hedgewars/uRenderUtils.pas
author nemo
Sun, 21 Oct 2012 21:15:10 -0400
changeset 7784 cf6261f7fdb5
parent 7546 b50556f2a0e8
child 8026 4a4f21070479
child 9080 9b42757d7e71
permissions -rw-r--r--
Disable jiggling of cleavers 'cause it just looks odd. Adding a constraint based on proximity to portal is an option too, this was just easier.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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
 *)

{$INCLUDE "options.inc"}

unit uRenderUtils;

interface
uses SDLh, uTypes;

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);

procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);

procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt; frame: LongInt);
procedure DrawLine2Surf(dest: PSDL_Surface; x0,y0,x1,y1:LongInt; r,g,b: byte);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);

function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function  RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
function  RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;

implementation
uses uUtils, uVariables, uConsts, uTextures, SysUtils, uDebug;

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: ansistring): TSDL_Rect;
begin
    WriteInRoundRect:= WriteInRoundRect(Surface, X, Y, Color, Font, s, 0);
end;*)

function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring; maxLength: LongWord): TSDL_Rect;
var w, h: LongInt;
    tmpsurf: PSDL_Surface;
    clr: TSDL_Color;
    finalRect, textRect: TSDL_Rect;
begin
    TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), @w, @h);
    if (maxLength <> 0) and (w > maxLength) then w := maxLength;
    finalRect.x:= X;
    finalRect.y:= Y;
    finalRect.w:= w + cFontBorder * 2 + 4;
    finalRect.h:= h + cFontBorder * 2;
    textRect.x:= X;
    textRect.y:= Y;
    textRect.w:= w;
    textRect.h:= h;
    DrawRoundRect(@finalRect, cWhiteColor, cNearBlackColor, Surface, true);
    clr.r:= (Color shr 16) and $FF;
    clr.g:= (Color shr 8) and $FF;
    clr.b:= Color and $FF;
    tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
    finalRect.x:= X + cFontBorder + 2;
    finalRect.y:= Y + cFontBorder;
    SDLTry(tmpsurf <> nil, true);
    SDL_UpperBlit(tmpsurf, @textRect, Surface, @finalRect);
    SDL_FreeSurface(tmpsurf);
    finalRect.x:= X;
    finalRect.y:= Y;
    finalRect.w:= w + cFontBorder * 2 + 4;
    finalRect.h:= h + cFontBorder * 2;
    WriteInRoundRect:= finalRect;
end;

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
    tmpPixel: Longword;
    pixels: PLongWordArray;
begin
    TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
    pixels:= Surface^.pixels;
    if Vertical then
    for y := 0 to (Surface^.h div 2) - 1 do
        for x := 0 to Surface^.w - 1 do
            begin
            i:= y * Surface^.w + x;
            j:= (Surface^.h - y - 1) * Surface^.w + x;
            tmpPixel:= pixels^[i];
            pixels^[i]:= pixels^[j];
            pixels^[j]:= tmpPixel;
            end
    else
    for x := 0 to (Surface^.w div 2) - 1 do
        for y := 0 to Surface^.h -1 do
            begin
            i:= y*Surface^.w + x;
            j:= y*Surface^.w + (Surface^.w - x - 1);
            tmpPixel:= pixels^[i];
            pixels^[i]:= pixels^[j];
            pixels^[j]:= tmpPixel;
            end;
end;

procedure copyToXY(src, dest: PSDL_Surface; destX, destY: LongInt); inline;
begin
    copyToXYFromRect(src, dest, 0, 0, src^.w, src^.h, destX, destY);
end;

procedure copyToXYFromRect(src, dest: PSDL_Surface; srcX, srcY, srcW, srcH, destX, destY: LongInt);
var i, j, maxDest, maxSrc, iX, iY: LongInt;
    srcPixels, destPixels: PLongWordArray;
    r0, g0, b0, a0, r1, g1, b1, a1: Byte;
begin
    maxDest:= (dest^.pitch div 4) * dest^.h;
    maxSrc:= (src^.pitch div 4) * src^.h;
    srcPixels:= src^.pixels;
    destPixels:= dest^.pixels;

    for iX:= 0 to srcW - 1 do
    for iY:= 0 to srcH - 1 do
        begin
        i:= (destY + iY) * (dest^.pitch div 4) + (destX + iX);
        j:= (srcY  + iY) * (src^.pitch  div 4) + (srcX  + iX);
        if (i < maxDest) and (j < maxSrc) and (srcPixels^[j] and AMask <> 0) then
            begin
            SDL_GetRGBA(destPixels^[i], dest^.format, @r0, @g0, @b0, @a0);
            SDL_GetRGBA(srcPixels^[j], src^.format, @r1, @g1, @b1, @a1);
            r0:= (r0 * (255 - LongInt(a1)) + r1 * LongInt(a1)) div 255;
            g0:= (g0 * (255 - LongInt(a1)) + g1 * LongInt(a1)) div 255;
            b0:= (b0 * (255 - LongInt(a1)) + b1 * LongInt(a1)) div 255;
            a0:= (a0 * (255 - LongInt(a1)) + a1 * LongInt(a1)) div 255;
            destPixels^[i]:= SDL_MapRGBA(dest^.format, r0, g0, b0, a0);
            end;
        end;
end;

procedure DrawSprite2Surf(sprite: TSprite; dest: PSDL_Surface; x,y: LongInt); inline;
begin
    DrawSpriteFrame2Surf(sprite, dest, x, y, 0);
end;

procedure DrawSpriteFrame2Surf(sprite: TSprite; dest: PSDL_Surface; x,y,frame: LongInt);
var numFramesFirstCol, row, col: LongInt;
begin
    numFramesFirstCol:= SpritesData[sprite].imageHeight div SpritesData[sprite].Height;
    row:= Frame mod numFramesFirstCol;
    col:= Frame div numFramesFirstCol;
    
    copyToXYFromRect(SpritesData[sprite].Surface, dest, 
             col*SpritesData[sprite].Width, 
             row*SpritesData[sprite].Height, 
             SpritesData[sprite].Width, 
             spritesData[sprite].Height, 
             x,y);
end;

procedure DrawLine2Surf(dest: PSDL_Surface; x0, y0,x1,y1: LongInt; r,g,b: byte);
var
    dx,dy,err,e2,sx,sy: LongInt;
    yMax: LongInt;
    destPixels: PLongwordArray;
begin
    //max:= (dest^.pitch div 4) * dest^.h;
    yMax:= dest^.pitch div 4;
    destPixels:= dest^.pixels;

    dx:= abs(x1-x0);
    dy:= abs(y1-y0);
    if x0 < x1 then sx:= 1 else sx:= -1;
    if y0 < y1 then sy:= 1 else sy:= -1;
    err:= dx-dy; 

    while(true) do
        begin
        destPixels^[(y0 * yMax) + x0]:= SDL_MapRGB(dest^.format, r,g,b); //But will it blend? no

        if (x0 = x1) and (y0 = y1) then break;

        e2:= 2*err;
        if e2 > -dy then
            begin
            err:= err - dy;
            x0 := x0 + sx;
            end;

        if e2 < dx then
            begin
            err:= err + dx;
            y0:=y0+sy
            end;
        end; 
end;

procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
    srcPixels, destPixels: PLongWordArray;
begin
    TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
    TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);

    srcPixels:= src^.pixels;
    destPixels:= dest^.pixels;

    j:= 0;
    for x := 0 to src^.w - 1 do
        for y := 0 to src^.h - 1 do
            begin
            i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
            destPixels^[j]:= srcPixels^[i];
            inc(j)
            end;
end;

function RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
begin
    RenderStringTex:= RenderStringTexLim(s, Color, font, 0);
end;

function RenderStringTexLim(s: ansistring; Color: Longword; font: THWFont; maxLength: LongWord): PTexture;
var w, h: LongInt;
    finalSurface: PSDL_Surface;
begin
    if length(s) = 0 then s:= _S' ';
    font:= CheckCJKFont(s, font);
    w:= 0; h:= 0; // avoid compiler hints
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), @w, @h);
    if (maxLength <> 0) and (w > maxLength) then w := maxLength;

    finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + cFontBorder * 2 + 4, h + cFontBorder * 2,
            32, RMask, GMask, BMask, AMask);

    TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);

    WriteInRoundRect(finalSurface, 0, 0, Color, font, s, maxLength);

    TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

    RenderStringTexLim:= Surface2Tex(finalSurface, false);

    SDL_FreeSurface(finalSurface);
end;


function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
    finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
    rect: TSDL_Rect;
    chars: set of char = [#9,' ',';',':','?','!',','];
    substr: shortstring;
    edge, corner, tail: TSPrite;
begin
    case SpeechType of
        1: begin;
        edge:= sprSpeechEdge;
        corner:= sprSpeechCorner;
        tail:= sprSpeechTail;
        end;
        2: begin;
        edge:= sprThoughtEdge;
        corner:= sprThoughtCorner;
        tail:= sprThoughtTail;
        end;
        3: begin;
        edge:= sprShoutEdge;
        corner:= sprShoutCorner;
        tail:= sprShoutTail;
        end;
        end;
    edgeHeight:= SpritesData[edge].Height;
    edgeWidth:= SpritesData[edge].Width;
    cornerWidth:= SpritesData[corner].Width;
    cornerHeight:= SpritesData[corner].Height;
    // This one screws up WrapText
    //s:= 'This is the song that never ends.  ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
    // This one does not
    //s:= 'This is the song that never ends.  cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... ';

    numLines:= 0;

    if length(s) = 0 then
        s:= '...';
    font:= CheckCJKFont(s, font);
    w:= 0; h:= 0; // avoid compiler hints
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), @w, @h);
    if w<8 then
        w:= 8;
    j:= 0;
    if (length(s) > 20) then
        begin
        w:= 0;
        i:= round(Sqrt(length(s)) * 2);
        s:= WrapText(s, #1, chars, i);
        pos:= 1; prevpos:= 0; line:= 0;
    // Find the longest line for the purposes of centring the text.  Font dependant.
        while pos <= length(s) do
            begin
            if (s[pos] = #1) or (pos = length(s)) then
                begin
                inc(numlines);
                if s[pos] <> #1 then inc(pos);
                while s[prevpos+1] = ' ' do inc(prevpos);
                substr:= copy(s, prevpos+1, pos-prevpos-1);
                i:= 0; j:= 0;
                TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(substr), @i, @j);
                if i > w then
                    w:= i;
                prevpos:= pos;
                end;
            inc(pos);
            end;
        end
    else numLines := 1;

    textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
    textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;

    textHeight:=max(textHeight,edgeWidth);
    //textWidth:=max(textWidth,SpritesData[tail].Width);
    rect.x:= 0;
    rect.y:= 0;
    rect.w:= textWidth + (cornerWidth * 2);
    rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
    //s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);

    finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);

    TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);

    //////////////////////////////// CORNERS ///////////////////////////////
    copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW

    flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
    x:= 0;
    y:= textHeight + cornerHeight -1;
    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW

    flipSurface(SpritesData[corner].Surface, false);
    x:= rect.w-cornerWidth-1;
    y:= textHeight + cornerHeight -1;
    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE

    flipSurface(SpritesData[corner].Surface, true);
    x:= rect.w-cornerWidth-1;
    y:= 0;
    copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
    flipSurface(SpritesData[corner].Surface, false); // restore original position
    //////////////////////////////// END CORNERS ///////////////////////////////

    //////////////////////////////// EDGES //////////////////////////////////////
    x:= cornerWidth;
    y:= 0;
    while x < rect.w-cornerWidth-1 do
        begin
        copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
        inc(x,edgeWidth);
        end;
    flipSurface(SpritesData[edge].Surface, true);
    x:= cornerWidth;
    y:= textHeight + cornerHeight*2 - edgeHeight-1;
    while x < rect.w-cornerWidth-1 do
        begin
        copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
        inc(x,edgeWidth);
        end;
    flipSurface(SpritesData[edge].Surface, true); // restore original position

    rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
    x:= rect.w - edgeHeight - 1;
    y:= cornerHeight;
    //// initially was going to rotate in place, but the SDL spec claims width/height are read only
    copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
    while y < textHeight + cornerHeight do
        begin
        copyToXY(rotatedEdge, finalSurface, x, y);
        inc(y,edgeWidth);
        end;
    flipSurface(rotatedEdge, false); // restore original position
    x:= 0;
    y:= cornerHeight;
    while y < textHeight + cornerHeight do
        begin
        copyToXY(rotatedEdge, finalSurface, x, y);
        inc(y,edgeWidth);
        end;
    //////////////////////////////// END EDGES //////////////////////////////////////

    x:= cornerWidth;
    y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
    copyToXY(SpritesData[tail].Surface, finalSurface, x, y);

    rect.x:= edgeHeight;
    rect.y:= edgeHeight;
    rect.w:= rect.w - edgeHeight * 2;
    rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
    i:= rect.w;
    j:= rect.h;
    SDL_FillRect(finalSurface, @rect, cWhiteColor);

    pos:= 1; prevpos:= 0; line:= 0;
    while pos <= length(s) do
        begin
        if (s[pos] = #1) or (pos = length(s)) then
            begin
            if s[pos] <> #1 then
                inc(pos);
            while s[prevpos+1] = ' 'do
                inc(prevpos);
            substr:= copy(s, prevpos+1, pos-prevpos-1);
            if Length(substr) <> 0 then
                begin
                tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cNearBlackColorChannels);
                rect.x:= edgeHeight + 1 + ((i - w) div 2);
                // trying to more evenly position the text, vertically
                rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
                SDLTry(tmpsurf <> nil, true);
                SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
                SDL_FreeSurface(tmpsurf);
                inc(line);
                prevpos:= pos;
                end;
                end;
        inc(pos);
        end;

    RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);

    SDL_FreeSurface(rotatedEdge);
    SDL_FreeSurface(finalSurface);
end;

end.