Remove 2 unused number tags in Construction Mode GUI
These numbers are shown aside the power tag, but the numbers never change.
They don't serve any purpose and are just visual clutter and annoying, since
they partially overlap.
They are probably a leftover from copying code over from other scripts.
With this changeset, only the power and turn time are left visible, as it is
supposed to.
(*
* 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 uTextures;
interface
uses SDLh, uTypes;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure PrettifySurfaceAlpha(surf: PSDL_Surface; pixels: PLongwordArray);
procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
procedure FreeAndNilTexture(var tex: PTexture);
procedure initModule;
procedure freeModule;
implementation
uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
var TextureList: PTexture;
procedure SetTextureParameters(enableClamp: Boolean);
begin
if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
end;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
procedure ResetVertexArrays(texture: PTexture);
begin
with texture^ do
begin
vb[0].X:= 0;
vb[0].Y:= 0;
vb[1].X:= w;
vb[1].Y:= 0;
vb[2].X:= w;
vb[2].Y:= h;
vb[3].X:= 0;
vb[3].Y:= h;
tb[0].X:= 0;
tb[0].Y:= 0;
tb[1].X:= rx;
tb[1].Y:= 0;
tb[2].X:= rx;
tb[2].Y:= ry;
tb[3].X:= 0;
tb[3].Y:= ry
end;
end;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
NewTexture^.PrevTexture:= nil;
NewTexture^.NextTexture:= nil;
NewTexture^.Scale:= 1;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= NewTexture;
NewTexture^.NextTexture:= TextureList
end;
TextureList:= NewTexture;
NewTexture^.w:= width;
NewTexture^.h:= height;
NewTexture^.rx:= 1.0;
NewTexture^.ry:= 1.0;
ResetVertexArrays(NewTexture);
glGenTextures(1, @NewTexture^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
SetTextureParameters(true);
end;
procedure Surface2GrayScale(surf: PSDL_Surface);
var tw, x, y: Longword;
fromP4: PLongWordArray;
begin
fromP4:= Surf^.pixels;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
begin
tw:= fromP4^[x];
tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +
(tw shr GShift and $FF) * RGB_LUMINANCE_GREEN +
(tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
if tw > 255 then tw:= 255;
tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
fromP4^[x]:= tw;
end;
fromP4:= PLongWordArray(@(fromP4^[Surf^.pitch div 4]))
end;
end;
{ this will make invisible pixels that have a visible neighbor have the
same color as their visible neighbor, so that bilinear filtering won't
display a "wrongly" colored border when zoomed in }
procedure PrettifyAlpha(row1, row2: PLongwordArray; firsti, lasti, ioffset: LongWord);
var
i: Longword;
lpi, cpi, bpi: boolean; // was last/current/bottom neighbor pixel invisible?
begin
// suppress incorrect warning
lpi:= true;
for i:=firsti to lasti do
begin
// use first pixel in row1 as starting point
if i = firsti then
cpi:= ((row1^[i] and AMask) = 0)
else
begin
cpi:= ((row1^[i] and AMask) = 0);
if cpi <> lpi then
begin
// invisible pixels get colors from visible neighbors
if cpi then
begin
row1^[i]:= row1^[i-1] and (not AMask);
// as this pixel is invisible and already colored correctly now, no point in further comparing it
lpi:= cpi;
continue;
end
else
row1^[i-1]:= row1^[i] and (not AMask);
end;
end;
lpi:= cpi;
// also check bottom neighbor
if row2 <> nil then
begin
bpi:= ((row2^[i+ioffset] and AMask) = 0);
if cpi <> bpi then
begin
if cpi then
row1^[i]:= row2^[i+ioffset] and (not AMask)
else
row2^[i+ioffset]:= row1^[i] and (not AMask);
end;
end;
end;
end;
procedure PrettifySurfaceAlpha(surf: PSDL_Surface; pixels: PLongwordArray);
var
// current row index, second last row index of array, width and first/last i of row
r, slr, w, si, li: LongWord;
begin
w:= surf^.w;
// just a single pixel, nothing to do here
if (w < 2) and (surf^.h < 2) then
exit;
slr:= surf^.h - 2;
si:= 0;
li:= w - 1;
for r:= 0 to slr do
begin
PrettifyAlpha(pixels, pixels, si, li, w);
// move indices to next row
si:= si + w;
li:= li + w;
end;
// don't forget last row
PrettifyAlpha(pixels, nil, si, li, w);
end;
procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
var
// current y; last x, second last y of array;
y, lx, sly: LongWord;
begin
sly:= height - 2;
lx:= width - 1;
for y:= 0 to sly do
begin
PrettifyAlpha(PLongWordArray(pixels[y]), PLongWordArray(pixels[y+1]), 0, lx, 0);
end;
// don't forget last row
PrettifyAlpha(PLongWordArray(pixels[sly+1]), nil, 0, lx, 0);
end;
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
tmpp: pointer;
fromP4, toP4: PLongWordArray;
begin
if cOnlyStats then exit(nil);
new(Surface2Tex);
Surface2Tex^.PrevTexture:= nil;
Surface2Tex^.NextTexture:= nil;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= Surface2Tex;
Surface2Tex^.NextTexture:= TextureList
end;
TextureList:= Surface2Tex;
Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;
if (surf^.format^.BytesPerPixel <> 4) then
begin
checkFails(false, 'Surface2Tex failed, expecting 32 bit surface', true);
Surface2Tex^.id:= 0;
exit
end;
glGenTextures(1, @Surface2Tex^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
if SDL_MustLock(surf) then
if SDLCheck(SDL_LockSurface(surf) >= 0, 'Lock surface', true) then
exit(nil);
fromP4:= Surf^.pixels;
// FIXME move out of surface2tex
if GrayScale then
Surface2GrayScale(Surf);
// FIXME move out of surface2tex
PrettifySurfaceAlpha(surf, fromP4);
if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
begin
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
Surface2Tex^.rx:= Surf^.w / tw;
Surface2Tex^.ry:= Surf^.h / th;
tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
fromP4:= Surf^.pixels;
toP4:= tmpp;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
toP4^[x]:= fromP4^[x];
for x:= Surf^.w to Pred(tw) do
toP4^[x]:= fromP4^[0];
toP4:= PLongWordArray(@(toP4^[tw]));
fromP4:= PLongWordArray(@(fromP4^[Surf^.pitch div 4]))
end;
for y:= Surf^.h to Pred(th) do
begin
for x:= 0 to Pred(tw) do
toP4^[x]:= 0;
toP4:= PLongWordArray(@(toP4^[tw]))
end;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
end
else
begin
Surface2Tex^.rx:= 1.0;
Surface2Tex^.ry:= 1.0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
end;
ResetVertexArrays(Surface2Tex);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
SetTextureParameters(enableClamp);
end;
// deletes texture and frees the memory allocated for it.
// if nil is passed nothing is done
procedure FreeAndNilTexture(var tex: PTexture);
begin
if tex <> nil then
begin
if tex^.NextTexture <> nil then
tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
if tex^.PrevTexture <> nil then
tex^.PrevTexture^.NextTexture:= tex^.NextTexture
else
TextureList:= tex^.NextTexture;
glDeleteTextures(1, @tex^.id);
Dispose(tex);
tex:= nil;
end;
end;
procedure initModule;
begin
TextureList:= nil;
end;
procedure freeModule;
var tex: PTexture;
begin
if TextureList <> nil then
WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
while TextureList <> nil do
begin
tex:= TextureList;
AddFileLog('Texture not freed: width='+inttostr(LongInt(tex^.w))+' height='+inttostr(LongInt(tex^.h))+' priority='+inttostr(round(tex^.priority*1000)));
FreeAndNilTexture(tex);
end
end;
end.