hedgewars/uStore.pas
author Wuzzy <Wuzzy2@mail.ru>
Wed, 07 Feb 2018 01:13:17 +0100
changeset 12909 b5d3b79c90cf
parent 12844 22cc3d82905a
child 12876 b544bbbd0696
child 12895 c77d75dafe2e
child 12920 21827fc9ca98
permissions -rw-r--r--
ASA, Hard Flying: Show personal best at mission start

(*
 * 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
 *)

{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}

unit uStore;
interface
uses SysUtils, uConsts, SDLh, GLunit, uTypes, uLandTexture, uCaptions, uChat;

procedure initModule;
procedure freeModule;

procedure LoadFonts();
procedure StoreLoad(reload: boolean);
procedure StoreRelease(reload: boolean);
procedure RenderHealth(var Hedgehog: THedgehog);
function makeHealthBarTexture(w, h, Color: Longword): PTexture;
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;

// loads an image from the games data files
function  LoadDataImage(const path: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altPath as fallback-path if file not found/loadable in path
function  LoadDataImageAltPath(const path, altPath: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altFile as fallback-filename if file cannot be loaded
function  LoadDataImageAltFile(const path: TPathType; const filename, altFile: shortstring; imageFlags: LongInt): PSDL_Surface;

procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
procedure LoadHedgehogHat2(var HH: THedgehog; newHat: shortstring; allowSurfReuse: boolean);

procedure InitZoom(zoom: real);

procedure SetupOpenGL;
function  RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure MakeCrossHairs;
{$IFDEF USE_VIDEO_RECORDING}
procedure InitOffscreenOpenGL;
{$ENDIF}

procedure WarpMouse(x, y: Word); inline;
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
procedure SetSkyColor(r, g, b: real);

implementation
uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils,
     uCommands, uPhysFSLayer, uDebug, adler32
    {$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF};

//type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);

var 
    squaresize : LongInt;
    numsquares : LongInt;
    ProgrTex: PTexture;
    LoadingText: PTexture;

    prevHat: shortstring;
    tmpHatSurf: PSDL_Surface;

const
    cHHFileName = 'Hedgehog';
    cCHFileName = 'Crosshair';

procedure freeTmpHatSurf();
begin
    if tmpHatSurf = nil then exit;
    SDL_FreeSurface(tmpHatSurf);
    tmpHatSurf:= nil;
    prevHat:= 'NoHat';
end;

procedure InitZoom(zoom: real);
begin
    SetScale(zoom);
    // make sure view limits are updated
    // because SetScale() doesn't do it, if zoom=cScaleFactor
    updateViewLimits();
end;

function WriteInRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: PChar): TSDL_Rect;
var w, h: LongInt;
    tmpsurf: PSDL_Surface;
    clr: TSDL_Color;
    finalRect: TSDL_Rect;
begin
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[Font].Handle, s, @w, @h);
finalRect.x:= X + cFontBorder + 2;
finalRect.y:= Y + cFontBorder;
finalRect.w:= w + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 2;
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, s, clr);
if tmpsurf = nil then exit;
tmpsurf:= doSurfaceConversion(tmpsurf);

if tmpsurf <> nil then
begin
    SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
    SDL_FreeSurface(tmpsurf);
    finalRect.x:= X;
    finalRect.y:= Y;
    finalRect.w:= w + cFontBorder * 2 + 4;
    finalRect.h:= h + cFontBorder * 2;
end;

WriteInRect:= finalRect
end;

procedure MakeCrossHairs;
var tmpsurf: PSDL_Surface;
begin
    tmpsurf:= LoadDataImage(ptGraphics, cCHFileName, ifAlpha or ifCritical);

    CrosshairTexture:= Surface2Tex(tmpsurf, false);

    SDL_FreeSurface(tmpsurf)
end;

function makeHealthBarTexture(w, h, Color: Longword): PTexture;
var
    rr: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
    rr.x:= 0;
    rr.y:= 0;
    rr.w:= w;
    rr.h:= h;

    texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
    if not checkFails(texsurf <> nil, errmsgCreateSurface, true) then
        checkFails(SDL_SetColorKey(texsurf, SDL_TRUE, 0) = 0, errmsgTransparentSet, true);

    if not allOK then exit(nil);

    DrawRoundRect(@rr, cWhiteColor, cNearBlackColor, texsurf, true);

    rr.x:= 2;
    rr.y:= 2;
    rr.w:= w - 4;
    rr.h:= h - 4;

    DrawRoundRect(@rr, Color, Color, texsurf, false);
    makeHealthBarTexture:= Surface2Tex(texsurf, false);
    SDL_FreeSurface(texsurf);
end;

procedure WriteNames(Font: THWFont);
var t: LongInt;
    i, maxLevel: LongInt;
    r: TSDL_Rect;
    drY: LongInt;
    texsurf, flagsurf, iconsurf: PSDL_Surface;
    foundBot: boolean;
    year, month, md : word;
begin
if cOnlyStats then exit;
r.x:= 0;
r.y:= 0;
drY:= - 4;
{$IFNDEF PAS2C}
DecodeDate(Date, year, month, md);
{$ELSE}
year:= 0;
month:= 0;
md:= 0;
{$ENDIF}
for t:= 0 to Pred(TeamsCount) do
    with TeamsArray[t]^ do
        begin
        NameTagTex:= RenderStringTexLim(ansistring(TeamName), Clan^.Color, Font, cTeamHealthWidth);
        if length(Owner) > 0 then
            OwnerTex:= RenderStringTexLim(ansistring(Owner), Clan^.Color, Font, cTeamHealthWidth);

        r.x:= 0;
        r.y:= 0;
        r.w:= 32;
        r.h:= 32;
        texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
        if not checkFails(texsurf <> nil, errmsgCreateSurface, true) then
            checkFails(SDL_SetColorKey(texsurf, SDL_TRUE, 0) = 0, errmsgTransparentSet, true);
        if not allOK then exit;

        r.w:= 26;
        r.h:= 19;

        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, texsurf, true);

        // overwrite flag for cpu teams and keep players from using it
        foundBot:= false;
        maxLevel:= -1;
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if (Gear <> nil) and (BotLevel > 0) then
                    begin
                    foundBot:= true;
                    // initially was going to do the highest botlevel of the team, but for now, just apply if entire team has same bot level
                    if maxLevel = -1 then maxLevel:= BotLevel
                    else if (maxLevel > 0) and (maxLevel <> BotLevel) then maxLevel:= 0;
                    //if (maxLevel > 0) and (BotLevel < maxLevel) then maxLevel:= BotLevel
                    end
                else if Gear <> nil then  maxLevel:= 0;

        if foundBot then
            begin
            // disabled the plain flag - I think it looks ok even w/ full bars obscuring CPU
            //if (maxLevel > 0) and (maxLevel < 3) then Flag:= 'cpu_plain' else
            Flag:= 'cpu'
            end
        else if (Flag = 'cpu') or (Flag = 'cpu_plain') then
                Flag:= 'hedgewars';

        flagsurf:= LoadDataImageAltFile(ptFlags, Flag, 'hedgewars', ifNone);
        if not checkFails(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true) then
        begin
            case maxLevel of
                1: copyToXY(SpritesData[sprBotlevels].Surface, flagsurf, 0, 0);
                2: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 5, 2, 17, 13, 5, 2);
                3: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 9, 5, 13, 10, 9, 5);
                4: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 13, 9, 9, 6, 13, 9);
                5: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 17, 11, 5, 4, 17, 11)
                end;

            copyToXY(flagsurf, texsurf, 2, 2);
            SDL_FreeSurface(flagsurf);
            flagsurf:= nil;
        end;

        // restore black border pixels inside the flag
        PLongwordArray(texsurf^.pixels)^[32 * 2 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 2 + 23]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 + 23]:= cNearBlackColor;


        FlagTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf);
        texsurf:= nil;

        if not allOK then exit;

        AIKillsTex := RenderStringTex(ansistring(inttostr(stats.AIKills)), Clan^.Color, fnt16);

        dec(drY, r.h + 2);
        DrawHealthY:= drY;
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if Gear <> nil then
                    begin
                    NameTagTex:= RenderStringTexLim(ansistring(Name), Clan^.Color, fnt16, cTeamHealthWidth);
                    if Hat = 'NoHat' then
                        begin
                        if (month = 4) and (md = 20) then
                            Hat := 'eastertop'   // Easter
                        else if (month = 12) and ((md = 24) or (md = 25) or (md = 26)) then
                            Hat := 'Santa'       // Christmas Eve/Christmas/Boxing Day
                        else if (month = 10) and (md = 31) then
                            Hat := 'fr_pumpkin'; // Halloween/Hedgewars' birthday
                        end;
                    if (month = 4) and (md = 1) then
                        begin
                        AprilOne:= true;
                        Hat := 'fr_tomato'; // avoid promoting violence to hedgehogs. see http://hedgewars.org/node/5818
                        end;

                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            LoadHedgehogHat2(Hedgehogs[i], 'Reserved/' + Copy(Hat,9,Length(Hat)-8), true)
                        else
                            LoadHedgehogHat2(Hedgehogs[i], Hat, true);
                        end
                    end;
        end;

    freeTmpHatSurf();

    MissionIcons:= LoadDataImage(ptGraphics, 'missions', ifCritical);
    iconsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 28, 28, 32, RMask, GMask, BMask, AMask);
    if iconsurf <> nil then
        begin
        r.x:= 0;
        r.y:= 0;
        r.w:= 28;
        r.h:= 28;
        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, iconsurf, true);
        ropeIconTex:= Surface2Tex(iconsurf, false);
        SDL_FreeSurface(iconsurf);
        iconsurf:= nil;
        end;


for t:= 0 to Pred(ClansCount) do
    with ClansArray[t]^ do
        HealthTex:= makeHealthBarTexture(cTeamHealthWidth + 5, Teams[0]^.NameTagTex^.h, Color);

GenericHealthTexture:= makeHealthBarTexture(cTeamHealthWidth + 5, TeamsArray[0]^.NameTagTex^.h, cWhiteColor)
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:= 'Statue';
            texsurf:= LoadDataImageAltFile(ptGraves, GraveName, 'Statue', ifCritical or ifColorKey);
            GraveTex:= Surface2Tex(texsurf, false);
            SDL_FreeSurface(texsurf)
            end
end;

procedure LoadFonts();
var s: shortstring;
    fi: THWFont;
begin
AddFileLog('LoadFonts();');

if (not cOnlyStats) then
    for fi:= Low(THWFont) to High(THWFont) do
        with Fontz[fi] do
            begin
            s:= cPathz[ptFonts] + '/' + Name;
            WriteToConsole(msgLoading + s + ' (' + inttostr(Height) + 'pt)... ');
            Handle:= TTF_OpenFontRW(rwopsOpenRead(s), true, Height);
            if SDLCheck(Handle <> nil, 'TTF_OpenFontRW', true) then exit;
            TTF_SetFontStyle(Handle, style);
            WriteLnToConsole(msgOK)
            end;
end;

procedure StoreLoad(reload: boolean);
var ii: TSprite;
    ai: TAmmoType;
    tmpsurf, tmpoverlay: PSDL_Surface;
    i, y, imflags: LongInt;
begin
AddFileLog('StoreLoad()');

if not cOnlyStats then
    begin
    MakeCrossHairs;
    LoadGraves;
{$IFDEF IPHONEOS}
    tmpHatSurf:= LoadDataImage(ptHats, 'chef', ifNone);
{$ELSE}
    tmpHatSurf:= LoadDataImage(ptHats, 'Reserved/chef', ifNone);
{$ENDIF}
    ChefHatTexture:= Surface2Tex(tmpHatSurf, true);
    freeTmpHatSurf();
    end;

if not reload then
    AddProgress;

for ii:= Low(TSprite) to High(TSprite) do
    with SpritesData[ii] do
        // FIXME - add a sprite attribute to match on rq flags?
        if (((cReducedQuality and (rqNoBackground or rqLowRes)) = 0) or   // why rqLowRes?
                (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR])))
           and (((cReducedQuality and rqPlainSplash) = 0) or ((not (ii in [sprSplash, sprDroplet, sprSDSplash, sprSDDroplet]))))
           and (((cReducedQuality and rqKillFlakes) = 0) or cSnow or ((not (ii in [sprFlake, sprSDFlake]))))
           and ((cCloudsNumber > 0) or (ii <> sprCloud))
           and ((vobCount > 0) or (ii <> sprFlake))
           and (savesurf or (not cOnlyStats)) // in stats-only only load those which are needed later
           and allOK
            then
            begin
            if reload then
                tmpsurf:= Surface
            else
                begin
                imflags := (ifAlpha or ifColorKey);

                // these sprites are optional
                if critical then 
                    imflags := (imflags or ifCritical);

                // load the image
                tmpsurf := LoadDataImageAltPath(Path, AltPath, FileName, imflags);
                if (tmpsurf <> nil) and checkSum then
                    for y := 0 to tmpsurf^.h-1 do
                        syncedPixelDigest:= Adler32Update(syncedPixelDigest, @PByteArray(tmpsurf^.pixels)^[y*tmpsurf^.pitch], tmpsurf^.w*4)
                end;

            if tmpsurf <> nil then
                begin
                if getImageDimensions then
                    begin
                    imageWidth:= tmpsurf^.w;
                    imageHeight:= tmpsurf^.h
                    end;
                if getDimensions then
                    if Height = -1 then //BlueWater
                        begin
                        Width:= tmpsurf^.w;
                        Height:= tmpsurf^.h div watFrames;
                        end
                    else if Height = -2 then //SDWater
                        begin
                        Width:= tmpsurf^.w;
                        Height:= tmpsurf^.h div watSDFrames;
                        end
                    else
                        begin
                        Width:= tmpsurf^.w;
                        Height:= tmpsurf^.h
                        end;
                if (ii in [sprAMAmmos, sprAMAmmosBW]) then
                    begin
                    tmpoverlay := LoadDataImage(Path, copy(FileName, 1, length(FileName)-5), (imflags and (not ifCritical)));
                    if tmpoverlay <> nil then
                        begin
                        copyToXY(tmpoverlay, tmpsurf, 0, 0);
                        SDL_FreeSurface(tmpoverlay)
                        end
                    end;
                if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
                    begin
                    Texture:= Surface2Tex(tmpsurf, true);
                    Texture^.Scale:= 2
                    end
                else
                    begin
                    Texture:= Surface2Tex(tmpsurf, false);
                    // HACK: We should include some sprite attribute to define the texture wrap directions
                    if ((ii = sprWater) or (ii = sprSDWater)) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                    end;
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
// This should maybe be flagged. It wastes quite a bit of memory.
                if not reload then
                    begin
{$IFDEF USE_CONTEXT_RESTORE}
                    Surface:= tmpsurf
{$ELSE}
                    if saveSurf then
                        Surface:= tmpsurf
                    else
                        SDL_FreeSurface(tmpsurf)
{$ENDIF}
                    end
                end
            else
                Surface:= nil
        end;

if (not cOnlyStats) and allOK then
    begin
    WriteNames(fnt16);

    if not reload then
        AddProgress;

    tmpsurf:= LoadDataImage(ptGraphics, cHHFileName, ifAlpha or ifCritical or ifColorKey);

    HHTexture:= Surface2Tex(tmpsurf, false);
    SDL_FreeSurface(tmpsurf);

    InitHealth;

    PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
    AFKTexture:= RenderStringTex(trmsg[sidAFK], cYellowColor, fntBig);
    ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
    SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);

    if not reload then
        AddProgress;

    // name of weapons in ammo menu
    for ai:= Low(TAmmoType) to High(TAmmoType) do
        with Ammoz[ai] do
            begin
            if checkFails(length(trAmmo[NameId]) > 0,'No default text/translation found for ammo type #' + intToStr(ord(ai)) + '!',true) then exit;
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, PChar(trAmmo[NameId]), cWhiteColorChannels);
            if checkFails(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ai)) + ' failed!',true) then exit;
            tmpsurf:= doSurfaceConversion(tmpsurf);
            FreeAndNilTexture(NameTex);
            NameTex:= Surface2Tex(tmpsurf, false);
            SDL_FreeSurface(tmpsurf)
            end;

    // number of weapons in ammo menu
    for i:= Low(CountTexz) to High(CountTexz) do
        begin
        tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), cWhiteColorChannels);
        tmpsurf:= doSurfaceConversion(tmpsurf);
        FreeAndNilTexture(CountTexz[i]);
        CountTexz[i]:= Surface2Tex(tmpsurf, false);
        SDL_FreeSurface(tmpsurf)
        end;

    if not reload then
        AddProgress;
    end;

IMG_Quit();
end;

procedure StoreRelease(reload: boolean);
var ii: TSprite;
    ai: TAmmoType;
    i, t: LongInt;
begin
for ii:= Low(TSprite) to High(TSprite) do
    begin
    FreeAndNilTexture(SpritesData[ii].Texture);

    if (SpritesData[ii].Surface <> nil) and (not reload) then
        begin
        SDL_FreeSurface(SpritesData[ii].Surface);
        SpritesData[ii].Surface:= nil
        end
    end;
SDL_FreeSurface(MissionIcons);

// free the textures declared in uVariables
FreeAndNilTexture(ChefHatTexture);
FreeAndNilTexture(CrosshairTexture);
FreeAndNilTexture(WeaponTooltipTex);
FreeAndNilTexture(PauseTexture);
FreeAndNilTexture(AFKTexture);
FreeAndNilTexture(SyncTexture);
FreeAndNilTexture(ConfirmTexture);
FreeAndNilTexture(ropeIconTex);
FreeAndNilTexture(HHTexture);
FreeAndNilTexture(GenericHealthTexture);
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
    FreeAndNilTexture(Ammoz[ai].NameTex);

// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
    begin
    FreeAndNilTexture(CountTexz[i]);
    CountTexz[i]:= nil
    end;

    for t:= 0 to Pred(ClansCount) do
        begin
        if ClansArray[t] <> nil then
            FreeAndNilTexture(ClansArray[t]^.HealthTex);
        end;

    // free all team and hedgehog textures
    for t:= 0 to Pred(TeamsCount) do
        begin
        if TeamsArray[t] <> nil then
            begin
            FreeAndNilTexture(TeamsArray[t]^.NameTagTex);
            FreeAndNilTexture(TeamsArray[t]^.GraveTex);
            FreeAndNilTexture(TeamsArray[t]^.AIKillsTex);
            FreeAndNilTexture(TeamsArray[t]^.FlagTex);

            for i:= 0 to cMaxHHIndex do
                begin
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
                end;
            end;
        end;

RendererCleanup();
end;


procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
s:= IntToStr(Hedgehog.Gear^.Health);
FreeAndNilTexture(Hedgehog.HealthTagTex);
Hedgehog.HealthTagTex:= RenderStringTex(ansistring(s), Hedgehog.Team^.Clan^.Color, fnt16)
end;

function LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
    s: shortstring;
    rwops: PSDL_RWops;
begin
    LoadImage:= nil;
    WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + '] ');

    s:= filename + '.png';

    rwops:= nil;
    tmpsurf:= nil;

    if pfsExists(s) then
        begin
        // get data source
        rwops:= rwopsOpenRead(s);

        // load image with SDL (with freesrc param set to true)
        if rwops <> nil then
            tmpsurf:= IMG_Load_RW(rwops, true);
        end;

    // loading failed
    if tmpsurf = nil then
        begin
        // output sdl error if loading failed when data source was available
        if rwops <> nil then
            begin
            // anounce that loading failed
            OutError(msgFailed, false);

            if SDLCheck(false, 'LoadImage', (imageFlags and ifCritical) <> 0) then exit;
            // rwops was already freed by IMG_Load_RW
            rwops:= nil;
            end else
            OutError(msgFailed, (imageFlags and ifCritical) <> 0);
        exit;
        end;

    if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
        begin
        SDL_FreeSurface(tmpsurf);
        OutError(msgFailedSize, ((not cOnlyStats) and ((imageFlags and ifCritical) <> 0)));
        // dummy surface to replace non-critical textures that failed to load due to their size
        LoadImage:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2, 2, 32, RMask, GMask, BMask, AMask);
        exit;
        end;

    tmpsurf:= doSurfaceConversion(tmpsurf);

    if (imageFlags and ifColorKey) <> 0 then
        if checkFails(SDL_SetColorKey(tmpsurf, SDL_TRUE, 0) = 0, errmsgTransparentSet, true) then exit;

    WriteLnToConsole(msgOK + ' (' + inttostr(tmpsurf^.w) + 'x' + inttostr(tmpsurf^.h) + ')');

    LoadImage:= tmpsurf //Result
end;


function LoadDataImage(const path: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // check for file in user dir (never critical)
    tmpsurf:= LoadImage(cPathz[path] + '/' + filename, imageFlags);

    LoadDataImage:= tmpsurf;
end;


function LoadDataImageAltPath(const path, altPath: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // if there is no alternative path, just forward and return result
    if (altPath = ptNone) then
        exit(LoadDataImage(path, filename, imageFlags));

    // since we have a fallback path this search isn't critical yet
    tmpsurf:= LoadDataImage(path, filename, imageFlags and (not ifCritical));

    // if image still not found try alternative path
    if (tmpsurf = nil) then
        tmpsurf:= LoadDataImage(altPath, filename, imageFlags);

    LoadDataImageAltPath:= tmpsurf;
end;

function LoadDataImageAltFile(const path: TPathType; const filename, altFile: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // if there is no alternative filename, just forward and return result
    if (altFile = '') then
        exit(LoadDataImage(path, filename, imageFlags));

    // since we have a fallback filename this search isn't critical yet
    tmpsurf:= LoadDataImage(path, filename, imageFlags and (not ifCritical));

    // if image still not found try alternative filename
    if (tmpsurf = nil) then
        tmpsurf:= LoadDataImage(path, altFile, imageFlags);

    LoadDataImageAltFile:= tmpsurf;
end;

procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
begin
    LoadHedgehogHat2(HH, newHat, false);
end;

procedure LoadHedgehogHat2(var HH: THedgehog; newHat: shortstring; allowSurfReuse: boolean);
begin
    // free the mem of any previously assigned texture.  This was previously only if the new one could be loaded, but, NoHat is usually a better choice
    if HH.HatTex <> nil then
        FreeAndNilTexture(HH.HatTex);

    // load new hat surface if this hat is different than the one already loaded
    if newHat <> prevHat then
        begin
        freeTmpHatSurf();
        tmpHatSurf:= LoadDataImage(ptHats, newHat, ifNone);
        end;

AddFileLog('Hat => '+newHat);
    // only do something if the hat could be loaded
    if tmpHatSurf <> nil then
        begin
AddFileLog('Got Hat');

        // assign new hat to hedgehog
        HH.HatTex:= Surface2Tex(tmpHatSurf, true);

        // remember that this hat was used last
        if allowSurfReuse then
            prevHat:= newHat
        // cleanup: free temporary surface mem
        else
            freeTmpHatSurf();
        end;
end;

procedure SetupOpenGLAttributes;
begin
{$IFDEF IPHONEOS}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
 
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);         // no depth buffer
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);         // no alpha channel
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16);       // buffer should be 16
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // prefer hw rendering
end;

procedure SetupOpenGL;
begin
    AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_GetCurrentVideoDriver()) + ')');

    // TODO: this function creates an opengles1.1 context
    // un-comment below and add proper logic to support opengles2.0
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
    if SDLGLcontext = nil then
        SDLGLcontext:= SDL_GL_CreateContext(SDLwindow);
    if SDLCheck(SDLGLcontext <> nil, 'SDLGLcontext', true) then exit;
    SDL_GL_SetSwapInterval(1);

    RendererSetup();

// gl2 init/matrix code was here, but removed
end;

////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
    if cOnlyStats then exit;
    if Step = 0 then
    begin
        WriteToConsole(msgLoading + 'progress sprite: ');
        texsurf:= LoadDataImage(ptGraphics, 'Progress', ifCritical or ifColorKey);

        ProgrTex:= Surface2Tex(texsurf, false);

        LoadingText:= RenderStringTex(trmsg[sidLoading], $FFF39EE8, fntBig);

        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);

        {$IFNDEF PAS2C}
        with mobileRecord do
            if GameLoading <> nil then
                GameLoading();
        {$ENDIF}
        end;

    if checkFails(ProgrTex <> nil, 'Error - Progress Texure is nil!', true) then exit;

    RenderClear();
    if Step < numsquares then
        r.x:= 0
    else
        r.x:= squaresize;

    r.y:= (Step mod numsquares) * squaresize;
    r.w:= squaresize;
    r.h:= squaresize;

    DrawTextureFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
    DrawTexture( -LoadingText^.w div 2, (cScreenHeight - LoadingText^.h) shr 1 - (squaresize div 2) - (LoadingText^.h div 2) - 8, LoadingText);

    SwapBuffers;

    inc(Step);
end;

procedure FinishProgress;
begin
    {$IFNDEF PAS2C}
    with mobileRecord do
        if GameLoaded <> nil then
            GameLoaded();
    {$ENDIF}
    WriteLnToConsole('Freeing progress textures... ');
    FreeAndNilTexture(ProgrTex);
    FreeAndNilTexture(LoadingText);
    Step:= 0
end;

function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
var tmpsurf: PSDL_SURFACE;
    w, h, i, j: LongInt;
    font: THWFont;
    r, r2: TSDL_Rect;
    wa, ha: LongInt;
    tmpline, tmpline2, tmpdesc: ansistring;
begin
// make sure there is a caption as well as a sub caption - description is optional
if length(caption) = 0 then
    caption:= ansistring('???');
if length(subcaption) = 0 then
    subcaption:= ansistring(_S' ');

font:= CheckCJKFont(caption,fnt16);
font:= CheckCJKFont(subcaption,font);
font:= CheckCJKFont(description,font);
font:= CheckCJKFont(extra,font);

w:= 0;
h:= 0;
wa:= cFontBorder * 2 + 4;
ha:= cFontBorder * 2;

i:= 0; j:= 0; // avoid compiler hints

// TODO: Recheck height/position calculation

// get caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, PChar(caption), @i, @j);
// width adds 36 px (image + space)
w:= i + 36 + wa;
h:= j + ha;

// get sub caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, PChar(subcaption), @i, @j);
// width adds 36 px (image + space)
if w < (i + 36 + wa) then
    w:= i + 36 + wa;
inc(h, j + ha);

// get description's dimensions
tmpdesc:= description;
while length(tmpdesc) > 0 do
    begin
    tmpline:= tmpdesc;
    SplitByCharA(tmpline, tmpdesc, '|');
    if length(tmpline) > 0 then
        begin
        TTF_SizeUTF8(Fontz[font].Handle, PChar(tmpline), @i, @j);
        if w < (i + wa) then
            w:= i + wa;
        inc(h, j + ha)
        end
    end;

if length(extra) > 0 then
    begin
    // get extra label's dimensions
    TTF_SizeUTF8(Fontz[font].Handle, PChar(extra), @i, @j);
    if w < (i + wa) then
        w:= i + wa;
    inc(h, j + ha);
    end;

// add borders space
inc(w, wa);
inc(h, ha + 8);

tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
if checkFails(tmpsurf <> nil, 'RenderHelpWindow: fail to create surface', true) then exit(nil);

// render border and background
r.x:= 0;
r.y:= 0;
r.w:= w;
r.h:= h;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, tmpsurf, true);

// render caption
r:= WriteInRect(tmpsurf, 36 + cFontBorder + 2, ha, $ffffffff, font, PChar(caption));
// render sub caption
r:= WriteInRect(tmpsurf, 36 + cFontBorder + 2, r.y + r.h, $ffc7c7c7, font, PChar(subcaption));

// render all description lines
tmpdesc:= description;
while length(tmpdesc) > 0 do
    begin
    tmpline:= tmpdesc;
    SplitByCharA(tmpline, tmpdesc, '|');
    r2:= r;
    if length(tmpline) > 0 then
        begin
        r:= WriteInRect(tmpsurf, cFontBorder + 2, r.y + r.h, $ff707070, font, PChar(tmpline));

        // render highlighted caption (if there is a ':')
        tmpline2:= _S'';
        SplitByCharA(tmpline, tmpline2, ':');
        if length(tmpline2) > 0 then
            begin
            tmpline:= tmpline + ':';
            WriteInRect(tmpsurf, cFontBorder + 2, r2.y + r2.h, $ffc7c7c7, font, PChar(tmpline));
            end;
        end
    end;

if length(extra) > 0 then
    r:= WriteInRect(tmpsurf, cFontBorder + 2, r.y + r.h, extracolor, font, PChar(extra));

r.x:= cFontBorder + 6;
r.y:= cFontBorder + 4;
r.w:= 32;
r.h:= 32;
SDL_FillRect(tmpsurf, @r, $ff000000);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);

RenderHelpWindow:=  Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;

procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
    i: LongInt;
    ammoname: ansistring;
    ammocap: ansistring;
    ammodesc: ansistring;
    extra: ansistring;
    extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
    if (cReducedQuality and rqTooltipsOff) <> 0 then
        begin
        WeaponTooltipTex:= nil;
        exit
        end;

// free old texture
FreeAndNilTexture(WeaponTooltipTex);

// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;

// default (no extra text)
extra:= _S'';
extracolor:= 0;

if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
    begin
    if (atype = amTardis) and (suddenDeathDmg) then
        extra:= trmsg[sidNotAvailableInSD]
    else
        extra:= trmsg[sidNotYetAvailable];
    extracolor:= LongInt($ffc77070);
    end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility will not end your turn
    begin
    extra:= trmsg[sidNoEndTurn];
    extracolor:= LongInt($ff70c770);
    end
else
    begin
    extra:= _S'';
    extracolor:= 0;
    end;

if length(trluaammo[Ammoz[atype].NameId]) > 0  then
    ammoname := trluaammo[Ammoz[atype].NameId]
else
    ammoname := trammo[Ammoz[atype].NameId];

if length(trluaammoc[Ammoz[atype].NameId]) > 0 then
    ammocap := trluaammoc[Ammoz[atype].NameId]
else
    ammocap := trammoc[Ammoz[atype].NameId];

if length(trluaammod[Ammoz[atype].NameId]) > 0 then
    ammodesc := trluaammod[Ammoz[atype].NameId]
else
    ammodesc := trammod[Ammoz[atype].NameId];

if length(trluaammoa[Ammoz[atype].NameId]) > 0 then
    ammodesc := ammodesc + '|' + trluaammoa[Ammoz[atype].NameId];

// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(ammoname, ammocap, ammodesc, extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;

procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
    DrawTexture(x, y, WeaponTooltipTex)
end;

{$IFDEF USE_VIDEO_RECORDING}
procedure InitOffscreenOpenGL;
begin
    // create hidden window
    SDLwindow:= SDL_CreateWindow(PChar('hedgewars video rendering (SDL2 hidden window)'),
                                 SDL_WINDOWPOS_CENTERED_MASK, SDL_WINDOWPOS_CENTERED_MASK,
                                 cScreenWidth, cScreenHeight,
                                 SDL_WINDOW_HIDDEN or SDL_WINDOW_OPENGL);
    if SDLCheck(SDLwindow <> nil, 'SDL_CreateWindow', true) then exit;
    SetupOpenGL();
end;
{$ENDIF} // USE_VIDEO_RECORDING

procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
    reinit: boolean = false;
    {$IFNDEF DARWIN}ico: PSDL_Surface;{$ENDIF}
    x, y: LongInt;
begin
    if cOnlyStats then
        begin
        MaxTextureSize:= 1024;
        exit
        end;
    if Length(s) = 0 then
         cFullScreen:= (not cFullScreen)
    else cFullScreen:= s = '1';

    if cFullScreen then
        begin
        cScreenWidth:= cFullscreenWidth;
        cScreenHeight:= cFullscreenHeight;
        end
    else
        begin
        cScreenWidth:= cWindowedWidth;
        cScreenHeight:= cWindowedHeight;
        end;

    AddFileLog('Preparing to change video parameters...');
    if SDLwindow = nil then
        begin
        // set window title
        WriteToConsole('Init SDL_image... ');
        if SDLCheck(IMG_Init(IMG_INIT_PNG) <> 0, 'IMG_Init', true) then exit;
        WriteLnToConsole(msgOK);
        end
    else
        begin
        AmmoMenuInvalidated:= true;
{$IFDEF IPHONEOS}
        // chFullScr is called when there is a rotation event and needs the SetScale and SetupOpenGL to set up the new resolution
        // this 6 gl functions are the relevant ones and are hacked together here for optimisation
        glMatrixMode(GL_MODELVIEW);
        glPopMatrix;
        glLoadIdentity();
        glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
        glViewport(0, 0, cScreenWidth, cScreenHeight);
        exit;
{$ELSE}
        SetScale(cDefaultZoomLevel);
    {$IFDEF USE_CONTEXT_RESTORE}
        reinit:= true;
        StoreRelease(true);
        ResetLand;
        ResetWorldTex;
        //uTextures.freeModule; //DEBUG ONLY
    {$ENDIF}
        AddFileLog('Freeing old primary surface...');
{$ENDIF}
        end;

    // these attributes must be set up before creating the sdl window
{$IFNDEF WIN32}
(* On a large number of testers machines, SDL default to software rendering
   when opengl attributes were set. These attributes were "set" after
   CreateWindow in .15, which probably did nothing.
   IMO we should rely on the gl_config defaults from SDL, and use
   SDL_GL_GetAttribute to possibly post warnings if any bad values are set.
 *)
    SetupOpenGLAttributes();
{$ENDIF}

    // these values in x and y make the window appear in the center
    x:= SDL_WINDOWPOS_CENTERED_MASK;
    y:= SDL_WINDOWPOS_CENTERED_MASK;

    if SDLwindow = nil then
        begin

        // SDL_WINDOW_RESIZABLE makes the window resizable and
        //  respond to rotation events on mobile devices
        flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE;

        {$IFDEF MOBILE}
        if isPhone() then
            SDL_SetHint('SDL_IOS_ORIENTATIONS','LandscapeLeft LandscapeRight');
        // no need for borders on mobile devices
        flags:= flags or SDL_WINDOW_BORDERLESS;
        {$ENDIF}

        if cFullScreen then
            flags:= flags or SDL_WINDOW_FULLSCREEN;

        SDLwindow:= SDL_CreateWindow(PChar('Hedgewars'), x, y, cScreenWidth, cScreenHeight, flags);
        end
    // we're toggling
    else if Length(s) = 0 then
        begin
        if cFullScreen then
            begin
            SDL_SetWindowSize(SDLwindow, cScreenWidth, cScreenHeight);
            SDL_SetWindowFullscreen(SDLwindow, SDL_WINDOW_FULLSCREEN);
            end
        else
            begin
            SDL_SetWindowFullscreen(SDLwindow, 0);
            SDL_SetWindowSize(SDLwindow, cScreenWidth, cScreenHeight);
            SDL_SetWindowPosition(SDLwindow, x, y);
            end;
        updateViewLimits();
        end;

    if SDLCheck(SDLwindow <> nil, 'SDL_CreateWindow', true) then exit;

    // load engine ico
    {$IFNDEF DARWIN}
    ico:= LoadDataImage(ptGraphics, 'hwengine', ifIgnoreCaps);
    if ico <> nil then
        begin
        SDL_SetWindowIcon(SDLwindow, ico);
        SDL_FreeSurface(ico);
        end;
    {$ENDIF}
    SetupOpenGL();

    if reinit then
        begin
        // clean the window from any previous content
        RenderClear();
        if SuddenDeathDmg then
            SetSkyColor(SDSkyColor.r * (SDTint.r/255) / 255, SDSkyColor.g * (SDTint.g/255) / 255, SDSkyColor.b * (SDTint.b/255) / 255)
        else if ((cReducedQuality and rqNoBackground) = 0) then
            SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255)
        else
            SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255);

        // reload everything we had before
        ReloadCaptions(false);
        ReloadLines;
        StoreLoad(true);
        // redraw all land
        UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
        end;
end;

// for sdl1.2 we directly call SDL_WarpMouse()
// for sdl2 we provide a SDL_WarpMouse() which just calls this function
// this has the advantage of reducing 'uses' and 'ifdef' statements
// (SDLwindow is a private member of this module)
procedure WarpMouse(x, y: Word); inline;
begin
    SDL_WarpMouseInWindow(SDLwindow, x, y);
end;

procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
begin
    if GameType = gmtRecord then
        exit;
    SDL_GL_SwapWindow(SDLwindow);
end;

procedure SetSkyColor(r, g, b: real);
begin
    RenderSetClearColor(r, g, b, 0.99)
end;

procedure initModule;
var ai: TAmmoType;
    i: LongInt;
begin
    RegisterVariable('fullscr', @chFullScr, true);

    cScaleFactor:= 2.0;
    updateViewLimits();
    Step:= 0;
    ProgrTex:= nil;
    SupportNPOTT:= false;

    // init all ammo name texture pointers
    for ai:= Low(TAmmoType) to High(TAmmoType) do
    begin
        Ammoz[ai].NameTex := nil;
    end;
    // init all count texture pointers
    for i:= Low(CountTexz) to High(CountTexz) do
        CountTexz[i] := nil;
    SDLwindow:= nil;
    SDLGLcontext:= nil;

    prevHat:= 'NoHat';
    tmpHatSurf:= nil;
end;

procedure freeModule;
var fi: THWFont;
begin
    StoreRelease(false);
    // make sure fonts are cleaned up
    for fi:= Low(THWFont) to High(THWFont) do
        with Fontz[fi] do
            begin
            if Handle <> nil then
                begin
                TTF_CloseFont(Handle);
                Handle:= nil;
                end;
            end;

    TTF_Quit();
    SDL_GL_DeleteContext(SDLGLcontext);
    SDL_DestroyWindow(SDLwindow);
    SDL_Quit();
end;
end.