Engine:
* Changed Tint() to use the 4 byte version all the time instead of the longword pointer due to pixel format issues
* Added a "laser dot" to laser sight
--- a/hedgewars/GearDrawing.inc Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/GearDrawing.inc Sat May 01 20:02:20 2010 +0000
@@ -4,7 +4,6 @@
hx, hy, cx, cy, tx, ty, sx, sy, m: LongInt; // hedgehog, crosshair, temp, sprite, direction
lx, ly, dx, dy, ax, ay, aAngle, dAngle, hAngle: real; // laser, change
defaultPos, HatVisible: boolean;
- VertexBuffer: array [0..1] of TVertex2f;
HH: PHedgehog;
begin
HH:= PHedgehog(Gear^.Hedgehog);
@@ -30,9 +29,9 @@
if HH^.Effects[hePoisoned] then
begin
- Tint($4040FF00);
+ Tint($40, $FF, $00, $40);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 2, 0, 0, sx, sy, 0, 1, 22, 22, (RealTicks shr 36) mod 360);
- Tint($FFFFFFFF)
+ Tint($FF, $FF, $FF, $FF)
end;
if ((Gear^.State and gstWinner) <> 0) and
@@ -110,23 +109,22 @@
//if (abs(lx-tx)>8) or (abs(ly-ty)>8) then
begin
+ glEnable(GL_LINE_SMOOTH);
glDisable(GL_TEXTURE_2D);
- glEnable(GL_LINE_SMOOTH);
-
glLineWidth(1.0);
-
- Tint($C0FF0000);
- VertexBuffer[0].X:= hx + WorldDx;
- VertexBuffer[0].Y:= hy + WorldDy;
- VertexBuffer[1].X:= tx + WorldDx;
- VertexBuffer[1].Y:= ty + WorldDy;
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
- Tint($FFFFFFFF);
+ Tint($FF, $00, $00, $C0);
+ glBegin(GL_LINES);
+ glVertex3f(hx + WorldDx, hy + WorldDy, 0);
+ glVertex3f(tx + WorldDx, ty + WorldDy, 0);
+ glEnd();
+ glLineWidth(5.0);
+ glBegin(GL_LINES);
+ glVertex3f(tx + WorldDx - 0.5, ty + WorldDy, 0);
+ glVertex3f(tx + WorldDx + 0.5, ty + WorldDy, 0);
+ glEnd();
+ Tint($FF, $FF, $FF, $FF);
+ glDisable(GL_LINE_SMOOTH);
glEnable(GL_TEXTURE_2D);
- glDisable(GL_LINE_SMOOTH);
end;
end;
// draw crosshair
@@ -524,7 +522,7 @@
begin
t:= hwRound(Gear^.Y) - cHHRadius - 12 + WorldDy;
if (cTagsMask and htTransparent) <> 0 then
- Tint($80FFFFFF);
+ Tint($FF, $FF, $FF, $80);
if ((cTagsMask and htHealth) <> 0) then
begin
dec(t, HealthTagTex^.h + 2);
@@ -541,7 +539,7 @@
DrawCentered(hwRound(Gear^.X) + WorldDx, t, Team^.NameTagTex)
end;
if (cTagsMask and htTransparent) <> 0 then
- Tint($FFFFFFFF)
+ Tint($FF, $FF, $FF, $FF)
end;
if (Gear^.State and gstHHDriven) <> 0 then // Current hedgehog
begin
@@ -557,7 +555,7 @@
if HH^.Effects[hePoisoned] then
begin
- Tint($8040FF00);
+ Tint($40, $FF, $00, $80);
DrawRotatedTextureF(SpritesData[sprSmokeWhite].texture, 1.5, 0, 0, sx, sy, 0, 1, 22, 22, 360 - (RealTicks shr 37) mod 360);
end;
@@ -573,7 +571,7 @@
Tint($FF, $FF, $FF, max($40, floor($FF * abs(1 - (RealTicks mod 1500) / 750))));
DrawSprite(sprVampiric, sx - 24, sy - 24, 0);
end;
- Tint($FFFFFFFF)
+ Tint($FF, $FF, $FF, $FF)
end;
procedure DrawGears;
@@ -673,7 +671,7 @@
gtTarget: begin
Tint($FF, $FF, $FF, floor($FF * Gear^.Timer / 1000));
DrawSprite(sprTarget, hwRound(Gear^.X) - 16 + WorldDx, hwRound(Gear^.Y) - 16 + WorldDy, 0);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
gtMortar: DrawRotated(sprMortar, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, DxDy2Angle(Gear^.dY, Gear^.dX));
gtCake: if Gear^.Pos = 6 then
@@ -717,16 +715,16 @@
gtBigExplosion: begin
Tint($FF, $FF, $FF, floor($FF * (1 - power(Gear^.Timer / 250, 4))));
DrawRotatedTextureF(SpritesData[sprBigExplosion].Texture, 0.85 * (-power(2, -10 * Int(Gear^.Timer)/250) + 1) + 0.4, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 385, 385, Gear^.Angle);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
gtEgg: DrawRotatedTextureF(SpritesData[sprEgg].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 16, 16, Gear^.DirAngle);
gtPiano: begin
if (Gear^.State and gstDrowning) = 0 then
begin
- Tint($10FFFFFF);
+ Tint($FF, $FF, $FF, $10);
for i:= 8 downto 1 do
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy - hwRound(Gear^.dY * 4 * i), 0, 1, 128, 128, 0);
- Tint($FFFFFFFF)
+ Tint($FF, $FF, $FF, $FF)
end;
DrawRotatedTextureF(SpritesData[sprPiano].Texture, 1, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 128, 128, 0);
end;
--- a/hedgewars/uChat.pas Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/uChat.pas Sat May 01 20:02:20 2010 +0000
@@ -126,9 +126,9 @@
begin
r.w:= InputStr.Width;
DrawFillRect(r);
- Tint($80000000);
+ Tint($00, $00, $00, $80);
DrawTexture(9 - cScreenWidth div 2, visibleCount * 16 + 11, InputStr.Tex);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
DrawTexture(8 - cScreenWidth div 2, visibleCount * 16 + 10, InputStr.Tex);
end;
@@ -145,9 +145,9 @@
begin
r.w:= Strs[i].Width;
DrawFillRect(r);
- Tint($80000000);
+ Tint($00, $00, $00, $80);
DrawTexture(9 - cScreenWidth div 2, (visibleCount - t) * 16 - 5, Strs[i].Tex);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
DrawTexture(8 - cScreenWidth div 2, (visibleCount - t) * 16 - 6, Strs[i].Tex);
dec(r.y, 16);
--- a/hedgewars/uGears.pas Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/uGears.pas Sat May 01 20:02:20 2010 +0000
@@ -958,12 +958,12 @@
glLineWidth(4.0);
- Tint($FFC0C0C0);
+ Tint($C0, $C0, $C0, $FF);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @RopePoints.rounded[0]);
glDrawArrays(GL_LINE_STRIP, 0, RopePoints.Count + 2);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
glPopMatrix;
--- a/hedgewars/uStore.pas Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/uStore.pas Sat May 01 20:02:20 2010 +0000
@@ -76,7 +76,6 @@
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure Tint(r, g, b, a: Byte); inline;
-procedure Tint(c: Longword); inline;
implementation
uses uMisc, uConsole, uLand, uLocale, uWorld{$IFDEF IPHONEOS}, PascalExports{$ENDIF};
@@ -88,20 +87,6 @@
cGPUVendor: TGPUVendor;
lastTint: Longword;
-{$IFNDEF IPHONEOS}
-procedure Tint(r, g, b, a: Byte); inline;
-begin
-Tint((a shl 24) or (r shl 16) or (g shl 8) or b);
-end;
-
-procedure Tint(c: Longword); inline;
-begin
-if c = lastTint then
- exit;
-glColor4ubv(@c);
-lastTint:= c;
-end;
-{$ELSE}
procedure Tint(r, g, b, a: Byte); inline;
var nc: Longword;
begin
@@ -112,15 +97,6 @@
lastTint:= nc;
end;
-procedure Tint(c: Longword); inline;
-begin
-if c = lastTint then
- exit;
-Tint((c shr 16) and $FF, (c shr 8) and $FF, c and $FF, (c shr 24) and $FF);
-lastTint:= c;
-end;
-{$ENDIF}
-
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
@@ -799,7 +775,7 @@
begin
glDisable(GL_TEXTURE_2D);
-Tint($80000000);
+Tint($00, $00, $00, $80);
VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
@@ -815,7 +791,7 @@
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);
-Tint($FFFFFFFF);
+Tint($FF, $FF, $FF, $FF);
glEnable(GL_TEXTURE_2D)
end;
--- a/hedgewars/uVisualGears.pas Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/uVisualGears.pas Sat May 01 20:02:20 2010 +0000
@@ -760,7 +760,7 @@
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprFeather, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < 255 then
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
end;
Gear:= Gear^.NextGear
@@ -778,7 +778,7 @@
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawTextureF(ropeIconTex, Gear^.scale, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 32, 32);
DrawTextureF(SpritesData[sprAMAmmos].Texture, Gear^.scale * 0.90, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame - 1, 1, 32, 32);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
vgtHealth: begin
case Gear^.Frame div 10 of
@@ -786,21 +786,21 @@
1:Tint($FF, 0, 0, floor(Gear^.FrameTicks * $FF / 1000));
end;
DrawSprite(sprHealth, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, 0);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
vgtShell: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprShell, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < $FF then
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
vgtEgg: begin
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks);
DrawRotatedF(sprEgg, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, Gear^.Angle);
if Gear^.FrameTicks < $FF then
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
vgtSplash: DrawSprite(sprSplash, hwRound(Gear^.X) + WorldDx - 40, hwRound(Gear^.Y) + WorldDy - 58, 19 - (Gear^.FrameTicks div 37));
vgtDroplet: DrawSprite(sprDroplet, hwRound(Gear^.X) + WorldDx - 8, hwRound(Gear^.Y) + WorldDy - 8, Gear^.Frame);
@@ -808,14 +808,14 @@
if Gear^.FrameTicks < $FF then
Tint($FF, $FF, $FF, Gear^.FrameTicks div 2)
else
- Tint($80FFFFFF);
+ Tint($FF, $FF, $FF, $80);
DrawRotatedF(sprBeeTrace, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, Gear^.Frame, 1, (RealTicks shr 4) mod cMaxAngle);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
vgtSmokeRing: begin
Tint($FF, $FF, $FF, floor(Gear^.alpha * $FF));
DrawRotatedTextureF(SpritesData[sprSmokeRing].Texture, Gear^.scale, 0, 0, hwRound(Gear^.X) + WorldDx, hwRound(Gear^.Y) + WorldDy, 0, 1, 200, 200, Gear^.Angle);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
end;
end;
case Gear^.Kind of
--- a/hedgewars/uWorld.pas Sat May 01 19:40:45 2010 +0000
+++ b/hedgewars/uWorld.pas Sat May 01 20:02:20 2010 +0000
@@ -380,7 +380,7 @@
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
-Tint($FFFFFFFF);
+Tint($FF, $FF, $FF, $FF);
{for i:= -1 to cWaterSprCount do
DrawSprite(sprWater,
@@ -652,7 +652,7 @@
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
if highlight then
- Tint(Clan^.Color);
+ Tint(((Clan^.Color shr 16) and $FF), ((Clan^.Color shr 8) and $FF), (Clan^.Color and $FF), $FF);
// draw name
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex);
@@ -675,7 +675,7 @@
// this approach should be faster than drawing all borders one by one tinted or not
if highlight then
begin
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
// draw name
r.x:= 2;
@@ -845,7 +845,7 @@
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
- Tint($FFFFFFFF);
+ Tint($FF, $FF, $FF, $FF);
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
end
end;