(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uStore;
interface
uses uConsts, uTeams, SDLh, uFloat, GL;
{$INCLUDE options.inc}
procedure StoreInit;
procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt; Surface: PSDL_Surface);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt; Surface: PSDL_Surface);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt; Surface: PSDL_Surface);
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture; Surface: PSDL_Surface);
procedure DrawLand (X, Y: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
procedure DXOutText(X, Y: LongInt; Font: THWFont; s: string; Surface: PSDL_Surface);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture; DestSurface: PSDL_Surface);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Surface: PSDL_Surface);
function RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: string; hasAlpha, critical, setTransparent: boolean): PSDL_Surface;
procedure SetupOpenGL;
var PixelFormat: PSDL_PixelFormat;
SDLPrimSurface: PSDL_Surface;
PauseTexture: PTexture;
implementation
uses uMisc, uConsole, uLand, uLocale, GLU;
var
HHTexture: PTexture;
procedure StoreInit;
begin
end;
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, 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 + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor)
end;
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: string): TSDL_Rect;
var w, h: LongInt;
tmpsurf: PSDL_Surface;
clr: TSDL_Color;
Result: TSDL_Rect;
begin
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
DrawRoundRect(@Result, cWhiteColor, cColorNearBlack, Surface, true);
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr.value);
Result.x:= X + FontBorder + 2;
Result.y:= Y + FontBorder;
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @Result);
SDL_FreeSurface(tmpsurf);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
WriteInRoundRect:= Result
end;
procedure StoreLoad;
var ii: TSprite;
fi: THWFont;
s: string;
tmpsurf: PSDL_Surface;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
texsurf: PSDL_Surface;
begin
r.x:= 0;
r.y:= 0;
drY:= cScreenHeight - 4;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
NameTagTex:= RenderStringTex(TeamName, Clan^.Color, Font);
r.w:= cTeamHealthWidth + 5;
r.h:= NameTagTex^.h;
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
DrawRoundRect(@r, cWhiteColor, cColorNearBlack, texsurf, true);
rr:= r;
inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
DrawRoundRect(@rr, Clan^.Color, Clan^.Color, texsurf, false);
HealthTex:= Surface2Tex(texsurf);
SDL_FreeSurface(texsurf);
dec(drY, r.h + 2);
DrawHealthY:= drY;
for i:= 0 to 7 do
with Hedgehogs[i] do
if Gear <> nil then
NameTagTex:= RenderStringTex(Name, Clan^.Color, fnt16);
end;
end;
procedure MakeCrossHairs;
var t: LongInt;
tmpsurf, texsurf: PSDL_Surface;
s: string;
Color: Longword;
begin
s:= Pathz[ptGraphics] + '/' + cCHFileName;
tmpsurf:= LoadImage(s, true, true, false);
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, tmpsurf^.w, tmpsurf^.h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
Color:= Clan^.Color;
Color:= SDL_MapRGB(texsurf^.format, Color shr 16, Color shr 8, Color and $FF);
SDL_FillRect(texsurf, nil, Color);
SDL_UpperBlit(tmpsurf, nil, texsurf, nil);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
CrosshairTex:= Surface2Tex(texsurf);
SDL_FreeSurface(texsurf)
end;
SDL_FreeSurface(tmpsurf)
end;
procedure InitHealth;
var i, t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
RenderHealth(Hedgehogs[i]);
end
end;
procedure LoadGraves;
var t: LongInt;
texsurf: PSDL_Surface;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
if GraveName = '' then GraveName:= 'Simple';
texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, false, true, true);
GraveTex:= Surface2Tex(texsurf);
SDL_FreeSurface(texsurf)
end
end;
procedure GetSkyColor;
// var p: PByteArray;
begin
(* if SDL_MustLock(SpritesData[sprSky].Surface) then
SDLTry(SDL_LockSurface(SpritesData[sprSky].Surface) >= 0, true);
p:= SpritesData[sprSky].Surface^.pixels;
case SpritesData[sprSky].Surface^.format^.BytesPerPixel of
1: cSkyColor:= PByte(p)^;
2: cSkyColor:= PWord(p)^;
3: cSkyColor:= (p^[0]) or (p^[1] shl 8) or (p^[2] shl 16);
4: cSkyColor:= PLongword(p)^;
end;*)
cSkyColor:= $3030A0;
glClearColor((cSkyColor shr 16) / 255, ((cSkyColor shr 8) and $FF) / 255, (cSkyColor and $FF) / 255, 0);
// if SDL_MustLock(SpritesData[sprSky].Surface) then
// SDL_UnlockSurface(SpritesData[sprSky].Surface)
end;
procedure GetExplosionBorderColor;
var f: textfile;
c: LongInt;
begin
s:= Pathz[ptCurrTheme] + '/' + cThemeCFGFilename;
WriteToConsole(msgLoading + s + ' ');
Assign(f, s);
{$I-}
Reset(f);
Readln(f, s);
Close(f);
{$I+}
TryDo(IOResult = 0, msgFailed, true);
WriteLnToConsole(msgOK);
val(s, cExplosionBorderColor, c);
TryDo(c = 0, 'Theme data corrupted', true);
cExplosionBorderColor:= (cExplosionBorderColor shr 16) or
(cExplosionBorderColor and $FF) or
(cExplosionBorderColor shl 16) or
$FF000000
end;
begin
for fi:= Low(THWFont) to High(THWFont) do
with Fontz[fi] do
begin
s:= Pathz[ptFonts] + '/' + Name;
WriteToConsole(msgLoading + s + '... ');
Handle:= TTF_OpenFont(Str2PChar(s), Height);
SDLTry(Handle <> nil, true);
TTF_SetFontStyle(Handle, style);
WriteLnToConsole(msgOK)
end;
AddProgress;
GetExplosionBorderColor;
AddProgress;
WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;
AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
with SpritesData[ii] do
begin
if AltPath = ptNone then
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, true, true, true)
else begin
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, true, false, true);
if tmpsurf = nil then
tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, true, true, true)
end;
if Width = 0 then Width:= tmpsurf^.w;
if Height = 0 then Height:= tmpsurf^.h;
Texture:= Surface2Tex(tmpsurf);
if saveSurf then Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
end;
GetSkyColor;
AddProgress;
tmpsurf:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, true, true, true);
HHTexture:= Surface2Tex(tmpsurf);
SDL_FreeSurface(tmpsurf);
InitHealth;
PauseTexture:= RenderStringTex(trmsg[sidPaused], $FFFF00, fntBig);
{$IFDEF DUMP}
SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
end;
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture; DestSurface: PSDL_Surface);
var rr: TSDL_Rect;
_l, _r, _t, _b: real;
begin
if SourceTexture^.h = 0 then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= r^.w;
rr.h:= r^.h;
_l:= r^.x / SourceTexture^.w;
_r:= (r^.x + r^.w) / SourceTexture^.w;
_t:= r^.y / SourceTexture^.h;
_b:= (r^.y + r^.h) / SourceTexture^.h;
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(_l, _t);
glVertex2i(X, Y);
glTexCoord2f(_r, _t);
glVertex2i(rr.w + X, Y);
glTexCoord2f(_r, _b);
glVertex2i(rr.w + X, rr.h + Y);
glTexCoord2f(_l, _b);
glVertex2i(X, rr.h + Y);
glEnd()
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
begin
glBindTexture(GL_TEXTURE_2D, Texture^.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(X, Y);
glTexCoord2f(1, 0);
glVertex2i(Texture^.w + X, Y);
glTexCoord2f(1, 1);
glVertex2i(Texture^.w + X, Texture^.h + Y);
glTexCoord2f(0, 1);
glVertex2i(X, Texture^.h + Y);
glEnd()
end;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt; Surface: PSDL_Surface);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= SpritesData[Sprite].Width;
r.y:= Frame * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= Source^.w;
r.y:= Frame * Height;
r.h:= Height;
DrawFromRect(X, Y, @r, Source, Surface)
end;
procedure DXOutText(X, Y: LongInt; Font: THWFont; s: string; Surface: PSDL_Surface);
var clr: TSDL_Color;
tmpsurf: PSDL_Surface;
r: TSDL_Rect;
begin
r.x:= X;
r.y:= Y;
clr.r:= $FF;
clr.g:= $FF;
clr.b:= $FF;
tmpsurf:= TTF_RenderUTF8_Solid(Fontz[Font].Handle, Str2PChar(s), clr.value);
if tmpsurf = nil then
begin
SetKB(1);
exit
end;
SDL_UpperBlit(tmpsurf, nil, Surface, @r);
SDL_FreeSurface(tmpsurf)
end;
procedure DrawLand(X, Y: LongInt);
begin
DrawTexture(X, Y, LandTexture)
end;
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
begin
DrawTexture(X - Source^.w div 2, Top, Source)
end;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Surface: PSDL_Surface);
var l, r, t, b: real;
begin
t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;
if Dir = -1 then
begin
l:= (Step + 1) * 32 / HHTexture^.w;
r:= Step * 32 / HHTexture^.w
end else
begin
l:= Step * 32 / HHTexture^.w;
r:= (Step + 1) * 32 / HHTexture^.w
end;
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(l, t);
glVertex2i(X, Y);
glTexCoord2f(r, t);
glVertex2i(32 + X, Y);
glTexCoord2f(r, b);
glVertex2i(32 + X, 32 + Y);
glTexCoord2f(l, b);
glVertex2i(X, 32 + Y);
glEnd();
end;
procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeTexture(SpritesData[ii].Texture);
if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
end;
FreeTexture(HHTexture);
FreeTexture(LandTexture);
SDL_FreeSurface(LandSurface)
end;
function RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
var w, h: LongInt;
Result: PSDL_Surface;
begin
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
Result:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
32, RMask, GMask, BMask, AMask);
TryDo(Result <> nil, 'RenderString: fail to create surface', true);
WriteInRoundRect(Result, 0, 0, Color, font, s);
TryDo(SDL_SetColorKey(Result, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderStringTex:= Surface2Tex(Result);
SDL_FreeSurface(Result)
end;
procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
if Hedgehog.HealthTagTex <> nil then FreeTexture(Hedgehog.HealthTagTex);
Hedgehog.HealthTagTex:= RenderStringTex(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;
function LoadImage(const filename: string; hasAlpha: boolean; critical, setTransparent: boolean): PSDL_Surface;
var tmpsurf: PSDL_Surface;
//Result: PSDL_Surface;
s: shortstring;
begin
WriteToConsole(msgLoading + filename + '... ');
s:= filename + '.' + cBitsStr + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
if tmpsurf = nil then
begin
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
end;
if tmpsurf = nil then
if critical then OutError(msgFailed, true)
else begin
WriteLnToConsole(msgFailed);
exit(nil)
end;
if setTransparent then TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
//if hasAlpha then Result:= SDL_DisplayFormatAlpha(tmpsurf)
// else Result:= SDL_DisplayFormat(tmpsurf);
{$IFDEF DEBUGFILE}WriteLnToConsole('(' + inttostr(tmpsurf^.w) + ',' + inttostr(tmpsurf^.h) + ') ');{$ENDIF}
WriteLnToConsole(msgOK);
LoadImage:= tmpsurf//Result
end;
procedure SetupOpenGL;
begin
glLoadIdentity;
glViewport(0, 0, cScreenWidth, cScreenHeight);
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(-cScreenWidth / 2, -cScreenHeight / 2, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_MODELVIEW)
end;
////////////////////////////////////////////////////////////////////////////////
var ProgrTex: PTexture = nil;
Step: integer = 0;
procedure AddProgress;
var r: TSDL_Rect;
texsurf: PSDL_Surface;
begin
if Step = 0 then
begin
WriteToConsole(msgLoading + 'progress sprite: ');
texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', false, true, true);
ProgrTex:= Surface2Tex(texsurf);
SDL_FreeSurface(texsurf)
end;
glClear(GL_COLOR_BUFFER_BIT);
r.x:= 0;
r.w:= ProgrTex^.w;
r.h:= ProgrTex^.w;
r.y:= (Step mod (ProgrTex^.h div ProgrTex^.w)) * ProgrTex^.w;
DrawFromRect((cScreenWidth - ProgrTex^.w) div 2,
(cScreenHeight - ProgrTex^.w) div 2, @r, ProgrTex, SDLPrimSurface);
SDL_GL_SwapBuffers();
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex)
end;
end.