= h;
clr.r:= (Color shr 16) and $FF;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
clr.a:= $FF;
if (not IsTooDarkToRead(Color)) then
DrawRoundRect(@finalRect, cWhiteColor, cNearBlackColor, Surface, true)
else
DrawRoundRect(@finalRect, cNearBlackColor, cWhiteColor, Surface, true);
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(s), clr);
finalRect.x:= X + cFontBorder + cFontPadding;
finalRect.y:= Y + cFontBorder;
if SDLCheck(tmpsurf <> nil, 'TTF_RenderUTF8_Blended', true) then
exit;
SDL_UpperBlit(tmpsurf, @textRect, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + cFontBorder * 2 + cFontPadding * 2;
finalRect.h:= h + cFontBorder * 2;
WriteInRoundRect:= finalRect;
end;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
tmpPixel: Longword;
pixels: PLongWordArray;
begin
if checkFails(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true) then
exit;
SDL_LockSurface(Surface);
pixels:= Surface^.pixels;
if Vertical then
for y := 0 to (Surface^.h div 2) - 1 do
for x := 0 to Surface^.w - 1 do
begin
i:= y * Surface^.w + x;
j:= (Surface^.h - y - 1) * Surface^.w + x;
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end
else
for x := 0 to (Surface^.w div 2) - 1 do
for y := 0 to Surface^.h - 1 do
begin
i:= y*Surface^.w + x;
j:= y*Surface^.w + (Surface^.w - x - 1);
tmpPixel:= pixels^[i];
pixels^[i]:= pixels^[j];
pixels^[j]:= tmpPixel;
end;
SDL_UnlockSurface(Surface);
end;
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
begin
// copy from complete src
copyToXYFromRect(src, dest, 0, 0, src^.w, src^.h, destX, destY);
end;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
var spi, dpi, iX, iY, dX, dY, lX, lY, aT: LongInt;
srcPixels, destPixels: PLongWordArray;
rD, gD, bD, aD, rT, gT, bT: Byte;
begin
SDL_LockSurface(src);
SDL_LockSurface(dest);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
// what's the offset between src and dest coords?
dX:= destX - srcX;
dY:= destY - srcY;
// let's figure out where the rectangle we can actually copy ends
lX:= min(srcX + srcW, src^.w) - 1;
if lX + dx >= dest^.w then lX:= dest^.w - dx - 1;
lY:= min(srcY + srcH, src^.h) - 1;
if lY + dy >= dest^.h then lY:= dest^.h - dy - 1;
for iX:= srcX to lX do
for iY:= srcY to lY do
begin
// src pixel index
spi:= iY * src^.w + iX;
// dest pixel index
dpi:= (iY + dY) * dest^.w + (iX + dX);
// get src alpha (and set it as target alpha for now)
aT:= (srcPixels^[spi] and AMask) shr AShift;
// src pixel opaque?
if aT = 255 then
begin
// just copy full pixel
destPixels^[dpi]:= srcPixels^[spi];
continue;
end;
// get dst alpha (without shift for now)
aD:= (destPixels^[dpi] and AMask) shr AShift;
// dest completely transparent?
if aD = 0 then
begin
// just copy src pixel
destPixels^[dpi]:= srcPixels^[spi];
continue;
end;
// looks like some blending is necessary
// set color of target RGB to src for now
SDL_GetRGB(srcPixels^[spi], src^.format, @rT, @gT, @bT);
SDL_GetRGB(destPixels^[dpi], dest^.format, @rD, @gD, @bD);
// note: this is not how to correctly blend RGB, just sayin' (R,G,B are not linear...)
rT:= (rD * (255 - aT) + rT * aT) div 255;
gT:= (gD * (255 - aT) + gT * aT) div 255;
bT:= (bD * (255 - aT) + bT * aT) div 255;
aT:= aD + ((255 - LongInt(aD)) * aT div 255);
destPixels^[dpi]:= SDL_MapRGBA(dest^.format, rT, gT, bT, Byte(aT));
end;
SDL_UnlockSurface(src);
SDL_UnlockSurface(dest);
end;
procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
begin
DrawSpriteFrame2Surf(sprite, dest, x, y, 0);
end;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y,frame: LongInt);
var numFramesFirstCol, row, col: LongInt;
begin
numFramesFirstCol:= SpritesData[sprite].imageHeight div SpritesData[sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
copyToXYFromRect(SpritesData[sprite].Surface, dest,
col*SpritesData[sprite].Width,
row*SpritesData[sprite].Height,
SpritesData[sprite].Width,
spritesData[sprite].Height,
x,y);
end;
procedure DrawLine2Surf(dest: PSDL_Surface; x0, y0,x1,y1: LongInt; r,g,b: byte);
var
dx,dy,err,e2,sx,sy: LongInt;
yMax: LongInt;
destPixels: PLongwordArray;
begin
//max:= (dest^.pitch div 4) * dest^.h;
yMax:= dest^.pitch div 4;
SDL_LockSurface(dest);
destPixels:= dest^.pixels;
dx:= abs(x1-x0);
dy:= abs(y1-y0);
if x0 < x1 then sx:= 1 else sx:= -1;
if y0 < y1 then sy:= 1 else sy:= -1;
err:= dx-dy;
while(true) do
begin
destPixels^[(y0 * yMax) + x0]:= SDL_MapRGB(dest^.format, r,g,b); //But will it blend? no
if (x0 = x1) and (y0 = y1) then break;
e2:= 2*err;
if e2 > -dy then
begin
err:= err - dy;
x0 := x0 + sx;
end;
if e2 < dx then
begin
err:= err + dx;
y0:=y0+sy
end;
end;
SDL_UnlockSurface(dest);
end;
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
srcPixels, destPixels: PLongWordArray;
begin
checkFails(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
checkFails(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
if not allOK then exit;
SDL_LockSurface(src);
SDL_LockSurface(dest);
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;
j:= 0;
for x := 0 to src^.w - 1 do
for y := 0 to src^.h - 1 do
begin
i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
destPixels^[j]:= srcPixels^[i];
inc(j)
end;
SDL_UnlockSurface(src);
SDL_UnlockSurface(dest);
end;
function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
begin
RenderStringTex:= RenderStringTexLim(s, Color, font, 0);
end;
function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
var w, h: Longword;
finalSurface: PSDL_Surface;
begin
if cOnlyStats then
begin
RenderStringTexLim:= nil;
end
else
begin
if length(s) = 0 then s:= _S' ';
font:= CheckCJKFont(s, font);
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[font].Handle, PChar(s), @w, @h);
if (maxLength > 0) and (w > maxLength * HDPIScaleFactor) then w := maxLength * HDPIScaleFactor;
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + cFontBorder*2 + cFontPadding*2, h + cFontBorder * 2,
32, RMask, GMask, BMask, AMask);
if checkFails(finalSurface <> nil, 'RenderString: fail to create surface', true) then
exit(nil);
WriteInRoundRect(finalSurface, 0, 0, Color, font, s, maxLength);
checkFails(SDL_SetColorKey(finalSurface, SDL_TRUE, 0) = 0, errmsgTransparentSet, false);
RenderStringTexLim:= Surface2Tex(finalSurface, false);
SDL_FreeSurface(finalSurface);
end;
end;
function GetNextSpeechLine(s: ansistring; ldelim: char; var startFrom: LongInt; out substr: ansistring): boolean;
var p, l, m, r: Integer;
newl, skip: boolean;
c : char;
begin
m:= Length(s);
substr:= '';
SetLengthA(substr, m);
// number of chars read
r:= 0;
// number of chars to be written
l:= 0;
newl:= true;
for p:= max(1, startFrom) to m do
begin
inc(r);
// read char from source string
c:= s[p];
// strip empty lines, spaces and newlines on beginnings of line
skip:= ((newl or (p = m)) and ((c = ' ') or (c = ldelim)));
if (not skip) then
begin
newl:= (c = ldelim);
// stop if we went past the end of the line
if newl then
break;
// copy current char to output substring
inc(l);
substr[l]:= c;
end;
end;
inc(startFrom, r);
SetLengthA(substr, l);
GetNextSpeechLine:= (l > 0);
end;
function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
rect: TSDL_Rect;
{$IFNDEF PAS2C}
breakChars: set of char = [#9,' ','-'];
{$ENDIF}
substr: ansistring;
edge, corner, tail: TSPrite;
begin
if cOnlyStats then exit(nil);
case SpeechType of
1: begin
edge:= sprSpeechEdge;
corner:= sprSpeechCorner;
tail:= sprSpeechTail;
end;
2: begin
edge:= sprThoughtEdge;
corner:= sprThoughtCorner;
tail:= sprThoughtTail;
end;
3: begin
edge:= sprShoutEdge;
corner:= sprShoutCorner;
tail:= sprShoutTail;
end
else
exit(nil)
end;
edgeHeight:= SpritesData[edge].Height;
edgeWidth:= SpritesData[edge].Width;
cornerWidth:= SpritesData[corner].Width;
cornerHeight:= SpritesData[corner].Height;
// This one screws up WrapText
//s:= 'This is the song that never ends. ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
// This one does not
//s:= 'This is the song that never ends. cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... ';
numLines:= 0;
if length(s) = 0 then
s:= '...';
font:= CheckCJKFont(s, font);
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[font].Handle, PChar(s), @w, @h);
if w<8 then
w:= 8;
j:= 0;
if (length(s) > 20) then
begin
w:= 0;
i:= round(Sqrt(length(s)) * 2);
{$IFNDEF PAS2C}
s:= WrapText(s, #1, breakChars, i);
{$ENDIF}
pos:= 1; line:= 0;
// Find the longest line for the purposes of centring the text. Font dependant.
while GetNextSpeechLine(s, #1, pos, substr) do
begin
inc(numLines);
i:= 0; j:= 0;
TTF_SizeUTF8(Fontz[font].Handle, PChar(substr), @i, @j);
if i > w then
w:= i;
end;
end
else numLines := 1;
if numLines < 1 then
begin
s:= '...';
numLines:= 1;
end;
textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;
textHeight:=max(textHeight,edgeWidth);
//textWidth:=max(textWidth,SpritesData[tail].Width);
rect.x:= 0;
rect.y:= 0;
rect.w:= textWidth + (cornerWidth * 2);
rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
//s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);
if checkFails(finalSurface <> nil, 'RenderString: fail to create surface', true) then
exit(nil);
//////////////////////////////// CORNERS ///////////////////////////////
copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW
flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
x:= 0;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW
flipSurface(SpritesData[corner].Surface, false);
x:= rect.w-cornerWidth-1;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE
flipSurface(SpritesData[corner].Surface, true);
x:= rect.w-cornerWidth-1;
y:= 0;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
flipSurface(SpritesData[corner].Surface, false); // restore original position
//////////////////////////////// END CORNERS ///////////////////////////////
//////////////////////////////// EDGES //////////////////////////////////////
x:= cornerWidth;
y:= 0;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true);
x:= cornerWidth;
y:= textHeight + cornerHeight*2 - edgeHeight-1;
while x < rect.w-cornerWidth-1 do
begin
copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
inc(x,edgeWidth);
end;
flipSurface(SpritesData[edge].Surface, true); // restore original position
rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
x:= rect.w - edgeHeight - 1;
y:= cornerHeight;
//// initially was going to rotate in place, but the SDL spec claims width/height are read only
copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
flipSurface(rotatedEdge, false); // restore original position
x:= 0;
y:= cornerHeight;
while y < textHeight + cornerHeight do
begin
copyToXY(rotatedEdge, finalSurface, x, y);
inc(y,edgeWidth);
end;
//////////////////////////////// END EDGES //////////////////////////////////////
x:= cornerWidth;
y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
copyToXY(SpritesData[tail].Surface, finalSurface, x, y);
rect.x:= edgeHeight;
rect.y:= edgeHeight;
rect.w:= rect.w - edgeHeight * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
i:= rect.w;
j:= rect.h;
SDL_FillRect(finalSurface, @rect, SDL_MapRGB(finalSurface^.format, cWhiteColor shr 16, cWhiteColor shr 8, cWhiteColor and $FF));
pos:= 1; line:= 0;
while GetNextSpeechLine(s, #1, pos, substr) do
begin
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, PChar(substr), cNearBlackColorChannels);
rect.x:= edgeHeight + 1 + ((i - w) div 2);
// trying to more evenly position the text, vertically
rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
if not SDLCheck(tmpsurf <> nil, 'TTF_RenderUTF8_Blended', true) then
begin
SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
SDL_FreeSurface(tmpsurf);
end;
inc(line);
end;
RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(finalSurface);
end;
end.