hedgewars/uCaptions.pas
author koda
Fri, 18 Nov 2011 00:32:52 +0100
changeset 6394 f0a9042e7387
parent 6383 c34a8b98d78c
child 6415 af2047bb4f70
permissions -rw-r--r--
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.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uCaptions;
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interface
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uses uTypes;
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procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
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procedure DrawCaptions;
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procedure ReloadCaptions(unload: boolean);
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procedure initModule;
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procedure freeModule;
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implementation
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uses uTextures, uRenderUtils, uVariables, uRender;
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type TCaptionStr = record
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                   Tex: PTexture;
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                   EndTime: LongWord;
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                   Text: shortstring;
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                   Color: Longword
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                   end;
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var
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    Captions: array[TCapGroup] of TCaptionStr;
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procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
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begin
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    if Captions[Group].Text <> s then
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        begin
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        FreeTexture(Captions[Group].Tex);
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        Captions[Group].Tex:= nil
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        end;
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    if Captions[Group].Tex = nil then
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        begin
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        Captions[Group].Color:= Color;
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        Captions[Group].Text:= s;
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        Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
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        end;
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    case Group of
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        capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
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    else
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        Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
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    end;
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end;
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// For uStore texture recreation
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procedure ReloadCaptions(unload: boolean);
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var Group: TCapGroup;
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begin
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for Group:= Low(TCapGroup) to High(TCapGroup) do
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    if unload then FreeTexture(Captions[Group].Tex)
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    else if Captions[Group].Text <> '' then
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        Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
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end;
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procedure DrawCaptions;
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var
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    grp: TCapGroup;
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    offset: LongInt;
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begin
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{$IFDEF IPHONEOS}
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    offset:= 48;
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{$ELSE}
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    offset:= 8;
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{$ENDIF}
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    for grp:= Low(TCapGroup) to High(TCapGroup) do
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        with Captions[grp] do
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            if Tex <> nil then
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                begin
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                DrawCentered(0, offset, Tex);
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                inc(offset, Tex^.h + 2);
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                if EndTime <= RealTicks then
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                    begin
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                    FreeTexture(Tex);
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                    Tex:= nil;
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                    Text:= '';
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                    EndTime:= 0
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                    end;
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                end;
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end;
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procedure initModule;
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begin
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    FillChar(Captions, sizeof(Captions), 0)
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end;
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procedure freeModule;
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var group: TCapGroup;
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begin
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    for group:= Low(TCapGroup) to High(TCapGroup) do
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        begin
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        FreeTexture(Captions[group].Tex);
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        Captions[group].Tex:= nil
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        end
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end;
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end.