Reverse order of visual gears linked list
Now vgears will render in the order they have been added.
Older visual gears are rendered earlier, so they are "behind" newer visual gears.
This has been primarily done to fix the render order of speech bubbles (
bug #287).
unit uLandOutline;
interface
uses uConsts, SDLh, uFloat;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure DrawEdge(var pa: TPixAr; value: Word);
procedure FillLand(x, y: LongInt; border, value: Word);
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
implementation
uses uLandGraphics, uDebug, uVariables, uLandTemplates;
var Stack: record
Count: Longword;
points: array[0..8192] of record
xl, xr, y, dir: LongInt;
end
end;
procedure Push(_xl, _xr, _y, _dir: LongInt);
begin
if checkFails(Stack.Count <= 8192, 'FillLand: stack overflow', true) then exit;
_y:= _y + _dir;
if (_y < 0) or (_y >= LAND_HEIGHT) then
exit;
with Stack.points[Stack.Count] do
begin
xl:= _xl;
xr:= _xr;
y:= _y;
dir:= _dir
end;
inc(Stack.Count)
end;
procedure Pop(var _xl, _xr, _y, _dir: LongInt);
begin
dec(Stack.Count);
with Stack.points[Stack.Count] do
begin
_xl:= xl;
_xr:= xr;
_y:= y;
_dir:= dir
end
end;
procedure FillLand(x, y: LongInt; border, value: Word);
var xl, xr, dir: LongInt;
begin
Stack.Count:= 0;
xl:= x - 1;
xr:= x;
Push(xl, xr, y, -1);
Push(xl, xr, y, 1);
dir:= 0;
while Stack.Count > 0 do
begin
Pop(xl, xr, y, dir);
while (xl > 0) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
dec(xl);
while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> border) and (Land[y, xr] <> value) do
inc(xr);
while (xl < xr) do
begin
while (xl <= xr) and ((Land[y, xl] = border) or (Land[y, xl] = value)) do
inc(xl);
x:= xl;
while (xl <= xr) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
begin
Land[y, xl]:= value;
inc(xl)
end;
if x < xl then
begin
Push(x, Pred(xl), y, dir);
Push(x, Pred(xl), y,-dir);
end;
end;
end;
end;
procedure DrawEdge(var pa: TPixAr; value: Word);
var i: LongInt;
begin
i:= 0;
with pa do
while i < LongInt(Count) - 1 do
if (ar[i + 1].X = NTPX) then
inc(i, 2)
else
begin
DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, value);
inc(i)
end
end;
procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
var d1, d2, d: hwFloat;
begin
Vx:= int2hwFloat(p1.X - p3.X);
Vy:= int2hwFloat(p1.Y - p3.Y);
d2:= Distance(Vx, Vy);
if d2.QWordValue = 0 then
begin
Vx:= _0;
Vy:= _0
end
else
begin
d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
if d1 < d then
d:= d1;
if d2 < d then
d:= d2;
d2:= d * _1div3 / d2;
Vx:= Vx * d2;
Vy:= Vy * d2
end
end;
procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
var i, pi, ni: LongInt;
NVx, NVy, PVx, PVy: hwFloat;
x1, x2, y1, y2: LongInt;
tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
X, Y: LongInt;
begin
if pa.Count < cMaxEdgePoints - 2 then
begin
pi:= EndI;
i:= StartI;
ni:= Succ(StartI);
{$HINTS OFF}
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
{$HINTS ON}
repeat
i:= ni;
inc(pi);
if pi > EndI then
pi:= StartI;
inc(ni);
if ni > EndI then
ni:= StartI;
PVx:= NVx;
PVy:= NVy;
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
x1:= opa.ar[pi].x;
y1:= opa.ar[pi].y;
x2:= opa.ar[i].x;
y2:= opa.ar[i].y;
cx1:= int2hwFloat(x1) - PVx;
cy1:= int2hwFloat(y1) - PVy;
cx2:= int2hwFloat(x2) + NVx;
cy2:= int2hwFloat(y2) + NVy;
t:= _0;
while (t.Round = 0) and (pa.Count < cMaxEdgePoints-2) do
begin
tsq:= t * t;
tcb:= tsq * t;
r1:= (_1 - t*3 + tsq*3 - tcb);
r2:= ( t*3 - tsq*6 + tcb*3);
r3:= ( tsq*3 - tcb*3);
X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
t:= t + Delta;
pa.ar[pa.Count].x:= X;
pa.ar[pa.Count].y:= Y;
inc(pa.Count);
//TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
end;
until i = StartI;
end;
pa.ar[pa.Count].x:= opa.ar[StartI].X;
pa.ar[pa.Count].y:= opa.ar[StartI].Y;
inc(pa.Count)
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var i, StartLoop: LongInt;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
i:= 0;
StartLoop:= 0;
while (i < LongInt(opa.Count)) and (pa.Count < cMaxEdgePoints-1) do
if (opa.ar[i + 1].X = NTPX) then
begin
AddLoopPoints(pa, opa, StartLoop, i, Delta);
inc(i, 2);
StartLoop:= i;
pa.ar[pa.Count].X:= NTPX;
pa.ar[pa.Count].Y:= 0;
inc(pa.Count);
end else inc(i)
end;
end.