hedgewars/uCaptions.pas
author lovelacer
Tue, 17 Jan 2012 09:01:31 -0500
changeset 6580 6155187bf599
parent 6415 af2047bb4f70
child 6685 ef706fccfb0a
permissions -rw-r--r--
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent. Some switch statements (uVisualGears.pas) are not lined up on the : so the internal code blocks are not aligned (lined up on the start of the label instead). Some function contents are indented against begin/end of function, some are not, some function begin/end are themselves indented (adler32). Also inconsistency in things like assigning of variables (whitespace before :=) and use of brackets in tests. Probably needs further review for possible code errors.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uCaptions;
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interface
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uses uTypes;
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procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
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procedure DrawCaptions;
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procedure ReloadCaptions(unload: boolean);
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procedure initModule;
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procedure freeModule;
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implementation
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uses uTextures, uRenderUtils, uVariables, uRender;
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type TCaptionStr = record
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    Tex: PTexture;
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    EndTime: LongWord;
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    Text: shortstring;
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    Color: Longword
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    end;
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var
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    Captions: array[TCapGroup] of TCaptionStr;
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procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
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begin
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    if Captions[Group].Text <> s then
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        begin
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        FreeTexture(Captions[Group].Tex);
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        Captions[Group].Tex:= nil
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        end;
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    if Captions[Group].Tex = nil then
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        begin
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        Captions[Group].Color:= Color;
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        Captions[Group].Text:= s;
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        Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
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        end;
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    case Group of
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        capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
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    else
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        Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
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    end;
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end;
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// For uStore texture recreation
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procedure ReloadCaptions(unload: boolean);
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var Group: TCapGroup;
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begin
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for Group:= Low(TCapGroup) to High(TCapGroup) do
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    if unload then
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        FreeTexture(Captions[Group].Tex)
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    else if Captions[Group].Text <> '' then
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        Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
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end;
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procedure DrawCaptions;
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var
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    grp: TCapGroup;
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    offset: LongInt;
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begin
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{$IFDEF MOBILE}
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    offset:= 48;
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{$ELSE}
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    offset:= 8;
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{$ENDIF}
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    for grp:= Low(TCapGroup) to High(TCapGroup) do
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        with Captions[grp] do
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            if Tex <> nil then
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                begin
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                DrawCentered(0, offset, Tex);
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                inc(offset, Tex^.h + 2);
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                if EndTime <= RealTicks then
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                    begin
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                    FreeTexture(Tex);
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                    Tex:= nil;
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                    Text:= '';
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                    EndTime:= 0
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                    end;
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                end;
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end;
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procedure initModule;
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begin
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    FillChar(Captions, sizeof(Captions), 0)
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end;
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procedure freeModule;
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var group: TCapGroup;
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begin
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    for group:= Low(TCapGroup) to High(TCapGroup) do
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        begin
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        FreeTexture(Captions[group].Tex);
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        Captions[group].Tex:= nil
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        end
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end;
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end.