Support OR operator in $IFDEF. Fixes pas2c builds.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
unit uStore;
interface
uses {$IFNDEF PAS2C} StrUtils, {$ENDIF}SysUtils, uConsts, SDLh, GLunit, uTypes, uLandTexture, uCaptions, uChat;
procedure initModule;
procedure freeModule;
procedure StoreLoad(reload: boolean);
procedure StoreRelease(reload: boolean);
procedure RenderHealth(var Hedgehog: THedgehog);
function makeHealthBarTexture(w, h, Color: Longword): PTexture;
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// loads an image from the games data files
function LoadDataImage(const path: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altPath as fallback-path if file not found/loadable in path
function LoadDataImageAltPath(const path, altPath: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altFile as fallback-filename if file cannot be loaded
function LoadDataImageAltFile(const path: TPathType; const filename, altFile: shortstring; imageFlags: LongInt): PSDL_Surface;
procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure MakeCrossHairs;
{$IFDEF USE_VIDEO_RECORDING}
procedure InitOffscreenOpenGL;
{$ENDIF}
{$IFDEF SDL2}
procedure WarpMouse(x, y: Word); inline;
{$ENDIF}
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
procedure SetSkyColor(r, g, b: real);
{$IFDEF GL2}
procedure UpdateModelviewProjection;
procedure EnableTexture(enable:Boolean);
{$ENDIF}
procedure SetTexCoordPointer(p: Pointer;n: Integer);
procedure SetVertexPointer(p: Pointer;n: Integer);
procedure SetColorPointer(p: Pointer;n: Integer);
procedure BeginWater;
procedure EndWater;
implementation
uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils,
uCommands, uPhysFSLayer, uDebug
{$IFDEF GL2}, uMatrix{$ENDIF}
{$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF}
{$IF NOT DEFINED(SDL2) AND DEFINED(USE_VIDEO_RECORDING)}, glut {$ENDIF};
var MaxTextureSize: LongInt;
{$IFDEF SDL2}
SDLwindow: PSDL_Window;
SDLGLcontext: PSDL_GLContext;
{$ELSE}
SDLPrimSurface: PSDL_Surface;
{$ENDIF}
squaresize : LongInt;
numsquares : LongInt;
ProgrTex: PTexture;
{$IFDEF GL2}
shaderMain: GLuint;
shaderWater: GLuint;
// attributes
{$ENDIF}
const
cHHFileName = 'Hedgehog';
cCHFileName = 'Crosshair';
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 $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, s, clr);
SDLTry(tmpsurf <> nil, true);
tmpsurf:= doSurfaceConversion(tmpsurf);
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 2;
WriteInRect:= finalRect
end;
procedure MakeCrossHairs;
var tmpsurf: PSDL_Surface;
begin
tmpsurf:= LoadDataImage(ptGraphics, cCHFileName, ifAlpha or ifCritical);
CrosshairTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
function makeHealthBarTexture(w, h, Color: Longword): PTexture;
var
rr: TSDL_Rect;
texsurf: PSDL_Surface;
begin
rr.x:= 0;
rr.y:= 0;
rr.w:= w;
rr.h:= h;
texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
DrawRoundRect(@rr, cWhiteColor, cNearBlackColor, texsurf, true);
rr.x:= 2;
rr.y:= 2;
rr.w:= w - 4;
rr.h:= h - 4;
DrawRoundRect(@rr, Color, Color, texsurf, false);
makeHealthBarTexture:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf);
end;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i, maxLevel: LongInt;
r: TSDL_Rect;
drY: LongInt;
texsurf, flagsurf, iconsurf: PSDL_Surface;
foundBot: boolean;
year, month, md : word;
begin
if cOnlyStats then exit;
r.x:= 0;
r.y:= 0;
drY:= - 4;
{$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);
TryDo(texsurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
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);
TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);
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;
// 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;
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 Hat <> 'NoHat' then
begin
if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
LoadHedgehogHat(Hedgehogs[i], 'Reserved/' + Copy(Hat,9,Length(Hat)-8))
else
LoadHedgehogHat(Hedgehogs[i], Hat);
end
end;
end;
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 ifTransparent);
GraveTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end
end;
procedure StoreLoad(reload: boolean);
var s: shortstring;
ii: TSprite;
fi: THWFont;
ai: TAmmoType;
tmpsurf: PSDL_Surface;
i, imflags: LongInt;
begin
AddFileLog('StoreLoad()');
if (not reload) and (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);
SDLTry(Handle <> nil, true);
TTF_SetFontStyle(Handle, style);
WriteLnToConsole(msgOK)
end;
if not cOnlyStats then
begin
MakeCrossHairs;
LoadGraves;
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
then
begin
if reload then
tmpsurf:= Surface
else
begin
imflags := (ifAlpha or ifTransparent);
// these sprites are optional
if not (ii in [sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR, sprChunk]) then // FIXME: hack
imflags := (imflags or ifCritical);
// load the image
tmpsurf := LoadDataImageAltPath(Path, AltPath, FileName, imflags)
end;
if tmpsurf <> nil then
begin
if getImageDimensions then
begin
imageWidth:= tmpsurf^.w;
imageHeight:= tmpsurf^.h
end;
if getDimensions then
begin
Width:= tmpsurf^.w;
Height:= tmpsurf^.h
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)
{$ENDIF}
end
end
else
Surface:= nil
end;
if not cOnlyStats then
begin
WriteNames(fnt16);
if not reload then
AddProgress;
tmpsurf:= LoadDataImage(ptGraphics, cHHFileName, ifAlpha or ifCritical or ifTransparent);
HHTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf);
InitHealth;
PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
AFKTexture:= RenderStringTex(trmsg[sidAFK], cYellowColor, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);
if not reload then
AddProgress;
// name of weapons in ammo menu
for ai:= Low(TAmmoType) to High(TAmmoType) do
with Ammoz[ai] do
begin
TryDo(length(trAmmo[NameId]) > 0,'No default text/translation found for ammo type #' + intToStr(ord(ai)) + '!',true);
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, PChar(trAmmo[NameId]), cWhiteColorChannels);
TryDo(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ai)) + ' failed!',true);
tmpsurf:= doSurfaceConversion(tmpsurf);
FreeTexture(NameTex);
NameTex:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
// number of weapons in ammo menu
for i:= Low(CountTexz) to High(CountTexz) do
begin
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), cWhiteColorChannels);
tmpsurf:= doSurfaceConversion(tmpsurf);
FreeTexture(CountTexz[i]);
CountTexz[i]:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf)
end;
if not reload then
AddProgress;
end;
IMG_Quit();
end;
{$IF DEFINED(USE_S3D_RENDERING) OR DEFINED(USE_VIDEO_RECORDING)}
procedure CreateFramebuffer(var frame, depth, tex: GLuint);
begin
glGenFramebuffersEXT(1, @frame);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);
glGenRenderbuffersEXT(1, @depth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
glGenTextures(1, @tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
end;
procedure DeleteFramebuffer(var frame, depth, tex: GLuint);
begin
glDeleteTextures(1, @tex);
glDeleteRenderbuffersEXT(1, @depth);
glDeleteFramebuffersEXT(1, @frame);
end;
{$ENDIF}
procedure StoreRelease(reload: boolean);
var ii: TSprite;
ai: TAmmoType;
i, t: LongInt;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeAndNilTexture(SpritesData[ii].Texture);
if (SpritesData[ii].Surface <> nil) and (not reload) then
begin
SDL_FreeSurface(SpritesData[ii].Surface);
SpritesData[ii].Surface:= nil
end
end;
SDL_FreeSurface(MissionIcons);
// free the textures declared in uVariables
FreeAndNilTexture(CrosshairTexture);
FreeAndNilTexture(WeaponTooltipTex);
FreeAndNilTexture(PauseTexture);
FreeAndNilTexture(AFKTexture);
FreeAndNilTexture(SyncTexture);
FreeAndNilTexture(ConfirmTexture);
FreeAndNilTexture(ropeIconTex);
FreeAndNilTexture(HHTexture);
FreeAndNilTexture(GenericHealthTexture);
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
FreeAndNilTexture(Ammoz[ai].NameTex);
// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
begin
FreeAndNilTexture(CountTexz[i]);
CountTexz[i]:= nil
end;
for t:= 0 to Pred(ClansCount) do
begin
if ClansArray[t] <> nil then
FreeAndNilTexture(ClansArray[t]^.HealthTex);
end;
// free all team and hedgehog textures
for t:= 0 to Pred(TeamsCount) do
begin
if TeamsArray[t] <> nil then
begin
FreeAndNilTexture(TeamsArray[t]^.NameTagTex);
FreeAndNilTexture(TeamsArray[t]^.GraveTex);
FreeAndNilTexture(TeamsArray[t]^.AIKillsTex);
FreeAndNilTexture(TeamsArray[t]^.FlagTex);
for i:= 0 to cMaxHHIndex do
begin
FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
end;
end;
end;
{$IFNDEF PAS2C}
{$IFDEF USE_VIDEO_RECORDING}
if defaultFrame <> 0 then
DeleteFramebuffer(defaultFrame, depthv, texv);
{$ENDIF}
{$IFDEF USE_S3D_RENDERING}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
begin
DeleteFramebuffer(framel, depthl, texl);
DeleteFramebuffer(framer, depthr, texr);
end
{$ENDIF}
{$ENDIF}
end;
procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
FreeTexture(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;
begin
LoadImage:= nil;
WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + '] ');
s:= filename + '.png';
tmpsurf:= IMG_Load_RW(rwopsOpenRead(s), true);
if tmpsurf = nil then
begin
OutError(msgFailed, false);
SDLTry(false, (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 ifTransparent) <> 0 then
TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
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);
var texsurf: PSDL_Surface;
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
begin
FreeTexture(HH.HatTex);
HH.HatTex:= nil
end;
texsurf:= LoadDataImage(ptHats, newHat, ifNone);
AddFileLog('Hat => '+newHat);
// only do something if the hat could be loaded
if texsurf <> nil then
begin
AddFileLog('Got Hat');
// assign new hat to hedgehog
HH.HatTex:= Surface2Tex(texsurf, true);
// cleanup: free temporary surface mem
SDL_FreeSurface(texsurf)
end;
end;
function glLoadExtension(extension : shortstring) : boolean;
begin
//TODO: pas2c does not handle {$IF (GLunit = gles11) OR DEFINED(PAS2C)}
{$IFNDEF PAS2C}
{$IF GLunit = gles11}
// FreePascal doesnt come with OpenGL ES 1.1 Extension headers
extension:= extension; // avoid hint
glLoadExtension:= false;
AddFileLog('OpenGL - "' + extension + '" skipped')
{$ELSE}
glLoadExtension:= glext_LoadExtension(extension);
if glLoadExtension then
AddFileLog('OpenGL - "' + extension + '" loaded')
else
AddFileLog('OpenGL - "' + extension + '" failed to load');
{$ENDIF}
{$ELSE} // pas2c part
glLoadExtension:= false;
{$ENDIF}
end;
procedure SetupOpenGLAttributes;
begin
{$IFDEF IPHONEOS}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}
{$IFNDEF SDL2} // vsync is default in SDL2
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // no alpha channel
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer should be 16
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // prefer hw rendering
end;
{$IFDEF GL2}
function CompileShader(shaderFile: string; shaderType: GLenum): GLuint;
var
shader: GLuint;
f: Textfile;
source, line: AnsiString;
sourceA: Pchar;
lengthA: GLint;
compileResult: GLint;
logLength: GLint;
log: PChar;
begin
Assign(f, PathPrefix + cPathz[ptShaders] + '/' + shaderFile);
filemode:= 0; // readonly
Reset(f);
if IOResult <> 0 then
begin
AddFileLog('Unable to load ' + shaderFile);
halt(-1);
end;
source:='';
while not eof(f) do
begin
ReadLn(f, line);
source:= source + line + #10;
end;
Close(f);
WriteLnToConsole('Compiling shader: ' + PathPrefix + cPathz[ptShaders] + '/' + shaderFile);
sourceA:=PChar(source);
lengthA:=Length(source);
shader:=glCreateShader(shaderType);
glShaderSource(shader, 1, @sourceA, @lengthA);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, @compileResult);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, @logLength);
if logLength > 1 then
begin
log := GetMem(logLength);
glGetShaderInfoLog(shader, logLength, nil, log);
WriteLnToConsole('========== Compiler log ==========');
WriteLnToConsole(shortstring(log));
WriteLnToConsole('===================================');
FreeMem(log, logLength);
end;
if compileResult <> GL_TRUE then
begin
WriteLnToConsole('Shader compilation failed, halting');
halt(-1);
end;
CompileShader:= shader;
end;
function CompileProgram(shaderName: string): GLuint;
var
program_: GLuint;
vs, fs: GLuint;
linkResult: GLint;
logLength: GLint;
log: PChar;
begin
program_:= glCreateProgram();
vs:= CompileShader(shaderName + '.vs', GL_VERTEX_SHADER);
fs:= CompileShader(shaderName + '.fs', GL_FRAGMENT_SHADER);
glAttachShader(program_, vs);
glAttachShader(program_, fs);
glBindAttribLocation(program_, aVertex, PChar('vertex'));
glBindAttribLocation(program_, aTexCoord, PChar('texcoord'));
glBindAttribLocation(program_, aColor, PChar('color'));
glLinkProgram(program_);
glDeleteShader(vs);
glDeleteShader(fs);
glGetProgramiv(program_, GL_LINK_STATUS, @linkResult);
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, @logLength);
if logLength > 1 then
begin
log := GetMem(logLength);
glGetProgramInfoLog(program_, logLength, nil, log);
WriteLnToConsole('========== Compiler log ==========');
WriteLnToConsole(shortstring(log));
WriteLnToConsole('===================================');
FreeMem(log, logLength);
end;
if linkResult <> GL_TRUE then
begin
WriteLnToConsole('Linking program failed, halting');
halt(-1);
end;
CompileProgram:= program_;
end;
{$ENDIF}
procedure SetupOpenGL;
var buf: array[byte] of char;
AuxBufNum: LongInt = 0;
tmpstr: ansistring;
tmpint: LongInt;
tmpn: LongInt;
begin
{$IFDEF SDL2}
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_GetCurrentVideoDriver()) + ')');
{$ELSE}
buf[0]:= char(0); // avoid compiler hint
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
{$ENDIF}
AuxBufNum:= AuxBufNum;
{$IFDEF MOBILE}
// TODO: this function creates an opengles1.1 context
// un-comment below and add proper logic to support opengles2.0
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
if SDLGLcontext = nil then
SDLGLcontext:= SDL_GL_CreateContext(SDLwindow);
SDLTry(SDLGLcontext <> nil, true);
SDL_GL_SetSwapInterval(1);
{$ENDIF}
// get the max (h and v) size for textures that the gpu can support
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
if MaxTextureSize <= 0 then
begin
MaxTextureSize:= 1024;
AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
end
else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
begin
cReducedQuality := cReducedQuality or rqNoBackground;
AddFileLog('Texture size too small for backgrounds, disabling.');
end;
// everyone loves debugging
// find out which gpu we are using (for extension compatibility maybe?)
AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
AddFileLog(' |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
AddFileLog(' |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
AddFileLog(' |----- Texture Size: ' + inttostr(MaxTextureSize));
{$IFDEF USE_VIDEO_RECORDING}
glGetIntegerv(GL_AUX_BUFFERS, @AuxBufNum);
AddFileLog(' |----- Number of auxiliary buffers: ' + inttostr(AuxBufNum));
{$ENDIF}
{$IFNDEF PAS2C}
AddFileLog(' \----- Extensions: ');
// fetch extentions and store them in string
tmpstr := StrPas(PChar(glGetString(GL_EXTENSIONS)));
tmpn := WordCount(tmpstr, [' ']);
tmpint := 1;
repeat
begin
// print up to 3 extentions per row
// ExtractWord will return empty string if index out of range
AddFileLog(TrimRight(
ExtractWord(tmpint, tmpstr, [' ']) + ' ' +
ExtractWord(tmpint+1, tmpstr, [' ']) + ' ' +
ExtractWord(tmpint+2, tmpstr, [' '])
));
tmpint := tmpint + 3;
end;
until (tmpint > tmpn);
{$ENDIF}
AddFileLog('');
defaultFrame:= 0;
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
begin
if glLoadExtension('GL_EXT_framebuffer_object') then
begin
CreateFramebuffer(defaultFrame, depthv, texv);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
AddFileLog('Using framebuffer for video recording.');
end
else if AuxBufNum > 0 then
begin
glDrawBuffer(GL_AUX0);
glReadBuffer(GL_AUX0);
AddFileLog('Using auxiliary buffer for video recording.');
end
else
begin
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
AddFileLog('Warning: off-screen rendering is not supported; using back buffer but it may not work.');
end;
end;
{$ENDIF}
{$IFDEF GL2}
{$IFDEF PAS2C}
err := glewInit();
if err <> GLEW_OK then
begin
WriteLnToConsole('Failed to initialize GLEW.');
halt;
end;
{$ENDIF}
{$IFNDEF PAS2C}
if not Load_GL_VERSION_2_0 then
halt;
{$ENDIF}
shaderWater:= CompileProgram('water');
glUseProgram(shaderWater);
glUniform1i(glGetUniformLocation(shaderWater, pchar('tex0')), 0);
uWaterMVPLocation:= glGetUniformLocation(shaderWater, pchar('mvp'));
shaderMain:= CompileProgram('default');
glUseProgram(shaderMain);
glUniform1i(glGetUniformLocation(shaderMain, pchar('tex0')), 0);
uMainMVPLocation:= glGetUniformLocation(shaderMain, pchar('mvp'));
uMainTintLocation:= glGetUniformLocation(shaderMain, pchar('tint'));
uCurrentMVPLocation:= uMainMVPLocation;
Tint(255, 255, 255, 255);
UpdateModelviewProjection;
{$ENDIF}
{$IFNDEF USE_S3D_RENDERING}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
begin
// prepare left and right frame buffers and associated textures
if glLoadExtension('GL_EXT_framebuffer_object') then
begin
CreateFramebuffer(framel, depthl, texl);
CreateFramebuffer(framer, depthr, texr);
// reset
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame)
end
else
cStereoMode:= smNone;
end;
{$ENDIF}
// set view port to whole window
glViewport(0, 0, cScreenWidth, cScreenHeight);
{$IFDEF GL2}
uMatrix.initModule;
hglMatrixMode(MATRIX_MODELVIEW);
// prepare default translation/scaling
hglLoadIdentity();
hglScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
hglTranslatef(0, -cScreenHeight / 2, 0);
EnableTexture(True);
glEnableVertexAttribArray(aVertex);
glEnableVertexAttribArray(aTexCoord);
glGenBuffers(1, @vBuffer);
glGenBuffers(1, @tBuffer);
glGenBuffers(1, @cBuffer);
{$ELSE}
glMatrixMode(GL_MODELVIEW);
// prepare default translation/scaling
glLoadIdentity();
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
// disable/lower perspective correction (will not need it anyway)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
// disable dithering
glDisable(GL_DITHER);
// enable common states by default as they save a lot
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{$ENDIF}
// enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// disable/lower perspective correction (will not need it anyway)
end;
{$IFDEF GL2}
procedure EnableTexture(enable:Boolean);
begin
if enable then
glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 1)
else
glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 0);
end;
{$ENDIF}
procedure SetTexCoordPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
glBindBuffer(GL_ARRAY_BUFFER, tBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
glEnableVertexAttribArray(aTexCoord);
glVertexAttribPointer(aTexCoord, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
{$ELSE}
n:= n;
glTexCoordPointer(2, GL_FLOAT, 0, p);
{$ENDIF}
end;
procedure SetVertexPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
glEnableVertexAttribArray(aVertex);
glVertexAttribPointer(aVertex, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
{$ELSE}
n:= n;
glVertexPointer(2, GL_FLOAT, 0, p);
{$ENDIF}
end;
procedure SetColorPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
glBindBuffer(GL_ARRAY_BUFFER, cBuffer);
glBufferData(GL_ARRAY_BUFFER, n * 4, p, GL_STATIC_DRAW);
glEnableVertexAttribArray(aColor);
glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, pointer(0));
{$ELSE}
n:= n;
glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
{$ENDIF}
end;
{$IFDEF GL2}
procedure UpdateModelviewProjection;
var
mvp: TMatrix4x4f;
begin
//MatrixMultiply(mvp, mProjection, mModelview);
{$HINTS OFF}
hglMVP(mvp);
{$HINTS ON}
glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]);
end;
{$ENDIF}
(*
procedure UpdateProjection;
var
s: GLfloat;
begin
s:=cScaleFactor;
mProjection[0,0]:= s/cScreenWidth; mProjection[0,1]:= 0.0; mProjection[0,2]:=0.0; mProjection[0,3]:= 0.0;
mProjection[1,0]:= 0.0; mProjection[1,1]:= -s/cScreenHeight; mProjection[1,2]:=0.0; mProjection[1,3]:= 0.0;
mProjection[2,0]:= 0.0; mProjection[2,1]:= 0.0; mProjection[2,2]:=1.0; mProjection[2,3]:= 0.0;
mProjection[3,0]:= cStereoDepth; mProjection[3,1]:= s/2; mProjection[3,2]:=0.0; mProjection[3,3]:= 1.0;
{$IFDEF GL2}
UpdateModelviewProjection;
{$ELSE}
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(@mProjection[0, 0]);
glMatrixMode(GL_MODELVIEW);
{$ENDIF}
end;
*)
procedure SetScale(f: GLfloat);
begin
// leave immediately if scale factor did not change
if f = cScaleFactor then
exit;
if f = cDefaultZoomLevel then
{$IFDEF GL2}
hglPopMatrix // "return" to default scaling
{$ELSE}
glPopMatrix
{$ENDIF}
else // other scaling
begin
{$IFDEF GL2}
hglPushMatrix; // save default scaling
hglLoadIdentity;
hglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
hglTranslatef(0, -cScreenHeight / 2, 0);
{$ELSE}
glPushMatrix; // save default scaling
glLoadIdentity;
glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
{$ENDIF}
end;
cScaleFactor:= f;
{$IFDEF GL2}
UpdateModelviewProjection;
{$ENDIF}
end;
procedure BeginWater;
begin
{$IFDEF GL2}
glUseProgram(shaderWater);
uCurrentMVPLocation:=uWaterMVPLocation;
UpdateModelviewProjection;
glDisableVertexAttribArray(aTexCoord);
glEnableVertexAttribArray(aColor);
{$ELSE}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
{$ENDIF}
end;
procedure EndWater;
begin
{$IFDEF GL2}
glUseProgram(shaderMain);
uCurrentMVPLocation:=uMainMVPLocation;
UpdateModelviewProjection;
glDisableVertexAttribArray(aColor);
glEnableVertexAttribArray(aTexCoord);
{$ELSE}
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{$ENDIF}
end;
////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
texsurf: PSDL_Surface;
begin
if cOnlyStats then exit;
if Step = 0 then
begin
WriteToConsole(msgLoading + 'progress sprite: ');
texsurf:= LoadDataImage(ptGraphics, 'Progress', ifCritical or ifTransparent);
ProgrTex:= Surface2Tex(texsurf, false);
squaresize:= texsurf^.w shr 1;
numsquares:= texsurf^.h div squaresize;
SDL_FreeSurface(texsurf);
{$IFNDEF PAS2C}
with mobileRecord do
if GameLoading <> nil then
GameLoading();
{$ENDIF}
end;
TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);
glClear(GL_COLOR_BUFFER_BIT);
if Step < numsquares then
r.x:= 0
else
r.x:= squaresize;
r.y:= (Step mod numsquares) * squaresize;
r.w:= squaresize;
r.h:= squaresize;
DrawTextureFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
SwapBuffers;
inc(Step);
end;
procedure FinishProgress;
begin
{$IFNDEF PAS2C}
with mobileRecord do
if GameLoaded <> nil then
GameLoaded();
{$ENDIF}
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex);
ProgrTex:= nil;
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);
TryDo(tmpsurf <> nil, 'RenderHelpWindow: fail to create surface', true);
// 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, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);
RenderHelpWindow:= Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;
procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
i: LongInt;
extra: ansistring;
extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
if (cReducedQuality and rqTooltipsOff) <> 0 then
begin
WeaponTooltipTex:= nil;
exit
end;
// free old texture
FreeWeaponTooltip;
// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;
// default (no extra text)
extra:= _S'';
extracolor:= 0;
if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
begin
extra:= trmsg[sidNotYetAvailable];
extracolor:= LongInt($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($ff70c770);
end
else
begin
extra:= _S'';
extracolor:= 0;
end;
// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(trammo[Ammoz[atype].NameId], trammoc[Ammoz[atype].NameId], trammod[Ammoz[atype].NameId], extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;
procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
DrawTexture(x, y, WeaponTooltipTex)
end;
procedure FreeWeaponTooltip;
begin
// free the existing texture (if there is any)
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;
{$IFDEF USE_VIDEO_RECORDING}
{$IFDEF SDL2}
procedure InitOffscreenOpenGL;
begin
// create hidden window
SDLwindow:= SDL_CreateWindow('hedgewars video rendering (SDL2 hidden window)',
SDL_WINDOWPOS_CENTERED_MASK, SDL_WINDOWPOS_CENTERED_MASK,
cScreenWidth, cScreenHeight,
SDL_WINDOW_HIDDEN or SDL_WINDOW_OPENGL);
SDLTry(SDLwindow <> nil, true);
SetupOpenGL();
end;
{$ELSE}
procedure InitOffscreenOpenGL;
var ArgCount: LongInt;
PrgName: pchar;
begin
ArgCount:= 1;
PrgName:= 'hwengine';
glutInit(@ArgCount, @PrgName);
glutInitWindowSize(cScreenWidth, cScreenHeight);
// we do not need a window, but without this call OpenGL will not initialize
glutCreateWindow('hedgewars video rendering (glut hidden window)');
glutHideWindow();
// we do not need to set this callback, but it is required for GLUT3 compat
glutDisplayFunc(@SwapBuffers);
SetupOpenGL();
end;
{$ENDIF} // SDL2
{$ENDIF} // USE_VIDEO_RECORDING
procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
reinit: boolean = false;
{$IFNDEF DARWIN}ico: PSDL_Surface;{$ENDIF}
{$IFDEF SDL2}x, y: LongInt;{$ENDIF}
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...');
{$IFDEF SDL2}
if SDLwindow = nil then
{$ELSE}
if SDLPrimSurface = nil then
{$ENDIF}
begin
// set window title
{$IFNDEF SDL2}
SDL_WM_SetCaption(_P'Hedgewars', nil);
{$ENDIF}
WriteToConsole('Init SDL_image... ');
SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
WriteLnToConsole(msgOK);
// load engine icon
{$IFNDEF DARWIN}
ico:= LoadDataImage(ptGraphics, 'hwengine', ifIgnoreCaps);
if ico <> nil then
begin
SDL_WM_SetIcon(ico, 0);
SDL_FreeSurface(ico)
end;
{$ENDIF}
end
else
begin
AmmoMenuInvalidated:= true;
{$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
{$ENDIF}
AddFileLog('Freeing old primary surface...');
{$IFNDEF SDL2}
SDL_FreeSurface(SDLPrimSurface);
SDLPrimSurface:= nil;
{$ENDIF}
{$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}
{$IFDEF SDL2}
// these values in x and y make the window appear in the center
x:= SDL_WINDOWPOS_CENTERED_MASK;
y:= SDL_WINDOWPOS_CENTERED_MASK;
// SDL_WINDOW_RESIZABLE makes the window resizable and
// respond to rotation events on mobile devices
flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE;
{$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;
{$ENDIF}
if cFullScreen then
flags:= flags or SDL_WINDOW_FULLSCREEN;
if SDLwindow = nil then
SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
SDLTry(SDLwindow <> nil, true);
{$ELSE}
flags:= SDL_OPENGL or SDL_RESIZABLE;
if cFullScreen then
flags:= flags or SDL_FULLSCREEN;
if not cOnlyStats then
begin
{$IFDEF WIN32}
s:= SDL_getenv('SDL_VIDEO_CENTERED');
SDL_putenv('SDL_VIDEO_CENTERED=1');
{$ENDIF}
SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, 0, flags);
SDLTry(SDLPrimSurface <> nil, true);
{$IFDEF WIN32}
SDL_putenv(str2pchar('SDL_VIDEO_CENTERED=' + s));
{$ENDIF}
end;
{$ENDIF}
SetupOpenGL();
if reinit then
begin
// clean the window from any previous content
glClear(GL_COLOR_BUFFER_BIT);
if SuddenDeathDmg then
SetSkyColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255)
else if ((cReducedQuality and rqNoBackground) = 0) then
SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255)
else
SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255);
// reload everything we had before
ReloadCaptions(false);
ReloadLines;
StoreLoad(true);
// redraw all land
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
end;
end;
{$IFDEF SDL2}
// 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;
{$ENDIF}
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
begin
if GameType = gmtRecord then
exit;
{$IFDEF SDL2}
SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
SDL_GL_SwapBuffers();
{$ENDIF}
end;
procedure SetSkyColor(r, g, b: real);
begin
glClearColor(r, g, b, 0.99)
end;
procedure initModule;
var ai: TAmmoType;
i: LongInt;
begin
RegisterVariable('fullscr', @chFullScr, true);
cScaleFactor:= 2.0;
Step:= 0;
ProgrTex:= nil;
SupportNPOTT:= false;
// init all ammo name texture pointers
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
Ammoz[ai].NameTex := nil;
end;
// init all count texture pointers
for i:= Low(CountTexz) to High(CountTexz) do
CountTexz[i] := nil;
{$IFDEF SDL2}
SDLwindow:= nil;
SDLGLcontext:= nil;
{$ELSE}
SDLPrimSurface:= nil;
{$ENDIF}
end;
procedure freeModule;
begin
{$IFDEF GL2}
glDeleteProgram(shaderMain);
glDeleteProgram(shaderWater);
glDeleteBuffers(1, @vBuffer);
glDeleteBuffers(1, @tBuffer);
glDeleteBuffers(1, @cBuffer);
{$ENDIF}
StoreRelease(false);
TTF_Quit();
{$IFDEF SDL2}
SDL_GL_DeleteContext(SDLGLcontext);
SDL_DestroyWindow(SDLwindow);
{$ENDIF}
SDL_Quit();
end;
end.