hedgewars/uWorld.pas
author sheepluva
Sun, 06 Jul 2014 12:19:24 +0200
changeset 10359 744f1151c707
parent 10358 d22515d9624d
child 10360 c243b6a8ad9a
permissions -rw-r--r--
one finger ought to be enough for everybody
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure ResetWorldTex;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure InitTouchInterface;
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procedure SetUtilityWidgetState(ammoType: TAmmoType);
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procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore
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    , uMisc
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    , uIO
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    , uLocale
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    , uSound
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    , uAmmos
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    , uVisualGears
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    , uChat
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    , uLandTexture
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    , GLunit
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    , uVariables
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    , uUtils
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    , uTextures
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    , uRender
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    , uCaptions
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    , uCursor
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    , uCommands
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    , uTeams
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{$IFDEF USE_VIDEO_RECORDING}
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    , uVideoRec
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{$ENDIF}
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    ;
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var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
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    AMAnimStartTime, AMState : LongInt;
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    AMAnimState: Single;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    prevPoint{, prevTargetPoint}: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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    isFirstFrame: boolean;
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    AMAnimType: LongInt;
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    recTexture: PTexture;
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    AmmoMenuTex     : PTexture;
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    HorizontOffset: LongInt;
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    cOffsetY: LongInt;
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    WorldEnd, WorldFade : array[0..3] of HwColor4f;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_MidDistance   = 0.0175;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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      AMAnimDuration = 200;
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      AMHidden    = 0;//AMState values
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      AMShowingUp = 1;
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      AMShowing   = 2;
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      AMHiding    = 3;
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      AMTypeMaskX     = $00000001;
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      AMTypeMaskY     = $00000002;
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      AMTypeMaskAlpha = $00000004;
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      //AMTypeMaskSlide = $00000008;
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{$IFDEF MOBILE}
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      AMSlotSize = 48;
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{$ELSE}
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      AMSlotSize = 32;
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{$ENDIF}
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      AMSlotPadding = (AMSlotSize - 32) shr 1;
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      cSendCursorPosTime = 50;
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      cCursorEdgesDist   = 100;
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// helper functions to create the goal/game mode string
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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var t: ansistring;
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begin
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{$IFNDEF PAS2C}
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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{$ENDIF}
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    AddGoal:= s;
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end;
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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begin
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{$IFNDEF PAS2C}
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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{$ENDIF}
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    AddGoal:= s;
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end;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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    begin
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    for i:= 0 to ClansCount * 4 do
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        begin
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        t:= GetRandom(ClansCount);
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        if t <> 0 then
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            begin
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            cp:= ClansArray[0];
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            ClansArray[0]:= ClansArray[t];
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            ClansArray[t]:= cp;
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            ClansArray[t]^.ClanIndex:= t;
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            ClansArray[0]^.ClanIndex:= 0;
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            if (LocalClan = t) then
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                LocalClan:= 0
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            else if (LocalClan = 0) then
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                LocalClan:= t
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            end;
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        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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   168
    end;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
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   169
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
2863
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
6580
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   174
if LuaGoals <> '' then
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    g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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d2a2f6c9b236 some final work and buggfix for Tag Team, it is now playable
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
ca33a3737064 Add some more game goals. Sorry translators.
nemo
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   191
g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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nemo
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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nemo
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   194
g:= AddGoal(g, gfResetWeps, gidResetWeps);
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nemo
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   195
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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   196
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// modified damage modificator?
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   198
if cDamagePercent <> 100 then
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   199
    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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// fade in
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ScreenFade:= sfFromBlack;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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// modified mine timers?
4482
34393349f96e Restore millisecond precision for mines time
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   207
if cMinesTime <> 3000 then
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   208
    begin
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    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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        g:= AddGoal(g, gfAny, gidNoMineTimer)
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   211
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
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   212
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   213
    else
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        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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   215
    end;
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// if the string has been set, show it for (default timeframe) seconds
10120
b7f632c12784 Pas2C recognizes ansistrings
unc0rr
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   218
if length(g) > 0 then
10122
cefede760264 Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
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    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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cb6c33839d2a cleanup and lol
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//cWaveWidth:= SpritesData[sprWater].Width;
2268
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
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//cWaveHeight:= SpritesData[sprWater].Height;
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cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
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   224
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
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InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
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   226
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
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prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
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prevPoint.Y:= cScreenHeight div 2;
8773
7d3af949dd34 remove engine warnings
sheepluva
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//prevTargetPoint.X:= 0;
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sheepluva
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//prevTargetPoint.Y:= 0;
10332
194f003b41a4 fix camera now being centered on land when game starts
sheepluva
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   231
WorldDx:=  -(LAND_WIDTH div 2);// + cScreenWidth div 2;
6609
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
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   232
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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   233
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   234
//aligns it to the bottom of the screen, minus the border
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SkyOffset:= 0;
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HorizontOffset:= 0;
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   237
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InitTouchInterface();
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3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
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   240
end;
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   241
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   242
procedure InitCameraBorders;
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   243
begin
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   244
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   245
end;
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   246
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   247
procedure InitTouchInterface;
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   248
begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
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   249
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
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   250
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
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   251
//positioning of the buttons
9377
48ab6dea8d2f remove old and unused getScreenDPI code
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   252
buttonScale:= 1 / cDefaultZoomLevel;
6683
75a1d84ac606 small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
koda
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   253
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   254
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   255
with JumpWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   256
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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    show:= true;
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   258
    sprite:= sprJumpWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   259
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   260
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   261
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   262
    frame.y:= cScreenHeight - frame.h * 2;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   263
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   264
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   265
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   266
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   267
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
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   268
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   269
with AMWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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    begin
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   271
    show:= true;
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   272
    sprite:= sprAMWidget;
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   273
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   274
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   275
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
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   276
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
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   277
    active.x:= frame.x;
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   278
    active.y:= frame.y;
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   279
    active.w:= frame.w;
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    active.h:= frame.h;
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   281
    end;
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   282
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   283
with arrowLeft do
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   284
    begin
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   285
    show:= true;
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   286
    sprite:= sprArrowLeft;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   287
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   288
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   289
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   290
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   291
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   292
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   293
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   294
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   295
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   296
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   297
with arrowRight do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   298
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   299
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   300
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   301
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   302
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   303
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   304
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   305
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   306
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   307
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   308
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   309
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   310
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   311
with firebutton do
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   312
    begin
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   313
    show:= true;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   314
    sprite:= sprFireButton;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   315
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   316
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   317
    frame.x:= arrowRight.frame.x + arrowRight.frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   318
    frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   319
    active.x:= frame.x;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   320
    active.y:= frame.y;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   321
    active.w:= frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   322
    active.h:= frame.h;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   323
    end;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   324
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   325
with arrowUp do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   326
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   327
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   328
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   329
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   330
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   331
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   332
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   333
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   334
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   335
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   336
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   337
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   338
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   339
         target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   340
         target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   341
         source.x:= frame.x - Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   342
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   343
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   344
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   345
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   346
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   347
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   348
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   349
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   350
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   351
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   352
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   353
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   354
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   355
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   356
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   357
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   358
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   359
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   360
        target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   361
        target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   362
        source.x:= frame.x + Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   363
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   364
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   365
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   366
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   367
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   368
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   369
    show:= true;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   370
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   371
    frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   372
    frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   373
    frame.x:= cScreenWidth div 2 - frame.w;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   374
    frame.y:= 0;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   375
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   376
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   377
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   378
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   379
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   380
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   381
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   382
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   383
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   384
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   385
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   386
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   387
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   388
    frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   389
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   390
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   391
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   392
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   393
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   394
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   395
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   396
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   397
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   398
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   399
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   400
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   401
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   402
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   403
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   404
// for uStore texture resetting
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   405
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   406
begin
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   407
    FreeTexture(fpsTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   408
    fpsTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   409
    FreeTexture(timeTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   410
    timeTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   411
    FreeTexture(missionTex);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   412
    missionTex:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   413
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   414
    recTexture:= nil;
9983
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   415
    FreeTexture(AmmoMenuTex);
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   416
    AmmoMenuInvalidated:= true;
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   417
    AmmoMenuTex:= nil;
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   418
end;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   419
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   420
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   421
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   422
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   423
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   424
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   425
    AMRect: TSDL_Rect;
7049
35d762458d66 minor changes for warnings and a variables scope
koda
parents: 7028
diff changeset
   426
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   427
begin
10141
3be894730bd6 Fix build
unc0rr
parents: 10139
diff changeset
   428
    if cOnlyStats then exit(nil);
10139
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
   429
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   430
    SlotsNum:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   431
    for i:= 0 to cMaxSlotIndex do
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   432
        if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   433
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   434
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   435
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   436
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   437
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   438
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   439
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   440
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   441
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   442
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   443
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   444
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   445
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   446
{$ENDIF}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   447
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   448
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   449
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   450
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   451
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   452
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   453
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   454
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   455
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   456
    AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   457
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   458
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   459
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   460
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   461
    y:= AMRect.y;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   462
    for i:= 0 to cMaxSlotIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   463
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   464
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   465
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   466
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   467
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   468
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   469
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   470
{$IFDEF USE_AM_NUMCOLUMN}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   471
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   472
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   473
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   474
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   475
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   476
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   477
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   478
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   479
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   480
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   481
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   482
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   483
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   484
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   485
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   486
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   487
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   488
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   489
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   490
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   491
                    if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   492
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   493
                        DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding,
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   494
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   495
                        if STurns < 100 then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   496
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   497
                                x + AMSlotSize-16,
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   498
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   499
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   500
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   501
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   502
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   503
                                                               y + AMSlotPadding, AMFrame);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   504
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   505
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   506
        inc(y, AMSlotSize + 1); //the plus one is for the border
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   507
{$ELSE}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   508
        inc(x, AMSlotSize + 1);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   509
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   510
        end;
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   511
    end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   512
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   513
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   514
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   515
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   516
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   517
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   518
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   519
for i:= 1 to SlotsNumX -1 do
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   520
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   521
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   522
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   523
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   524
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   525
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   526
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   527
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   528
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   529
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   530
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   531
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   532
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   535
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   536
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   537
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   538
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   539
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   540
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   541
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   542
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   544
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
    Ammo: PHHAmmo;
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   546
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   547
begin
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   548
if TurnTimeLeft = 0 then bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   549
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   550
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   551
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   552
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   553
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   554
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   555
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   556
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   557
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   558
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   559
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   560
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   561
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   562
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   563
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   564
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   565
//Init the menu
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   566
if(AmmoMenuInvalidated) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   567
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   568
    AmmoMenuInvalidated:= false;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   569
    FreeTexture(AmmoMenuTex);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   570
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   571
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   572
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   573
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   574
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   577
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   578
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   579
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   580
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   581
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   582
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   583
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   584
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   585
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   586
{$ENDIF}
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   587
    if AMState <> AMShowing then
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   588
        begin
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   589
        AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   590
        AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   591
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   592
        if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   593
        else AMShiftTargetX:= 0;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   594
        if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight        - AmmoRect.y
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   595
        else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   596
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   597
        AMShiftX:= AMShiftTargetX;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   598
        AMShiftY:= AMShiftTargetY
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   599
        end
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   600
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   601
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   602
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   603
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   604
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   605
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   606
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   607
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   608
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   609
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   610
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   611
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   612
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   613
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   614
        AMShiftY:= 0;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   615
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   616
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   617
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   618
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   619
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   620
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   621
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   622
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   623
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   624
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   625
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   626
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   627
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   628
            AMShiftY:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   629
            CursorPoint.X:= AmmoRect.x + AmmoRect.w;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   630
            CursorPoint.Y:= AmmoRect.y;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   631
            AMState:= AMShowing;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   632
            end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   633
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   634
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   635
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   636
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   637
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   638
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   639
        AMShiftY:= AMShiftTargetY;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   640
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   641
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   642
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   643
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   644
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   645
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   646
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   647
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   648
                Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   649
            end
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   650
         else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   651
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   652
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   653
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   654
            prevPoint:= CursorPoint;
8773
7d3af949dd34 remove engine warnings
sheepluva
parents: 8675
diff changeset
   655
            //prevTargetPoint:= TargetCursorPoint;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   656
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   657
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   658
    end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   659
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   660
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   661
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   662
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
   663
    untint;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   664
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   665
Pos:= -1;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   666
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   667
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   668
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   669
    for i:= 0 to cMaxSlotIndex do
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   670
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   671
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   672
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   673
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   674
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   675
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   676
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   677
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   678
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   679
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   680
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   681
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
   682
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   683
                       (CursorPoint.X >  AmmoRect.x                   + ( c    * (AMSlotSize+1))) and
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   684
                       (CursorPoint.X <= AmmoRect.x                   + ((c+1) * (AMSlotSize+1))) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   685
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   686
                        Slot:= i;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   687
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   688
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   689
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   690
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   691
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   692
                                       AmmoRect.y + BORDERSIZE + (g  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   693
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   694
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   695
                   end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   696
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   697
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   698
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   699
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   700
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   701
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   702
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   703
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   704
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   705
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   706
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   707
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   708
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   709
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   710
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   711
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
7840
7d86dbcd6325 Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents: 7721
diff changeset
   712
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   713
                       (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   714
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   715
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   716
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   717
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   718
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   719
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   720
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   721
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   722
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   723
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   724
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   725
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   726
            end;
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   727
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   728
    if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   729
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   730
        if (AMShiftX = 0) and (AMShiftY = 0) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   731
        if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   732
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   733
            if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   734
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   735
                amSel:= Ammo^[Slot, Pos].AmmoType;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   736
                RenderWeaponTooltip(amSel)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   737
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   738
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   739
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   740
                        AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   741
                        Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   742
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   743
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   744
                            AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   745
                            CountTexz[Ammo^[Slot, Pos].Count]);
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   746
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   747
            if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   748
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   749
                bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   750
                SetWeapon(Ammo^[Slot, Pos].AmmoType);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   751
                bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   752
                FreeWeaponTooltip;
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   753
{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation
6941
228c0ab239f1 add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents: 6924
diff changeset
   754
                if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   755
                    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   756
                    if (not arrowUp.show) then
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   757
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   758
                        animateWidget(@arrowUp, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   759
                        animateWidget(@arrowDown, true, true);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   760
                        end;
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   761
                    end
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   762
                else
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   763
                    if arrowUp.show then
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   764
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   765
                        animateWidget(@arrowUp, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   766
                        animateWidget(@arrowDown, true, false);
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   767
                        end;
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
   768
                SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType);
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   769
{$ENDIF}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   770
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   771
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   772
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   773
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   774
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   775
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   776
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   777
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   778
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   779
        if (not isPhone()) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   780
            ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   781
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   782
        ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   783
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   784
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   785
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   786
{$IFNDEF USE_TOUCH_INTERFACE}
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   787
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   788
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   789
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   790
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   791
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   792
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   793
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   794
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   795
sw:= round(cScreenWidth / cScaleFactor);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   796
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   797
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   798
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   799
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   800
    i:= Shift mod w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   801
    if i > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   802
        dec(i, w);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   803
    dec(i, w * (sw div w + 1));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   804
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   805
    DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   806
    inc(i, w)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   807
    until i > sw
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   808
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   809
else if SpritesData[spr].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   810
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   811
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   812
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   813
    lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   814
    lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   815
    if SpritesData[sprR].Texture <> nil then
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   816
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   817
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   818
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   819
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   820
    dec(Shift, w div 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   821
    DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   822
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   823
    i:= Shift - lw;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   824
    while i >= -sw - lw do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   825
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   826
        DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   827
        dec(i, lw);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   828
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   829
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   830
    i:= Shift + w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   831
    if SpritesData[sprR].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   832
        while i <= sw do
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   833
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   834
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   835
            inc(i, rw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   836
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   837
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   838
        while i <= sw do
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   839
            begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   840
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   841
            inc(i, lw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   842
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   843
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   844
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   845
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   846
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   847
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   848
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   849
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   850
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   851
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   852
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   853
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   854
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   855
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   856
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   857
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   858
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   859
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   860
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   861
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   862
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   863
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   864
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   865
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   866
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   867
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   868
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   869
9670
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
   870
    if (not isPaused) and (not isAFK) and (GameType <> gmtRecord) then
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   871
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   872
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   873
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   874
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   875
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   876
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   877
        end
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
   878
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   879
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   880
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   881
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   882
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   883
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   884
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   885
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   886
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   887
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   888
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   889
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   890
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   891
        // detatch drawing from fbs
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   892
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   893
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   894
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   895
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   896
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   897
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   898
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   899
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   900
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   901
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   902
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   903
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   904
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   905
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   906
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   907
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   908
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   909
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   910
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   911
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   912
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   913
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   914
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   915
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   916
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   917
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   918
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   919
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   920
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   921
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   922
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   923
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   924
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   925
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   926
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   927
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   928
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   929
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   930
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   931
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   932
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   933
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   934
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   935
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   936
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   937
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   938
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   939
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   940
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   941
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   942
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   943
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   944
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   945
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   946
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   947
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   948
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   949
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   950
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   951
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   952
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   953
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   954
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   955
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   956
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   957
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   958
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   959
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   960
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   961
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   962
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   963
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   964
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   965
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   966
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   967
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   968
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   969
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   970
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   971
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   972
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   973
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   974
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   975
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   976
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   977
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   978
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   979
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   980
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   981
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   982
    rm:= rm; d:= d; // avoid hint
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
   983
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   984
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   985
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   986
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   987
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   988
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   989
    stereoDepth:= stereoDepth + d;
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
   990
    openglTranslProjMatrix(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   991
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   992
end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   993
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   994
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   995
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   996
    rm:= rm; // avoid hint
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
   997
{$IFDEF USE_S3D_RENDERING}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   998
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   999
        exit;
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1000
    openglTranslProjMatrix(-stereoDepth, 0, 0);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1001
    cStereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1002
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1003
end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1004
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1005
procedure RenderWorldEdge(Lag: Longword);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1006
var
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1007
    VertexBuffer: array [0..3] of TVertex2f;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1008
    c1, c2: LongWord; // couple of colours for edges
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1009
begin
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1010
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1011
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1012
(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type.  Prob also, say, trigger a border animation timer on an impact. *)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1013
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1014
    glDisable(GL_TEXTURE_2D);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1015
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1016
    if WorldEdge = weWrap then
10275
6c91047f59b6 RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents: 10265
diff changeset
  1017
        glColor4ub($00, $00, $00, $40)
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1018
    else
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1019
        begin
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1020
        glEnableClientState(GL_COLOR_ARRAY);
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1021
        glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1022
        end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1023
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1024
    glPushMatrix;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1025
    glTranslatef(WorldDx, WorldDy, 0);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1026
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1027
    VertexBuffer[0].X:= leftX-20;
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1028
    VertexBuffer[0].Y:= -3500;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1029
    VertexBuffer[1].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1030
    VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1031
    VertexBuffer[2].X:= leftX+30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1032
    VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1033
    VertexBuffer[3].X:= leftX+30;
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1034
    VertexBuffer[3].Y:= -3500;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1035
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1036
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1037
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1038
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1039
    VertexBuffer[0].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1040
    VertexBuffer[1].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1041
    VertexBuffer[2].X:= rightX-30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1042
    VertexBuffer[3].X:= rightX-30;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1043
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1044
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1045
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1046
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1047
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1048
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1049
    VertexBuffer[0].X:= -5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1050
    VertexBuffer[1].X:= -5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1051
    VertexBuffer[2].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1052
    VertexBuffer[3].X:= leftX-20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1053
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1054
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1055
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1056
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1057
    VertexBuffer[0].X:= rightX+5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1058
    VertexBuffer[1].X:= rightX+5000;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1059
    VertexBuffer[2].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1060
    VertexBuffer[3].X:= rightX+20;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1061
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1062
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1063
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1064
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1065
    glPopMatrix;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1066
    glDisableClientState(GL_COLOR_ARRAY);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1067
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1068
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1069
    glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1070
    glEnable(GL_TEXTURE_2D);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1071
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1072
    // I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1073
    if WorldEdge = weBounce then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1074
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1075
        // could maybe alternate order of these on a bounce, or maybe drop the outer ones.
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1076
        if LeftImpactTimer mod 2 = 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1077
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1078
            c1:= $5454FFFF; c2:= $FFFFFFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1079
            end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1080
        else begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1081
            c1:= $FFFFFFFF; c2:= $5454FFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1082
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1083
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0,   c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1084
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0,   c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1085
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0,   c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1086
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0,   c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1087
        if RightImpactTimer mod 2 = 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1088
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1089
            c1:= $5454FFFF; c2:= $FFFFFFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1090
            end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1091
        else begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1092
            c1:= $FFFFFFFF; c2:= $5454FFFF;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1093
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1094
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1095
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1096
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1097
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1098
        end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1099
    else if WorldEdge = weWrap then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1100
        begin
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1101
        {DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer));
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1102
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1103
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer));
10265
7e8d4cd76ce7 darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents: 10263
diff changeset
  1104
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);}
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1105
        end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1106
    else
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1107
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1108
        DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1109
        DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1110
        end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1111
    if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1112
    if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1113
    end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1114
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1115
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1116
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1117
procedure RenderTeamsHealth;
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1118
var t, i, h, smallScreenOffset, TeamHealthBarWidth : LongInt;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1119
    r: TSDL_Rect;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1120
    highlight: boolean;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1121
    htex: PTexture;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1122
begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1123
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1124
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1125
    SetScale(1.5);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1126
    smallScreenOffset:= cScreenHeight div 6;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1127
    if TeamsCount * 100 > Longword(cScreenHeight) then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1128
        Tint($FF,$FF,$FF,$80);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1129
    end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1130
else smallScreenOffset:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1131
for t:= 0 to Pred(TeamsCount) do
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1132
    with TeamsArray[t]^ do
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1133
      if TeamHealth > 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1134
        begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1135
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1136
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1137
        if highlight then
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1138
            begin
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1139
            Tint(Clan^.Color shl 8 or $FF);
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1140
            htex:= GenericHealthTexture
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1141
            end
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1142
        else
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1143
            htex:= Clan^.HealthTex;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1144
9791
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1145
        // draw owner
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1146
        if OwnerTex <> nil then
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1147
            DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex);
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1148
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1149
        // draw name
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1150
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1151
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1152
        // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1153
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1154
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1155
        TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth;
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1156
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1157
        // draw health bar
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1158
        r.x:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1159
        r.y:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1160
        r.w:= 2 + TeamHealthBarWidth;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1161
        r.h:= htex^.h;
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1162
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1163
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1164
        // draw health bars right border
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1165
        inc(r.x, cTeamHealthWidth + 2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1166
        r.w:= 3;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1167
        DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1168
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1169
        h:= 0;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1170
        if not hasGone then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1171
            for i:= 0 to cMaxHHIndex do
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1172
                begin
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1173
                inc(h, Hedgehogs[i].HealthBarHealth);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1174
                if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1175
                    DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1176
                end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1177
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1178
        // draw ai kill counter for gfAISurvival
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1179
        if (GameFlags and gfAISurvival) <> 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1180
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1181
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1182
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1183
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1184
        // if highlighted, draw flag and other contents again to keep their colors
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1185
        // this approach should be faster than drawing all borders one by one tinted or not
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1186
        if highlight then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1187
            begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1188
            if TeamsCount * 100 > Longword(cScreenHeight) then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1189
                Tint($FF,$FF,$FF,$80)
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1190
            else untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1191
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1192
            // draw name
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1193
            r.x:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1194
            r.y:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1195
            r.w:= NameTagTex^.w - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1196
            r.h:= NameTagTex^.h - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1197
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
10147
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1198
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1199
            if OwnerTex <> nil then
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1200
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1201
                r.w:= OwnerTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1202
                r.h:= OwnerTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1203
                DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex)
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1204
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1205
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1206
            if (GameFlags and gfAISurvival) <> 0 then
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1207
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1208
                r.w:= AIKillsTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1209
                r.h:= AIKillsTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1210
                DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex);
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1211
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1212
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1213
            // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1214
            r.w:= 22;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1215
            r.h:= 15;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1216
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
10317
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1217
            end
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1218
        // draw an arrow next to active team
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1219
        else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1220
            begin
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1221
            h:= -NameTagTex^.w - 24;
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1222
            if OwnerTex <> nil then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1223
                h:= h - OwnerTex^.w - 4;
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1224
            DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1225
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1226
        end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1227
if smallScreenOffset <> 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1228
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1229
    SetScale(cDefaultZoomLevel);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1230
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
  1231
        untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1232
    end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1233
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1234
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1235
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1236
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1237
var i, t: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1238
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1239
    tdx, tdy: Double;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1240
    s: shortstring;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1241
    offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1242
    VertexBuffer: array [0..3] of TVertex2f;
10359
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1243
    replicateToLeft, replicateToRight, tmp: boolean;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1244
begin
10358
sheepluva
parents: 10332
diff changeset
  1245
if WorldEdge <> weWrap then
sheepluva
parents: 10332
diff changeset
  1246
begin
sheepluva
parents: 10332
diff changeset
  1247
replicateToLeft := false;
sheepluva
parents: 10332
diff changeset
  1248
replicateToRight:= false;
sheepluva
parents: 10332
diff changeset
  1249
end
sheepluva
parents: 10332
diff changeset
  1250
else
sheepluva
parents: 10332
diff changeset
  1251
begin
sheepluva
parents: 10332
diff changeset
  1252
replicateToLeft := (leftX  + WorldDx > ViewLeftX);
sheepluva
parents: 10332
diff changeset
  1253
replicateToRight:= (rightX + WorldDx < ViewRightX);
sheepluva
parents: 10332
diff changeset
  1254
end;
sheepluva
parents: 10332
diff changeset
  1255
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1256
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1257
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1258
// note: offsetY is negative!
10319
240775460dc5 fix pas2c build
sheepluva
parents: 10318
diff changeset
  1259
offsetY:= 10 *  Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1260
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1261
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1262
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1263
        // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1264
        SkyOffset:= offsetY div 35 + cWaveHeight;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1265
        HorizontOffset:= SkyOffset;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1266
        if ScreenBottom > SkyOffset then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1267
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1268
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1269
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1270
        ChangeDepth(RM, cStereo_Sky);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1271
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1272
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1273
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1274
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1275
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1276
        if SuddenDeathDmg then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1277
            untint;
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1278
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1279
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1280
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1281
ChangeDepth(RM, -cStereo_MidDistance);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1282
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1283
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1284
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1285
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1286
        // Waves
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1287
        DrawWater(255, SkyOffset, 0);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1288
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1289
        DrawWaves( 1,  0 - WorldDx div 32, offsetY div 35, -49, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1290
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1291
        DrawWaves( -1,  25 + WorldDx div 25, offsetY div 38, -37, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1292
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1293
        DrawWaves( 1,  75 - WorldDx div 19, offsetY div 45, -23, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1294
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1295
        DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1296
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1297
else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1298
    DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1299
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1300
    changeDepth(RM, cStereo_Land);
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6296
diff changeset
  1301
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1302
    DrawLand(WorldDx, WorldDy);
10358
sheepluva
parents: 10332
diff changeset
  1303
sheepluva
parents: 10332
diff changeset
  1304
    if replicateToLeft then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1305
        DrawLand(WorldDx - playWidth, WorldDy);
10358
sheepluva
parents: 10332
diff changeset
  1306
sheepluva
parents: 10332
diff changeset
  1307
    if replicateToRight then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1308
        DrawLand(WorldDx + playWidth, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1309
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1310
    DrawWater(255, 0, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1311
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1312
(*
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1313
// Attack bar
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1314
    if CurrentTeam <> nil then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1315
        case AttackBar of
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1316
        //1: begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1317
        //r:= StuffPoz[sPowerBar];
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1318
        //{$WARNINGS OFF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1319
        //r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1320
        //{$WARNINGS ON}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1321
        //DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1322
        //end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1323
        2: with CurrentHedgehog^ do
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1324
                begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1325
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1326
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1327
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1328
                    DrawSprite(sprPower,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1329
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1330
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1331
                            i)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1332
                end
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1333
        end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1334
*)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1335
10359
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1336
tmp:= bShowFinger;
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1337
bShowFinger:= false;
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1338
10358
sheepluva
parents: 10332
diff changeset
  1339
if replicateToLeft then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1340
    begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1341
    // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1342
    i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1343
    WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1344
    DrawVisualGears(1);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1345
    DrawGears();
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1346
    DrawVisualGears(6);
10358
sheepluva
parents: 10332
diff changeset
  1347
    // reset to original value
sheepluva
parents: 10332
diff changeset
  1348
    WorldDx:= i;
sheepluva
parents: 10332
diff changeset
  1349
    end;
sheepluva
parents: 10332
diff changeset
  1350
sheepluva
parents: 10332
diff changeset
  1351
if replicateToRight then
sheepluva
parents: 10332
diff changeset
  1352
    begin
sheepluva
parents: 10332
diff changeset
  1353
    // remember original value
sheepluva
parents: 10332
diff changeset
  1354
    i:= WorldDx;
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1355
    WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1356
    DrawVisualGears(1);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1357
    DrawGears();
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1358
    DrawVisualGears(6);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1359
    // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1360
    WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1361
    end;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1362
10359
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1363
bShowFinger:= tmp;
744f1151c707 one finger ought to be enough for everybody
sheepluva
parents: 10358
diff changeset
  1364
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1365
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1366
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1367
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1368
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1369
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1370
if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1371
    DrawWater(SDWaterOpacity, 0, 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1372
else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1373
    DrawWater(WaterOpacity, 0, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
  1374
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1375
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1376
ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1377
DrawWaves( 1, 25 - WorldDx div 9, 0, 0, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1378
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1379
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1380
    begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1381
    //DrawWater(WaterOpacity, - offsetY div 40);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1382
    ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1383
    DrawWaves(-1, 50 + WorldDx div 6, - offsetY div 40, 23, 8);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1384
    if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1385
        DrawWater(SDWaterOpacity, - offsetY div 20, 23)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1386
    else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1387
        DrawWater(WaterOpacity, - offsetY div 20, 23);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1388
    ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1389
    DrawWaves( 1, 75 - WorldDx div 4, - offsetY div 20, 37, 2);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1390
        if SuddenDeathDmg then
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1391
            DrawWater(SDWaterOpacity, - offsetY div 10, 47)
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
  1392
        else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1393
            DrawWater(WaterOpacity, - offsetY div 10, 47);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1394
        ChangeDepth(RM, cStereo_Water_near);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1395
        DrawWaves( -1, 25 + WorldDx div 3, - offsetY div 10, 59, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1396
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1397
    else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1398
        DrawWaves(-1, 50, cWaveHeight div 2, cWaveHeight div 2, 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1399
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1400
// everything after this ChangeDepth will be drawn outside the screen
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1401
// note: negative parallax gears should last very little for a smooth stereo effect
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1402
    ChangeDepth(RM, cStereo_Outside);
10358
sheepluva
parents: 10332
diff changeset
  1403
sheepluva
parents: 10332
diff changeset
  1404
    if replicateToLeft then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1405
        begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1406
        // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1407
        i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1408
        WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1409
        DrawVisualGears(2);
10358
sheepluva
parents: 10332
diff changeset
  1410
        // reset to original value
sheepluva
parents: 10332
diff changeset
  1411
        WorldDx:= i;
sheepluva
parents: 10332
diff changeset
  1412
        end;
sheepluva
parents: 10332
diff changeset
  1413
sheepluva
parents: 10332
diff changeset
  1414
    if replicateToRight then
sheepluva
parents: 10332
diff changeset
  1415
        begin
sheepluva
parents: 10332
diff changeset
  1416
        // remember original value
sheepluva
parents: 10332
diff changeset
  1417
        i:= WorldDx;
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1418
        WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1419
        DrawVisualGears(2);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1420
        // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1421
        WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1422
        end;
10358
sheepluva
parents: 10332
diff changeset
  1423
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1424
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1425
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1426
// everything after this ResetDepth will be drawn at screen level (depth = 0)
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1427
// note: everything that needs to be readable should be on this level
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1428
    ResetDepth(RM);
10358
sheepluva
parents: 10332
diff changeset
  1429
sheepluva
parents: 10332
diff changeset
  1430
    if replicateToLeft then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1431
        begin
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1432
        // remember original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1433
        i:= WorldDx;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1434
        WorldDx:= i - playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1435
        DrawVisualGears(3);
10358
sheepluva
parents: 10332
diff changeset
  1436
        // reset to original value
sheepluva
parents: 10332
diff changeset
  1437
        WorldDx:= i;
sheepluva
parents: 10332
diff changeset
  1438
        end;
sheepluva
parents: 10332
diff changeset
  1439
sheepluva
parents: 10332
diff changeset
  1440
    if replicateToRight then
sheepluva
parents: 10332
diff changeset
  1441
        begin
sheepluva
parents: 10332
diff changeset
  1442
        // remember original value
sheepluva
parents: 10332
diff changeset
  1443
        i:= WorldDx;
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1444
        WorldDx:= i + playWidth;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1445
        DrawVisualGears(3);
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1446
        // reset to original value
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1447
        WorldDx:= i;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1448
        end;
10358
sheepluva
parents: 10332
diff changeset
  1449
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1450
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1451
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1452
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1453
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1454
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1455
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1456
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1457
        begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1458
        if CurAmmoType = amBee then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1459
            DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1460
        else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1461
            DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1462
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1463
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1464
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1465
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1466
RenderWorldEdge(Lag);
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1467
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1468
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1469
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1470
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1471
// Turn time
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1472
if UIDisplay <> uiNone then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1473
    begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1474
{$IFDEF USE_TOUCH_INTERFACE}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1475
    offsetX:= cScreenHeight - 13;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1476
{$ELSE}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1477
    offsetX:= 48;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1478
{$ENDIF}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1479
    offsetY:= cOffsetY;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1480
    if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1481
        begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1482
        if ReadyTimeLeft <> 0 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1483
            i:= Succ(Pred(ReadyTimeLeft) div 1000)
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1484
        else
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1485
            i:= Succ(Pred(TurnTimeLeft) div 1000);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1486
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1487
        if i>99 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1488
            t:= 112
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1489
        else if i>9 then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1490
            t:= 96
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1491
        else
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1492
            t:= 80;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1493
        DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1494
        while i > 0 do
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1495
            begin
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1496
            dec(t, 32);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1497
            DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1498
            i:= i div 10
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1499
            end;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1500
        DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1501
        end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1502
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1503
// Captions
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1504
    DrawCaptions
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1505
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1506
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
  1507
{$IFDEF USE_TOUCH_INTERFACE}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1508
// Draw buttons Related to the Touch interface
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1509
DrawScreenWidget(@arrowLeft);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1510
DrawScreenWidget(@arrowRight);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1511
DrawScreenWidget(@arrowUp);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1512
DrawScreenWidget(@arrowDown);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1513
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1514
DrawScreenWidget(@fireButton);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1515
DrawScreenWidget(@jumpWidget);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1516
DrawScreenWidget(@AMWidget);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1517
DrawScreenWidget(@pauseButton);
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
  1518
DrawScreenWidget(@utilityWidget);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1519
{$ENDIF}
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
  1520
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1521
if UIDisplay = uiAll then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1522
    RenderTeamsHealth;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1523
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1524
// Lag alert
7392
bc3306c59a08 Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents: 7386
diff changeset
  1525
if isInLag then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1526
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1527
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1528
// Wind bar
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1529
if UIDisplay <> uiNone then
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1530
    begin
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1531
{$IFDEF USE_TOUCH_INTERFACE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1532
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1533
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1534
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1535
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1536
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1537
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1538
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1539
    if WindBarWidth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1540
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1541
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1542
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1543
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1544
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1545
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1546
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1547
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1548
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1549
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1550
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1551
        begin
9693
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1552
        {$WARNINGS OFF}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1553
        r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1554
        {$WARNINGS ON}
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1555
        r.y:= 0;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1556
        r.w:= - WindBarWidth;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1557
        r.h:= 13;
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1558
        DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1559
        end
9e31e3bb4476 Delete now toggles hiding team area
nemo
parents: 9670
diff changeset
  1560
    end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1561
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1562
// AmmoMenu
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1563
if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1564
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1565
    if (AMState = AMHidden) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1566
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1567
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1568
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1569
    AMState:= AMShowingUp;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1570
    end;
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1571
if (not bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1572
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1573
    if (AMState = AMShowing) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1574
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1575
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1576
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1577
    AMState:= AMHiding;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1578
    end;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1579
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1580
if bShowAmmoMenu or (AMState = AMHiding) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1581
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1582
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1583
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1584
if isCursorVisible and bShowAmmoMenu then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1585
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1586
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1587
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1588
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1589
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1590
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1591
// various captions
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1592
if fastUntilLag then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1593
    DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1594
if isPaused then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1595
    DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
9670
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
  1596
if isAFK then
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
  1597
    DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1598
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1599
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1600
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1601
        dec(missionTimer, Lag);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1602
    if missionTimer < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1603
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1604
    if missionTex <> nil then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1605
        DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1606
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1607
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1608
// fps
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1609
{$IFDEF USE_TOUCH_INTERFACE}
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1610
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1611
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1612
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1613
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1614
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1615
if (RM = rmDefault) or (RM = rmRightEye) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1616
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1617
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1618
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1619
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1620
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1621
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1622
        begin
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1623
        i:= GameTicks div 1000;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1624
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1625
        s:= inttostr(t);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1626
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1627
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1628
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1629
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1630
        s:= inttostr(t) + ':' + s;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1631
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1632
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1633
        s:= inttostr(i div 60) + ':' + s;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1634
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1635
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1636
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1637
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1638
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1639
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1640
        SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1641
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1642
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1643
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1644
        DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1645
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1646
    if cShowFPS then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1647
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1648
        if CountTicks >= 1000 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1649
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1650
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1651
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1652
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1653
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1654
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1655
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1656
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1657
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1658
            SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1659
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1660
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1661
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1662
        end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1663
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1664
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1665
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1666
if GameState = gsConfirm then
8675
3fb25201d303 This has bothered me for the longest time. Move texture so it doesn't overlap. I'd initially had a test for isPaused, but jumping texture bothered me.
nemo
parents: 8471
diff changeset
  1667
    DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1668
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1669
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1670
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1671
    if (not isFirstFrame) then
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1672
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1673
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1674
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1675
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1676
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1677
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1678
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1679
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1680
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1681
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1682
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1683
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1684
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1685
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1686
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1687
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1688
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1689
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1690
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1691
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1692
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1693
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1694
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1695
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1696
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1697
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1698
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1699
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1700
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1701
        glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1702
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1703
        glEnable(GL_TEXTURE_2D);
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1704
        untint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1705
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1706
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1707
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1708
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1709
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1710
{$IFDEF USE_VIDEO_RECORDING}
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1711
// during video prerecording draw red blinking circle and text 'rec'
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1712
if flagPrerecording then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1713
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1714
    if recTexture = nil then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1715
        begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1716
        s:= 'rec';
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1717
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1718
        tmpSurface:= doSurfaceConversion(tmpSurface);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1719
        FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1720
        recTexture:= Surface2Tex(tmpSurface, false);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1721
        SDL_FreeSurface(tmpSurface)
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1722
        end;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1723
    DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1724
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1725
    // draw red circle
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1726
    glDisable(GL_TEXTURE_2D);
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1727
    Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1728
    glBegin(GL_POLYGON);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1729
    for i:= 0 to 20 do
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1730
        glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1731
    glEnd();
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1732
    untint;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1733
    glEnable(GL_TEXTURE_2D);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1734
    end;
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1735
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1736
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1737
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1738
7858
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1739
// Attack bar
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1740
    if CurrentTeam <> nil then
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1741
        case AttackBar of
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1742
(*        1: begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1743
        r:= StuffPoz[sPowerBar];
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1744
        {$WARNINGS OFF}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1745
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1746
        {$WARNINGS ON}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1747
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1748
        end;*)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1749
        2: with CurrentHedgehog^ do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1750
                begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1751
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1752
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1753
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1754
                    DrawSprite(sprPower,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1755
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1756
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1757
                            i)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1758
                end
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1759
        end;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1760
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1761
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1762
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1763
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1764
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1765
    if (not bShowAmmoMenu) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1766
        begin
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1767
        if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1768
        with CurrentHedgehog^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1769
            if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1770
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1771
            if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1772
                DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
6924
57b66ee3bff3 Get rid of overloaded functions in uAmmo
unc0rr
parents: 6918
diff changeset
  1773
            i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1774
            with Ammoz[CurAmmoType] do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1775
                if PosCount > 1 then
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10160
diff changeset
  1776
                    begin
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1777
                    if (CurAmmoType = amGirder) or (CurAmmoType = amTeleport) then
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1778
                        begin
10298
7d5d93f9a515 make using the teleporter a bit less challenging
sheepluva
parents: 10277
diff changeset
  1779
                    // pulsating transparency
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1780
                        if ((GameTicks div 16) mod $80) >= $40 then
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1781
                            Tint($FF, $FF, $FF, $C0 - (GameTicks div 16) mod $40)
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1782
                        else
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1783
                            Tint($FF, $FF, $FF, $80 + (GameTicks div 16) mod $40);
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1784
                        end;
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1785
                    DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
10298
7d5d93f9a515 make using the teleporter a bit less challenging
sheepluva
parents: 10277
diff changeset
  1786
                    Untint();
10251
a3b42e81803c collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents: 10160
diff changeset
  1787
                    end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1788
                end;
10300
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1789
        //DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8)
f70b2fb8acab make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents: 10298
diff changeset
  1790
        DrawTextureF(SpritesData[sprArrow].Texture, cDefaultZoomLevel / cScaleFactor, TargetCursorPoint.X + round(SpritesData[sprArrow].Width / cScaleFactor), cScreenHeight - TargetCursorPoint.Y + round(SpritesData[sprArrow].Height / cScaleFactor), (RealTicks shr 6) mod 8, 1, SpritesData[sprArrow].Width, SpritesData[sprArrow].Height);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1791
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1792
    end;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1793
10304
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1794
// debug stuff
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1795
if cViewLimitsDebug then
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1796
    begin
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1797
    r.x:= ViewLeftX;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1798
    r.y:= ViewTopY;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1799
    r.w:= ViewWidth;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1800
    r.h:= ViewHeight;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1801
    DrawRect(r, 255, 0, 0, 128, false);
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1802
    end;
7e40820b7ed6 fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents: 10300
diff changeset
  1803
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1804
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1805
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1806
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1807
var PrevSentPointTime: LongWord = 0;
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1808
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1809
procedure MoveCamera;
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1810
var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY, cameraJump: LongInt;
9755
6306b54dd8fc don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents: 9720
diff changeset
  1811
    inbtwnTrgtAttks: Boolean;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1812
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1813
{$IFNDEF MOBILE}
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1814
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) and cHasFocus and (GameState <> gsConfirm) then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1815
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1816
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1817
z:= round(200/zoom);
9755
6306b54dd8fc don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents: 9720
diff changeset
  1818
inbtwnTrgtAttks := (CurrentHedgehog <> nil) and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0) and ((GameFlags and gfInfAttack) <> 0);
9954
bf51bc7e2808 - Fix build via pas2c
unc0rr
parents: 9952
diff changeset
  1819
if autoCameraOn and (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and (not inbtwnTrgtAttks) then
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  1820
    if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1821
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1822
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1823
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1824
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1825
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1826
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1827
        begin
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1828
        if abs(prevPoint.X - WorldDx - hwRound(FollowGear^.X)) > rightX - leftX - 100 then
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1829
            begin
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1830
            if (prevPoint.X - WorldDx) * 2 < rightX + leftX then
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1831
                cameraJump:= rightX - leftX
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1832
                else
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1833
                cameraJump:= leftX - rightX;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1834
            WorldDx:= WorldDx - cameraJump;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1835
            end;
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1836
5852
nemo
parents: 5851
diff changeset
  1837
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
10160
4608f10ae65f - Make world wrap edges not depend on gear radius
unc0rr
parents: 10147
diff changeset
  1838
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1839
        if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10)  then
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1840
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1841
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1842
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1843
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1844
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1845
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1846
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1847
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1848
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1849
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1850
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1851
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
  1852
if (AMState = AMShowingUp) or (AMState = AMShowing) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1853
begin
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1854
{$IFDEF USE_LANDSCAPE_AMMOMENU}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1855
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1856
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1857
    amNumOffsetY:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1858
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1859
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1860
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1861
{$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1862
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1863
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1864
    amNumOffsetX:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1865
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1866
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1867
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1868
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1869
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1870
    if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1871
        CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1872
    if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1873
        CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1874
    if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1875
        CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1876
    if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1877
        CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1878
    prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1879
    //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1880
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1881
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1882
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1883
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1884
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1885
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1886
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1887
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1888
        PrevSentPointTime:= GameTicks
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1889
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1890
    EdgesDist:= cCursorEdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1891
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1892
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1893
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1894
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1895
// this generates the border around the screen that moves the camera when cursor is near it
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1896
if (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1897
   (not CurrentTeam^.ExtDriven and isCursorVisible) or ((FollowGear <> nil) and autoCameraOn) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1898
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1899
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1900
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1901
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1902
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1903
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1904
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1905
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1906
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1907
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1908
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1909
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1910
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1911
    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1912
    if CursorPoint.Y < shs then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1913
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1914
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1915
        CursorPoint.Y:= shs;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1916
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1917
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1918
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1919
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1920
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1921
           CursorPoint.Y:= cScreenHeight - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1922
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1923
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1924
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1925
    if cHasFocus then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1926
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1927
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1928
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1929
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1930
        CursorPoint.Y:= cScreenHeight div 2;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1931
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1932
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1933
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1934
prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1935
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1936
if WorldDy > LAND_HEIGHT + 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1937
    WorldDy:= LAND_HEIGHT + 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1938
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1939
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1940
if WorldDx < - LAND_WIDTH - 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1941
    WorldDx:= - LAND_WIDTH - 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1942
if WorldDx > 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1943
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1944
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1945
10122
cefede760264 Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
parents: 10120
diff changeset
  1946
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1947
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1948
begin
10139
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
  1949
if cOnlyStats then exit;
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
  1950
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1951
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1952
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1953
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1954
if time = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1955
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1956
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1957
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1958
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1959
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1960
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1961
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1962
    r.y:= icon * 32;
10124
aabd1b75d5a3 Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents: 10122
diff changeset
  1963
    missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, MissionIcons, @r)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1964
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1965
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1966
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1967
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1968
    r.y:= ((-icon - 1) mod 16) * 32;
10124
aabd1b75d5a3 Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents: 10122
diff changeset
  1969
    missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, SpritesData[sprAMAmmos].Surface, @r)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1970
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1971
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1972
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1973
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1974
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1975
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1976
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1977
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1978
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1979
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1980
if isCursorVisible then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1981
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1982
amount:= Max(1, round(amount*zoom/2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1983
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1984
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1985
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1986
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1987
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1988
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1989
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1990
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1991
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1992
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1993
    ParseCommand('quit', true);
7847
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1994
{$IFDEF MOBILE}
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1995
// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1996
exit;
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1997
{$ENDIF}
6862
87e060b69926 when focus is lost lower the volume to a minimum
koda
parents: 6806
diff changeset
  1998
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1999
{$IFDEF USE_VIDEO_RECORDING}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2000
// do not change volume during prerecording as it will affect sound in video file
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  2001
if (not flagPrerecording) then
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  2002
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2003
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  2004
    if (not cHasFocus) then DampenAudio()
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2005
    else UndampenAudio();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2006
    end;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2007
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2008
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2009
procedure SetUtilityWidgetState(ammoType: TAmmoType);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2010
begin
7086
e99944b25764 android typo/sabotage
Xeli
parents: 7069
diff changeset
  2011
{$IFDEF USE_TOUCH_INTERFACE}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2012
if(ammoType = amNothing)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2013
    ammoType:= CurrentHedgehog^.CurAmmoType;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2014
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2015
if(CurrentHedgehog <> nil)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2016
    if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2017
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2018
        utilityWidget.sprite:= sprTimerButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2019
        animateWidget(@utilityWidget, true, true);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2020
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2021
    else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2022
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2023
        utilityWidget.sprite:= sprTargetButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2024
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2025
        end
6962
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2026
    else if ammoType = amSwitch then
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2027
        begin
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2028
        utilityWidget.sprite:= sprTargetButton;
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2029
        animateWidget(@utilityWidget, true, true);
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  2030
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2031
    else if utilityWidget.show then
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2032
        animateWidget(@utilityWidget, true, false);
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2033
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  2034
ammoType:= ammoType; // avoid hint
6963
Xeli
parents: 6962
diff changeset
  2035
{$ENDIF}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2036
end;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  2037
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2038
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2039
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2040
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2041
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2042
    show:= showWidget;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2043
    if fade then fadeAnimStart:= RealTicks;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2044
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2045
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2046
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2047
        animate:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2048
        startTime:= RealTicks;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2049
        source.x:= source.x xor target.x; //swap source <-> target
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2050
        target.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2051
        source.x:= source.x xor target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2052
        source.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2053
        target.y:= source.y xor target.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2054
        source.y:= source.y xor target.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2055
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2056
    end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2057
end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2058
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2059
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2060
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2061
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2062
    fpsTexture:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2063
    recTexture:= nil;
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2064
    FollowGear:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2065
    WindBarWidth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2066
    bShowAmmoMenu:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2067
    bSelected:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2068
    bShowFinger:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2069
    Frames:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2070
    WorldDx:= -512;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2071
    WorldDy:= -256;
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  2072
    PrevSentPointTime:= 0;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  2073
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2074
    FPS:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2075
    CountTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2076
    SoundTimerTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2077
    prevPoint.X:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2078
    prevPoint.Y:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2079
    missionTimer:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2080
    missionTex:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2081
    cOffsetY:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2082
    stereoDepth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2083
    AMState:= AMHidden;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2084
    isFirstFrame:= true;
9557
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2085
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2086
    FillChar(WorldFade, sizeof(WorldFade), 0);
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2087
    WorldFade[0].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2088
    WorldFade[1].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2089
    FillChar(WorldEnd, sizeof(WorldEnd), 0);
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2090
    WorldEnd[0].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2091
    WorldEnd[1].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2092
    WorldEnd[2].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2093
    WorldEnd[3].a:= 255;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9485
diff changeset
  2094
9983
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
  2095
    AmmoMenuTex:= nil;
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
  2096
    AmmoMenuInvalidated:= true
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2097
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2098
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2099
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2100
begin
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  2101
    ResetWorldTex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2102
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2103
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2104
end.