--- a/hedgewars/uWorld.pas Thu Nov 24 13:44:30 2011 +0100
+++ b/hedgewars/uWorld.pas Sun Oct 28 13:28:23 2012 +0100
@@ -1,6 +1,6 @@
(*
* Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
+ * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -21,45 +21,55 @@
unit uWorld;
interface
-uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes;
+uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
procedure initModule;
procedure freeModule;
procedure InitWorld;
+procedure ResetWorldTex;
+
procedure DrawWorld(Lag: LongInt);
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongInt);
procedure InitCameraBorders;
+procedure InitTouchInterface;
+procedure SetUtilityWidgetState(ammoType: TAmmoType);
+procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
procedure MoveCamera;
procedure onFocusStateChanged;
implementation
uses
- uStore,
- uMisc,
- uIO,
- uLocale,
- uSound,
- uAmmos,
- uVisualGears,
- uChat,
- uLandTexture,
- GLunit,
- uVariables,
- uUtils,
- uTextures,
- uRender,
- uCaptions,
- uCursor,
- uCommands,
- uMobile
+ uStore
+ , uMisc
+ , uIO
+ , uLocale
+ , uSound
+ , uAmmos
+ , uVisualGears
+ , uChat
+ , uLandTexture
+ , GLunit
+ , uVariables
+ , uUtils
+ , uTextures
+ , uRender
+ , uCaptions
+ , uCursor
+ , uCommands
+ , uMobile
+{$IFDEF USE_VIDEO_RECORDING}
+ , uVideoRec
+{$ENDIF}
;
var cWaveWidth, cWaveHeight: LongInt;
- AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
+ AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
+ AMAnimStartTime, AMState : LongInt;
+ AMAnimState: Single;
tmpSurface: PSDL_Surface;
fpsTexture: PTexture;
timeTexture: PTexture;
@@ -71,6 +81,9 @@
missionTex: PTexture;
missionTimer: LongInt;
stereoDepth: GLfloat;
+ isFirstFrame: boolean;
+ AMAnimType: LongInt;
+ recTexture: PTexture;
const cStereo_Sky = 0.0500;
cStereo_Horizon = 0.0250;
@@ -80,56 +93,59 @@
cStereo_Water_near = 0.0025;
cStereo_Outside = -0.0400;
+// helper functions to create the goal/game mode string
+function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
+var t: ansistring;
+begin
+ if (GameFlags and gf) <> 0 then
+ begin
+ t:= inttostr(i);
+ s:= s + FormatA(trgoal[si], t) + '|'
+ end;
+ AddGoal:= s;
+end;
+
+function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
+begin
+ if (GameFlags and gf) <> 0 then
+ s:= s + trgoal[si] + '|';
+ AddGoal:= s;
+end;
+
procedure InitWorld;
var i, t: LongInt;
cp: PClan;
g: ansistring;
-
- // helper functions to create the goal/game mode string
- function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
- var t: ansistring;
- begin
- if (GameFlags and gf) <> 0 then
- begin
- t:= inttostr(i);
- s:= s + format(trgoal[si], t) + '|'
- end;
- AddGoal:= s;
- end;
-
- function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
- begin
- if (GameFlags and gf) <> 0 then
- s:= s + trgoal[si] + '|';
- AddGoal:= s;
- end;
begin
missionTimer:= 0;
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit
- begin
- for i:= 0 to ClansCount * 4 do
- begin
- t:= GetRandom(ClansCount);
- if t <> 0 then
- begin
- cp:= ClansArray[0];
- ClansArray[0]:= ClansArray[t];
- ClansArray[t]:= cp;
- ClansArray[t]^.ClanIndex:= t;
- ClansArray[0]^.ClanIndex:= 0;
- if (LocalClan = t) then LocalClan:= 0
- else if (LocalClan = 0) then LocalClan:= t
- end;
- end;
- CurrentTeam:= ClansArray[0]^.Teams[0];
- end;
+ begin
+ for i:= 0 to ClansCount * 4 do
+ begin
+ t:= GetRandom(ClansCount);
+ if t <> 0 then
+ begin
+ cp:= ClansArray[0];
+ ClansArray[0]:= ClansArray[t];
+ ClansArray[t]:= cp;
+ ClansArray[t]^.ClanIndex:= t;
+ ClansArray[0]^.ClanIndex:= 0;
+ if (LocalClan = t) then
+ LocalClan:= 0
+ else if (LocalClan = 0) then
+ LocalClan:= t
+ end;
+ end;
+ CurrentTeam:= ClansArray[0]^.Teams[0];
+ end;
// if special game flags/settings are changed, add them to the game mode notice window and then show it
g:= ''; // no text/things to note yet
// add custom goals from lua script if there are any
-if LuaGoals <> '' then g:= LuaGoals + '|';
+if LuaGoals <> '' then
+ g:= LuaGoals + '|';
// check different game flags (goals/game modes first for now)
g:= AddGoal(g, gfKing, gidKing); // king?
@@ -172,7 +188,8 @@
end;
// if the string has been set, show it for (default timeframe) seconds
-if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
+if g <> '' then
+ ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
cWaveWidth:= SpritesData[sprWater].Width;
//cWaveHeight:= SpritesData[sprWater].Height;
@@ -182,29 +199,15 @@
uCursor.init();
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
-WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;
-WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
-AMSlotSize:= 33;
-{$IFDEF IPHONEOS}
-if isPhone() then
- begin
- AMxOffset:= -30 + cScreenHeight div 2;
- AMyOffset:= 10;
- end
-else
- begin
- AMxOffset:= AMSlotSize + cScreenHeight div 2;
- AMyOffset:= -10 + cScreenWidth div 3;
- end;
-AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
-{$ELSE}
-AMxOffset:= 10;
-AMyOffset:= 60;
-AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
-{$ENDIF}
-AMxShift:= AMWidth;
+WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2;
+WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
+
+//aligns it to the bottom of the screen, minus the border
SkyOffset:= 0;
HorizontOffset:= 0;
+
+InitTouchInterface();
+AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
end;
procedure InitCameraBorders;
@@ -212,173 +215,483 @@
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
end;
-procedure ShowAmmoMenu;
-const MENUSPEED = 15;
-const BORDERSIZE = 2;
-var x, y, i, t, g: LongInt;
- Slot, Pos, STurns: LongInt;
- Ammo: PHHAmmo;
+procedure InitTouchInterface;
begin
- if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
- ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
- bShowAmmoMenu:= false;
+{$IFDEF USE_TOUCH_INTERFACE}
+
+//positioning of the buttons
+buttonScale:= uMobile.getScreenDPI/cDefaultZoomLevel;
+
+
+with JumpWidget do
+ begin
+ show:= true;
+ sprite:= sprJumpWidget;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
+ frame.y:= cScreenHeight - frame.h * 2;
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
+
+with AMWidget do
+ begin
+ show:= true;
+ sprite:= sprAMWidget;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= (cScreenWidth shr 1) - frame.w * 2;
+ frame.y:= cScreenHeight - Round(frame.h * 1.2);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
+
+with arrowLeft do
+ begin
+ show:= true;
+ sprite:= sprArrowLeft;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
+ frame.y:= cScreenHeight - Round(frame.h * 1.5);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
- if bShowAmmoMenu then
- // show ammo menu
- begin
- FollowGear:= nil;
- if AMxShift = AMWidth then prevPoint.X:= 0;
- if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= 0
- else
- if AMxShift > MENUSPEED then dec(AMxShift, MENUSPEED)
- else AMxShift:= 0;
- end
- else
- // hide ammo menu
+with arrowRight do
+ begin
+ show:= true;
+ sprite:= sprArrowRight;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
+ frame.y:= cScreenHeight - Round(frame.h * 1.5);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
+
+with firebutton do
+ begin
+ show:= true;
+ sprite:= sprFireButton;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= arrowRight.frame.x + arrowRight.frame.w;
+ frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
+
+with arrowUp do
+ begin
+ show:= false;
+ sprite:= sprArrowUp;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= (cScreenWidth shr 1) - frame.w * 2;
+ frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ with moveAnim do
+ begin
+ target.x:= frame.x;
+ target.y:= frame.y;
+ source.x:= frame.x - Round(frame.w * 0.75);
+ source.y:= frame.y;
+ end;
+ end;
+
+with arrowDown do
+ begin
+ show:= false;
+ sprite:= sprArrowDown;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= (cScreenWidth shr 1) - frame.w * 2;
+ frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ with moveAnim do
begin
- if AMxShift = 0 then
- begin
- CursorPoint.X:= cScreenWidth shr 1;
- CursorPoint.Y:= cScreenHeight shr 1;
- prevPoint:= CursorPoint;
- end;
- if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= AMWidth+2
- else
- if AMxShift < (AMWidth - MENUSPEED) then inc(AMxShift, MENUSPEED)
- else AMxShift:= AMWidth;
+ target.x:= frame.x;
+ target.y:= frame.y;
+ source.x:= frame.x + Round(frame.w * 0.75);
+ source.y:= frame.y;
end;
+ end;
+
+with pauseButton do
+ begin
+ show:= true;
+ sprite:= sprPauseButton;
+ frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
+ frame.x:= cScreenWidth div 2 - frame.w;
+ frame.y:= 0;
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ end;
+
+with utilityWidget do
+ begin
+ show:= false;
+ sprite:= sprTimerButton;
+ frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
+ frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
+ frame.x:= arrowLeft.frame.x;
+ frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
+ active.x:= frame.x;
+ active.y:= frame.y;
+ active.w:= frame.w;
+ active.h:= frame.h;
+ with moveAnim do
+ begin
+ target.x:= frame.x;
+ target.y:= frame.y;
+ source.x:= frame.x;
+ source.y:= frame.y;
+ end;
+ end;
+{$ENDIF}
+end;
- // give the assigned ammo to hedgehog
- Ammo:= nil;
- if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and
- (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
- Ammo:= CurrentHedgehog^.Ammo
- else if (LocalAmmo <> -1) then
- Ammo:= GetAmmoByNum(LocalAmmo);
- Pos:= -1;
- if Ammo = nil then
- begin
- bShowAmmoMenu:= false;
- exit
- end;
+// for uStore texture resetting
+procedure ResetWorldTex;
+begin
+ FreeTexture(fpsTexture);
+ fpsTexture:= nil;
+ FreeTexture(timeTexture);
+ timeTexture:= nil;
+ FreeTexture(missionTex);
+ missionTex:= nil;
+ FreeTexture(recTexture);
+ recTexture:= nil;
+end;
+
+function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
+const BORDERSIZE = 2;
+var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
+ STurns: LongInt;
+ amSurface: PSDL_Surface;
+ AMRect: TSDL_Rect;
+{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
+begin
SlotsNum:= 0;
- x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
+ for i:= 0 to cMaxSlotIndex do
+ if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
+ inc(SlotsNum);
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ SlotsNumX:= SlotsNum;
+ SlotsNumY:= cMaxSlotAmmoIndex + 2;
+ {$IFDEF USE_AM_NUMCOLUMN}
+ inc(SlotsNumY);
+ {$ENDIF}
+{$ELSE}
+ SlotsNumX:= cMaxSlotAmmoIndex + 1;
+ SlotsNumY:= SlotsNum + 1;
+ {$IFDEF USE_AM_NUMCOLUMN}
+ inc(SlotsNumX);
+ {$ENDIF}
+{$ENDIF}
-{$IFDEF IPHONEOS}
- Slot:= cMaxSlotIndex;
- x:= x - cOffsetY;
- y:= AMyOffset;
- dec(y, BORDERSIZE);
- DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
- for i:= 0 to cMaxSlotAmmoIndex do
- DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
- DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
- inc(y, BORDERSIZE);
+ AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
+ AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
+ amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
+
+ AMRect.x:= BORDERSIZE;
+ AMRect.y:= BORDERSIZE;
+ AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
+ AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
+
+ SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
+
+ x:= AMRect.x;
+ y:= AMRect.y;
for i:= 0 to cMaxSlotIndex do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
- if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) then Slot:= i;
- inc(SlotsNum);
- DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
- t:= 0;
- g:= 0;
- while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ y:= AMRect.y;
+{$ELSE}
+ x:= AMRect.x;
+{$ENDIF}
+{$IFDEF USE_AM_NUMCOLUMN}
+ tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
+ copyToXY(tmpsurf, amSurface,
+ x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
+ y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
+
+ SDL_FreeSurface(tmpsurf);
+ {$IFDEF USE_LANDSCAPE_AMMOMENU}
+ y:= AMRect.y + AMSlotSize + 1;
+ {$ELSE}
+ x:= AMRect.x + AMSlotSize + 1;
+ {$ENDIF}
+{$ENDIF}
+
+
+ for t:=0 to cMaxSlotAmmoIndex do
begin
- DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
- if (Ammo^[i, t].AmmoType <> amNothing) then
+ if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
begin
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
-
- if STurns >= 0 then
+ AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
+ if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
begin
- DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
+ DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding,
+ y + AMSlotPadding, AMFrame);
+ if STurns < 100 then
+ DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
+ x + AMSlotSize-16,
+ y + AMSlotSize + 1 - 16, STurns);
end
- else
- DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if (Slot = i) and (CursorPoint.X >= x + g * AMSlotSize) and
- (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
+ else //draw colored version
begin
- if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
- Pos:= t;
+ DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
+ y + AMSlotPadding, AMFrame);
end;
- inc(g)
- end;
- inc(t)
- end;
- for g:= g to cMaxSlotAmmoIndex do
- DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
- DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
- inc(y, AMSlotSize);
- end;
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ inc(y, AMSlotSize + 1); //the plus one is for the border
+{$ELSE}
+ inc(x, AMSlotSize + 1);
+{$ENDIF}
+ end;
+ end;
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ inc(x, AMSlotSize + 1);
+{$ELSE}
+ inc(y, AMSlotSize + 1);
+{$ENDIF}
+ end;
+
+for i:= 1 to SlotsNumX -1 do
+DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);
+for i:= 1 to SlotsNumY -1 do
+DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
+
+//draw outer border
+DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0);
+DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1);
+DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2);
+DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
+
+for i:=0 to BORDERSIZE-1 do
+begin
+DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
+DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
+DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
+DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
+end;
+
+GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
+if amSurface <> nil then SDL_FreeSurface(amSurface);
+end;
- DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
- for i:= 0 to cMaxSlotAmmoIndex do
- DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
- DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
+procedure ShowAmmoMenu;
+const BORDERSIZE = 2;
+var Slot, Pos: LongInt;
+ Ammo: PHHAmmo;
+ c,i,g,t,STurns: LongInt;
+begin
+if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil)
+or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
+ bShowAmmoMenu:= false;
+
+// give the assigned ammo to hedgehog
+Ammo:= nil;
+if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
+and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
+ Ammo:= CurrentHedgehog^.Ammo
+else if (LocalAmmo <> -1) then
+ Ammo:= GetAmmoByNum(LocalAmmo);
+Pos:= -1;
+if Ammo = nil then
+ begin
+ bShowAmmoMenu:= false;
+ AMState:= AMHidden;
+ exit
+ end;
+
+//Init the menu
+if(AmmoMenuInvalidated) then
+ begin
+ AmmoMenuInvalidated:= false;
+ FreeTexture(AmmoMenuTex);
+ AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
+
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ if isPhone() then
+ begin
+ AmmoRect.x:= -(AmmoRect.w shr 1);
+ AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
+ end
+ else
+ begin
+ AmmoRect.x:= -(AmmoRect.w shr 1);
+ AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
+ end;
{$ELSE}
- Slot:= 0;
- y:= cScreenHeight - AMyOffset;
- DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
- for i:= 0 to cMaxSlotAmmoIndex + 1 do
- DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
- DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
- dec(y, AMSlotSize);
- DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
- for i:= 0 to cMaxSlotAmmoIndex do
- DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
- DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
- DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
+ AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
+ AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
+{$ENDIF}
+ AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
+ AMShiftTargetY:= cScreenHeight - AmmoRect.y;
+
+ if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
+ else AMShiftTargetX:= 0;
+ if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y
+ else AMShiftTargetY:= 0;
+
+ AMShiftX:= AMShiftTargetX;
+ AMShiftY:= AMShiftTargetY;
+end;
+
+AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
+
+if AMState = AMShowing then
+ begin
+ FollowGear:=nil;
+ end;
- for i:= cMaxSlotIndex downto 0 do
+if AMState = AMShowingUp then // show ammo menu
+ begin
+ if (cReducedQuality and rqSlowMenu) <> 0 then
+ begin
+ AMShiftX:= 0;
+ AMShiftY:= 0;
+ AMState:= AMShowing;
+ end
+ else
+ if AMAnimState < 1 then
+ begin
+ AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
+ AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
+ if (AMAnimType and AMTypeMaskAlpha) <> 0 then
+ Tint($FF, $ff, $ff, Round($ff * AMAnimState));
+ end
+ else
+ begin
+ AMShiftX:= 0;
+ AMShiftY:= 0;
+ CursorPoint.X:= AmmoRect.x + AmmoRect.w;
+ CursorPoint.Y:= AmmoRect.y;
+ AMState:= AMShowing;
+ end;
+ end;
+if AMState = AMHiding then // hide ammo menu
+ begin
+ if (cReducedQuality and rqSlowMenu) <> 0 then
+ begin
+ AMShiftX:= AMShiftTargetX;
+ AMShiftY:= AMShiftTargetY;
+ AMState:= AMHidden;
+ end
+ else
+ if AMAnimState < 1 then
+ begin
+ AMShiftX:= Round(AMShiftTargetX * AMAnimState);
+ AMShiftY:= Round(AMShiftTargetY * AMAnimState);
+ if (AMAnimType and AMTypeMaskAlpha) <> 0 then
+ Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
+ end
+ else
+ begin
+ AMShiftX:= AMShiftTargetX;
+ AMShiftY:= AMShiftTargetY;
+ prevPoint:= CursorPoint;
+ AMState:= AMHidden;
+ end;
+ end;
+
+DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
+
+if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then
+ Tint($FF, $ff, $ff, $ff);
+
+Pos:= -1;
+Slot:= -1;
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+c:= -1;
+ for i:= 0 to cMaxSlotIndex do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
- if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then Slot:= i;
- dec(y, AMSlotSize);
- inc(SlotsNum);
- DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
- DrawSprite(sprAMSlot, x, y, 1);
- DrawSprite(sprAMSlotKeys, x, y + 1, i);
- t:= 0;
+ inc(c);
+ {$IFDEF USE_AM_NUMCOLUMN}
g:= 1;
- while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
- begin
- DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
- if (Ammo^[i, t].AmmoType <> amNothing) then
+ {$ELSE}
+ g:= 0;
+ {$ENDIF}
+ for t:=0 to cMaxSlotAmmoIndex do
+ if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
begin
- STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
-
- if STurns >= 0 then
+ if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g * (AMSlotSize+1))) and
+ (CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
+ (CursorPoint.X > AmmoRect.x + ( c * (AMSlotSize+1))) and
+ (CursorPoint.X <= AmmoRect.x + ((c+1) * (AMSlotSize+1))) then
begin
- DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
- end else
- DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if (Slot = i) and (CursorPoint.X >= x + g * AMSlotSize) and
- (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
- begin
- if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
+ Slot:= i;
Pos:= t;
+ STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
+ if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
+ DrawSprite(sprAMSlot,
+ AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
+ AmmoRect.y + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding -1, 0);
end;
- inc(g)
- end;
- inc(t)
- end;
- for g:= g to cMaxSlotAmmoIndex + 1 do
- DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
- DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
+ inc(g);
+ end;
end;
-
- dec(y, BORDERSIZE);
- DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
- for i:= 0 to cMaxSlotAmmoIndex + 1 do
- DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
- DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
+{$ELSE}
+c:= -1;
+ for i:= 0 to cMaxSlotIndex do
+ if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
+ begin
+ inc(c);
+ {$IFDEF USE_AM_NUMCOLUMN}
+ g:= 1;
+ {$ELSE}
+ g:= 0;
+ {$ENDIF}
+ for t:=0 to cMaxSlotAmmoIndex do
+ if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
+ begin
+ if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c * (AMSlotSize+1))) and
+ (CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
+ (CursorPoint.X > AmmoRect.x + ( g * (AMSlotSize+1))) and
+ (CursorPoint.X <= AmmoRect.x + ((g+1) * (AMSlotSize+1))) then
+ begin
+ Slot:= i;
+ Pos:= t;
+ STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
+ if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
+ DrawSprite(sprAMSlot,
+ AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
+ AmmoRect.y + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding -1, 0);
+ end;
+ inc(g);
+ end;
+ end;
{$ENDIF}
-
- if (Pos >= 0) then
+ if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
begin
+ if (AMShiftX = 0) and (AMShiftY = 0) then
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
begin
if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
@@ -387,15 +700,13 @@
RenderWeaponTooltip(amSel)
end;
-{$IFDEF IPHONEOS}
- DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
+ DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
+ AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
+ Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
- DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + 163, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
-{$ELSE}
- DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
- if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
- DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
-{$ENDIF}
+ DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
+ AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
+ CountTexz[Ammo^[Slot, Pos].Count]);
if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
begin
@@ -403,6 +714,23 @@
SetWeapon(Ammo^[Slot, Pos].AmmoType);
bSelected:= false;
FreeWeaponTooltip;
+{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation
+ if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then
+ begin
+ if not(arrowUp.show) then
+ begin
+ animateWidget(@arrowUp, true, true);
+ animateWidget(@arrowDown, true, true);
+ end;
+ end
+ else
+ if arrowUp.show then
+ begin
+ animateWidget(@arrowUp, true, false);
+ animateWidget(@arrowDown, true, false);
+ end;
+ SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType);
+{$ENDIF}
exit
end;
end
@@ -410,15 +738,19 @@
else
FreeWeaponTooltip;
- if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
-{$IFDEF IPHONEOS}
- ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, 100);
+ if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ if not isPhone() then
+ ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
{$ELSE}
- ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
+ ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
{$ENDIF}
bSelected:= false;
- if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
+{$IFNDEF USE_TOUCH_INTERFACE}
+ if (AMShiftX = 0) and (AMShiftY = 0) then
+ DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
+{$ENDIF}
end;
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
@@ -426,27 +758,27 @@
r: TSDL_Rect;
lw, lh: GLfloat;
begin
- if SuddenDeathDmg then
- begin
- SDWaterColorArray[0].a := Alpha;
- SDWaterColorArray[1].a := Alpha;
- SDWaterColorArray[2].a := Alpha;
- SDWaterColorArray[3].a := Alpha
- end
- else
- begin
- WaterColorArray[0].a := Alpha;
- WaterColorArray[1].a := Alpha;
- WaterColorArray[2].a := Alpha;
- WaterColorArray[3].a := Alpha
- end;
+if SuddenDeathDmg then
+ begin
+ SDWaterColorArray[0].a := Alpha;
+ SDWaterColorArray[1].a := Alpha;
+ SDWaterColorArray[2].a := Alpha;
+ SDWaterColorArray[3].a := Alpha
+ end
+else
+ begin
+ WaterColorArray[0].a := Alpha;
+ WaterColorArray[1].a := Alpha;
+ WaterColorArray[2].a := Alpha;
+ WaterColorArray[3].a := Alpha
+ end;
- lw:= cScreenWidth / cScaleFactor;
- lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
+lw:= cScreenWidth / cScaleFactor;
+lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
// Water
- r.y:= OffsetY + WorldDy + cWaterLine;
- if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
+r.y:= OffsetY + WorldDy + cWaterLine;
+if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
begin
if r.y < 0 then
r.y:= 0;
@@ -545,74 +877,72 @@
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
var i, w, h, lw, lh, rw, rh, sw: LongInt;
begin
- sw:= round(cScreenWidth / cScaleFactor);
- if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
- begin
- w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
- h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
- i:= Shift mod w;
- if i > 0 then dec(i, w);
- dec(i, w * (sw div w + 1));
- repeat
- DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
- inc(i, w)
- until i > sw
- end
- else if SpritesData[spr].Texture <> nil then
+sw:= round(cScreenWidth / cScaleFactor);
+if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
+ begin
+ w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
+ h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
+ i:= Shift mod w;
+ if i > 0 then
+ dec(i, w);
+ dec(i, w * (sw div w + 1));
+ repeat
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
+ inc(i, w)
+ until i > sw
+ end
+else if SpritesData[spr].Texture <> nil then
+ begin
+ w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
+ h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
+ lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
+ lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
+ if SpritesData[sprR].Texture <> nil then
begin
- w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
- h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
- lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
- lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
- if SpritesData[sprR].Texture <> nil then
+ rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
+ rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
+ end;
+ dec(Shift, w div 2);
+ DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
+
+ i:= Shift - lw;
+ while i >= -sw - lw do
+ begin
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
+ dec(i, lw);
+ end;
+
+ i:= Shift + w;
+ if SpritesData[sprR].Texture <> nil then
+ while i <= sw do
begin
- rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
- rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
- end;
- dec(Shift, w div 2);
- DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
-
- i:= Shift - lw;
- while i >= -sw - lw do
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
+ inc(i, rw)
+ end
+ else
+ while i <= sw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
- dec(i, lw);
- end;
-
- i:= Shift + w;
- if SpritesData[sprR].Texture <> nil then
- while i <= sw do
- begin
- DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
- inc(i, rw)
- end
- else
- while i <= sw do
- begin
- DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
- inc(i, lw)
- end
- end
+ inc(i, lw)
+ end
+ end
end;
procedure DrawWorld(Lag: LongInt);
begin
- if not isPaused then
+ if ZoomValue < zoom then
begin
- if ZoomValue < zoom then
- begin
- zoom:= zoom - 0.002 * Lag;
- if ZoomValue > zoom then
- zoom:= ZoomValue
- end
- else
+ zoom:= zoom - 0.002 * Lag;
+ if ZoomValue > zoom then
+ zoom:= ZoomValue
+ end
+ else
if ZoomValue > zoom then
begin
- zoom:= zoom + 0.002 * Lag;
- if ZoomValue < zoom then
- zoom:= ZoomValue
- end
+ zoom:= zoom + 0.002 * Lag;
+ if ZoomValue < zoom then
+ zoom:= ZoomValue
end
else
ZoomValue:= zoom;
@@ -622,7 +952,7 @@
//glPushMatrix;
//glScalef(1.0, 1.0, 1.0);
- if not isPaused then
+ if (not isPaused) and (GameType <> gmtRecord) then
MoveCamera;
if cStereoMode = smNone then
@@ -653,7 +983,7 @@
DrawWorldStereo(0, rmRightEye);
// detatch drawing from fbs
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
SetScale(cDefaultZoomLevel);
@@ -748,8 +1078,10 @@
exit;
{$ELSE}
d:= d / 5;
- if rm = rmDefault then exit
- else if rm = rmLeftEye then d:= -d;
+ if rm = rmDefault then
+ exit
+ else if rm = rmLeftEye then
+ d:= -d;
stereoDepth:= stereoDepth + d;
glMatrixMode(GL_PROJECTION);
glTranslatef(d, 0, 0);
@@ -763,7 +1095,8 @@
rm:= rm; // avoid hint
exit;
{$ELSE}
- if rm = rmDefault then exit;
+ if rm = rmDefault then
+ exit;
glMatrixMode(GL_PROJECTION);
glTranslatef(-stereoDepth, 0, 0);
glMatrixMode(GL_MODELVIEW);
@@ -772,15 +1105,15 @@
end;
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
-var i, t: LongInt;
+var i, t, h: LongInt;
r: TSDL_Rect;
tdx, tdy: Double;
- s: string[15];
+ s: shortstring;
highlight: Boolean;
smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
VertexBuffer: array [0..3] of TVertex2f;
begin
- if (cReducedQuality and rqNoBackground) = 0 then
+if (cReducedQuality and rqNoBackground) = 0 then
begin
// Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
@@ -792,18 +1125,20 @@
// background
ChangeDepth(RM, cStereo_Sky);
- if SuddenDeathDmg then Tint(SDTint, SDTint, SDTint, $FF);
+ if SuddenDeathDmg then
+ Tint(SDTint, SDTint, SDTint, $FF);
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
ChangeDepth(RM, -cStereo_Horizon);
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
- if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF);
+ if SuddenDeathDmg then
+ Tint($FF, $FF, $FF, $FF);
end;
- DrawVisualGears(0);
- ChangeDepth(RM, -cStereo_MidDistance);
- DrawVisualGears(4);
+DrawVisualGears(0);
+ChangeDepth(RM, -cStereo_MidDistance);
+DrawVisualGears(4);
- if (cReducedQuality and rq2DWater) = 0 then
+if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
DrawWater(255, SkyOffset);
@@ -816,7 +1151,7 @@
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
end
- else
+else
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
changeDepth(RM, cStereo_Land);
@@ -825,6 +1160,209 @@
DrawWater(255, 0);
+DrawVisualGears(1);
+DrawGears;
+DrawVisualGears(6);
+
+if SuddenDeathDmg then
+ DrawWater(SDWaterOpacity, 0)
+else
+ DrawWater(WaterOpacity, 0);
+
+ // Waves
+ChangeDepth(RM, cStereo_Water_near);
+DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
+
+if (cReducedQuality and rq2DWater) = 0 then
+ begin
+ //DrawWater(WaterOpacity, - offsetY div 40);
+ ChangeDepth(RM, cStereo_Water_near);
+ DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
+ if SuddenDeathDmg then
+ DrawWater(SDWaterOpacity, - offsetY div 20)
+ else
+ DrawWater(WaterOpacity, - offsetY div 20);
+ ChangeDepth(RM, cStereo_Water_near);
+ DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
+ if SuddenDeathDmg then
+ DrawWater(SDWaterOpacity, - offsetY div 10)
+ else
+ DrawWater(WaterOpacity, - offsetY div 10);
+ ChangeDepth(RM, cStereo_Water_near);
+ DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
+ end
+ else
+ DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
+
+// everything after this ChangeDepth will be drawn outside the screen
+// note: negative parallax gears should last very little for a smooth stereo effect
+ ChangeDepth(RM, cStereo_Outside);
+ DrawVisualGears(2);
+
+// everything after this ResetDepth will be drawn at screen level (depth = 0)
+// note: everything that needs to be readable should be on this level
+ ResetDepth(RM);
+ DrawVisualGears(3);
+
+{$WARNINGS OFF}
+// Target
+if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
+ begin
+ with PHedgehog(CurrentHedgehog)^ do
+ begin
+ if CurAmmoType = amBee then
+ DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
+ else
+ DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
+ end
+ end;
+{$WARNINGS ON}
+
+// this scale is used to keep the various widgets at the same dimension at all zoom levels
+SetScale(cDefaultZoomLevel);
+
+// Turn time
+{$IFDEF USE_TOUCH_INTERFACE}
+offsetX:= cScreenHeight - 13;
+{$ELSE}
+offsetX:= 48;
+{$ENDIF}
+offsetY:= cOffsetY;
+if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
+ begin
+ if ReadyTimeLeft <> 0 then
+ i:= Succ(Pred(ReadyTimeLeft) div 1000)
+ else
+ i:= Succ(Pred(TurnTimeLeft) div 1000);
+
+ if i>99 then
+ t:= 112
+ else if i>9 then
+ t:= 96
+ else
+ t:= 80;
+ DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
+ while i > 0 do
+ begin
+ dec(t, 32);
+ DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
+ i:= i div 10
+ end;
+ DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
+ end;
+
+// Captions
+DrawCaptions;
+
+{$IFDEF USE_TOUCH_INTERFACE}
+// Draw buttons Related to the Touch interface
+DrawScreenWidget(@arrowLeft);
+DrawScreenWidget(@arrowRight);
+DrawScreenWidget(@arrowUp);
+DrawScreenWidget(@arrowDown);
+
+DrawScreenWidget(@fireButton);
+DrawScreenWidget(@jumpWidget);
+DrawScreenWidget(@AMWidget);
+DrawScreenWidget(@pauseButton);
+DrawScreenWidget(@utilityWidget);
+{$ENDIF}
+
+// Teams Healths
+if TeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays
+ begin
+ SetScale(1.5);
+ smallScreenOffset:= cScreenHeight div 6;
+ if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
+ Tint($FF,$FF,$FF,$80);
+ end
+else smallScreenOffset:= 0;
+for t:= 0 to Pred(TeamsCount) do
+ with TeamsArray[t]^ do
+ if TeamHealth > 0 then
+ begin
+ h:= 0;
+ highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
+
+ if highlight then
+ Tint(Clan^.Color shl 8 or $FF);
+
+ // draw name
+ DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
+
+ // draw flag
+ DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
+
+ // draw health bar
+ r.x:= 0;
+ r.y:= 0;
+ r.w:= 2 + TeamHealthBarWidth;
+ r.h:= HealthTex^.h;
+ DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
+
+ // draw health bars right border
+ inc(r.x, cTeamHealthWidth + 2);
+ r.w:= 3;
+ DrawTextureFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
+
+ if not highlight and (not hasGone) then
+ for i:= 0 to cMaxHHIndex do
+ if Hedgehogs[i].Gear <> nil then
+ begin
+ inc(h,Hedgehogs[i].Gear^.Health);
+ if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
+ end;
+
+ // draw ai kill counter for gfAISurvival
+ if (GameFlags and gfAISurvival) <> 0 then
+ begin
+ DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
+ end;
+
+ // if highlighted, draw flag and other contents again to keep their colors
+ // this approach should be faster than drawing all borders one by one tinted or not
+ if highlight then
+ begin
+ if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
+ Tint($FF,$FF,$FF,$80)
+ else Tint($FF, $FF, $FF, $FF);
+
+ // draw name
+ r.x:= 2;
+ r.y:= 2;
+ r.w:= NameTagTex^.w - 4;
+ r.h:= NameTagTex^.h - 4;
+ DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
+ // draw flag
+ r.w:= 22;
+ r.h:= 15;
+ DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
+ // draw health bar
+ r.w:= TeamHealthBarWidth + 1;
+ r.h:= HealthTex^.h - 4;
+ DrawTextureFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
+ if not hasGone and (TeamHealth > 1) then
+ begin
+ Tint(Clan^.Color shl 8 or $FF);
+ for i:= 0 to cMaxHHIndex do
+ if Hedgehogs[i].Gear <> nil then
+ begin
+ inc(h,Hedgehogs[i].Gear^.Health);
+ if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
+ end;
+ if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
+ Tint($FF,$FF,$FF,$80)
+ else Tint($FF, $FF, $FF, $FF);
+ end;
+ end;
+ end;
+if smallScreenOffset <> 0 then
+ begin
+ SetScale(cDefaultZoomLevel);
+ if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
+ Tint($FF,$FF,$FF,$FF);
+ end;
+
// Attack bar
if CurrentTeam <> nil then
case AttackBar of
@@ -847,175 +1385,13 @@
end
end;
- DrawVisualGears(1);
- DrawGears;
- DrawVisualGears(6);
-
- if SuddenDeathDmg then
- DrawWater(cSDWaterOpacity, 0)
- else
- DrawWater(cWaterOpacity, 0);
-
- // Waves
- ChangeDepth(RM, cStereo_Water_near);
- DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
-
- if (cReducedQuality and rq2DWater) = 0 then
- begin
- //DrawWater(cWaterOpacity, - offsetY div 40);
- ChangeDepth(RM, cStereo_Water_near);
- DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
- if SuddenDeathDmg then
- DrawWater(cSDWaterOpacity, - offsetY div 20)
- else
- DrawWater(cWaterOpacity, - offsetY div 20);
- ChangeDepth(RM, cStereo_Water_near);
- DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
- if SuddenDeathDmg then
- DrawWater(cSDWaterOpacity, - offsetY div 10)
- else
- DrawWater(cWaterOpacity, - offsetY div 10);
- ChangeDepth(RM, cStereo_Water_near);
- DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
- end
- else
- DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
-
-// everything after this ChangeDepth will be drawn outside the screen
-// note: negative parallax gears should last very little for a smooth stereo effect
- ChangeDepth(RM, cStereo_Outside);
- DrawVisualGears(2);
-
-// everything after this ResetDepth will be drawn at screen level (depth = 0)
-// note: everything that needs to be readable should be on this level
- ResetDepth(RM);
- DrawVisualGears(3);
-
-{$WARNINGS OFF}
-// Target
-if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
- begin
- with PHedgehog(CurrentHedgehog)^ do
- begin
- if CurAmmoType = amBee then
- DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
- else
- DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
- end
- end;
-{$WARNINGS ON}
-
-// this scale is used to keep the various widgets at the same dimension at all zoom levels
-SetScale(cDefaultZoomLevel);
-
-// Turn time
-{$IFDEF MOBILE}
-offsetX:= cScreenHeight - 13;
-{$ELSE}
-offsetX:= 48;
-{$ENDIF}
-offsetY:= cOffsetY;
-if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
- begin
- if ReadyTimeLeft <> 0 then
- i:= Succ(Pred(ReadyTimeLeft) div 1000)
- else
- i:= Succ(Pred(TurnTimeLeft) div 1000);
-
- if i>99 then t:= 112
- else if i>9 then t:= 96
- else t:= 80;
- DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
- while i > 0 do
- begin
- dec(t, 32);
- DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
- i:= i div 10
- end;
- DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
- end;
-
-// Captions
-DrawCaptions;
-
-{$IFDEF ANDROID}
-// Draw buttons Related to the Touch interface
-DrawTexture(Round(-cScreenWidth*0.5 + cScreenHeight*0.02),Round((cScreenHeight*0.98)-(spritesData[sprFireButton].Height*0.4) ),spritesData[sprFireButton].Texture, 0.4);
-{$ENDIF}
-// Teams Healths
-if TeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays
- begin
- SetScale(1.5);
- smallScreenOffset:= cScreenHeight div 6;
- if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80);
- end
-else smallScreenOffset:= 0;
-for t:= 0 to Pred(TeamsCount) do
- with TeamsArray[t]^ do
- begin
- highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
-
- if highlight then
- Tint(Clan^.Color shl 8 or $FF);
-
- // draw name
- DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
-
- // draw flag
- DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
-
- // draw health bar
- r.x:= 0;
- r.y:= 0;
- r.w:= 2 + TeamHealthBarWidth;
- r.h:= HealthTex^.h;
- DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
-
- // draw health bars right border
- inc(r.x, cTeamHealthWidth + 2);
- r.w:= 3;
- DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
-
- // draw ai kill counter for gfAISurvival
- if (GameFlags and gfAISurvival) <> 0 then begin
- DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
- AIKillsTex);
- end;
-
- // if highlighted, draw flag and other contents again to keep their colors
- // this approach should be faster than drawing all borders one by one tinted or not
- if highlight then
- begin
- if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80)
- else Tint($FF, $FF, $FF, $FF);
-
- // draw name
- r.x:= 2;
- r.y:= 2;
- r.w:= NameTagTex^.w - 4;
- r.h:= NameTagTex^.h - 4;
- DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
- // draw flag
- r.w:= 22;
- r.h:= 15;
- DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
- // draw health bar
- r.w:= TeamHealthBarWidth + 1;
- r.h:= HealthTex^.h - 4;
- DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
- end;
- end;
-if smallScreenOffset <> 0 then
- begin
- SetScale(cDefaultZoomLevel);
- if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF);
- end;
// Lag alert
-if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
+if isInLag then
+ DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
// Wind bar
-{$IFDEF MOBILE}
+{$IFDEF USE_TOUCH_INTERFACE}
offsetX:= cScreenHeight - 13;
offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
@@ -1024,7 +1400,7 @@
{$ENDIF}
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
if WindBarWidth > 0 then
- begin
+ begin
{$WARNINGS OFF}
r.x:= 8 - (RealTicks shr 6) mod 8;
{$WARNINGS ON}
@@ -1032,7 +1408,7 @@
r.w:= WindBarWidth;
r.h:= 13;
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
- end
+ end
else
if WindBarWidth < 0 then
begin
@@ -1046,102 +1422,122 @@
end;
// AmmoMenu
-if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu;
+if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then
+ begin
+ if (AMState = AMHidden) then
+ AMAnimStartTime:= RealTicks
+ else
+ AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
+ AMState:= AMShowingUp;
+ end;
+if not(bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
+ begin
+ if (AMState = AMShowing) then
+ AMAnimStartTime:= RealTicks
+ else
+ AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
+ AMState:= AMHiding;
+ end;
+
+if bShowAmmoMenu or (AMState = AMHiding) then
+ ShowAmmoMenu;
// Cursor
if isCursorVisible and bShowAmmoMenu then
- DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
+ DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
// Chat
DrawChat;
// various captions
-if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
-if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
+if fastUntilLag then
+ DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture);
+if isPaused then
+ DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
begin
- if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag);
- if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0
+ if (ReadyTimeLeft = 0) and (missionTimer > 0) then
+ dec(missionTimer, Lag);
+ if missionTimer < 0 then
+ missionTimer:= 0; // avoid subtracting below 0
if missionTex <> nil then
- DrawCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
+ DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
end;
// fps
-{$IFDEF MOBILE}
-offsetX:= 8;
+{$IFDEF USE_TOUCH_INTERFACE}
+offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
{$ELSE}
offsetX:= 10;
{$ENDIF}
offsetY:= cOffsetY;
if (RM = rmDefault) or (RM = rmRightEye) then
-begin
+ begin
inc(Frames);
if cShowFPS or (GameType = gmtDemo) then
inc(CountTicks, Lag);
if (GameType = gmtDemo) and (CountTicks >= 1000) then
- begin
- i:=GameTicks div 1000;
+ begin
+ i:= GameTicks div 1000;
t:= i mod 60;
s:= inttostr(t);
- if t < 10 then s:= '0' + s;
+ if t < 10 then
+ s:= '0' + s;
i:= i div 60;
t:= i mod 60;
s:= inttostr(t) + ':' + s;
- if t < 10 then s:= '0' + s;
+ if t < 10 then
+ s:= '0' + s;
s:= inttostr(i div 60) + ':' + s;
- if timeTexture <> nil then
- FreeTexture(timeTexture);
- timeTexture:= nil;
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
+ FreeTexture(timeTexture);
timeTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
- end;
+ end;
if timeTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
if cShowFPS then
- begin
+ begin
if CountTicks >= 1000 then
- begin
+ begin
FPS:= Frames;
Frames:= 0;
CountTicks:= 0;
s:= inttostr(FPS) + ' fps';
- if fpsTexture <> nil then
- FreeTexture(fpsTexture);
- fpsTexture:= nil;
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
+ FreeTexture(fpsTexture);
fpsTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
- end;
+ end;
if fpsTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
- end;
-
- if CountTicks >= 1000 then CountTicks:= 0;
+ end;
// lag warning (?)
inc(SoundTimerTicks, Lag);
end;
if SoundTimerTicks >= 50 then
- begin
- SoundTimerTicks:= 0;
- if cVolumeDelta <> 0 then
- begin
- str(ChangeVolume(cVolumeDelta), s);
- AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
- end
- end;
+begin
+ SoundTimerTicks:= 0;
+ if cVolumeDelta <> 0 then
+ begin
+ str(ChangeVolume(cVolumeDelta), s);
+ AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume);
+ end;
+ if isAudioMuted then
+ AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume)
+end;
if GameState = gsConfirm then
- DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
+ DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture);
if ScreenFade <> sfNone then
begin
@@ -1179,44 +1575,73 @@
glEnable(GL_TEXTURE_2D);
Tint($FF, $FF, $FF, $FF);
- if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
+ if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
+ ScreenFade:= sfNone
end
end;
+{$IFDEF USE_VIDEO_RECORDING}
+// during video prerecording draw red blinking circle and text 'rec'
+if flagPrerecording then
+ begin
+ if recTexture = nil then
+ begin
+ s:= 'rec';
+ tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
+ tmpSurface:= doSurfaceConversion(tmpSurface);
+ FreeTexture(recTexture);
+ recTexture:= Surface2Tex(tmpSurface, false);
+ SDL_FreeSurface(tmpSurface)
+ end;
+ DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
+
+ // draw red circle
+ glDisable(GL_TEXTURE_2D);
+ Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
+ glBegin(GL_POLYGON);
+ for i:= 0 to 20 do
+ glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
+ glEnd();
+ Tint($FF, $FF, $FF, $FF);
+ glEnable(GL_TEXTURE_2D);
+ end;
+{$ENDIF}
+
SetScale(zoom);
// Cursor
if isCursorVisible then
- begin
- if not bShowAmmoMenu then
- begin
- with CurrentHedgehog^ do
- if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
- begin
- if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
- 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);
- i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
- with Ammoz[CurAmmoType] do
- if PosCount > 1 then
- DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
- end;
- DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
- end
- end;
+ begin
+ if not bShowAmmoMenu then
+ begin
+ with CurrentHedgehog^ do
+ if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
+ begin
+ if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
+ 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, $FF);
+ i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos;
+ with Ammoz[CurAmmoType] do
+ if PosCount > 1 then
+ DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
+ end;
+ DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
+ end
+ end;
isFirstFrame:= false
end;
+var PrevSentPointTime: LongWord = 0;
+
procedure MoveCamera;
-var EdgesDist, wdy, shs,z: LongInt;
- PrevSentPointTime: LongWord = 0;
+var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY: LongInt;
begin
{$IFNDEF MOBILE}
-if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus and (GameState <> gsConfirm) then
+if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) and cHasFocus and (GameState <> gsConfirm) then
uCursor.updatePosition();
{$ENDIF}
z:= round(200/zoom);
-if not PlacingHogs and (FollowGear <> nil) and not isCursorVisible and not bShowAmmoMenu and not fastUntilLag then
- if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
+if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and autoCameraOn then
+ if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
begin
FollowGear:= nil;
prevPoint:= CursorPoint;
@@ -1232,84 +1657,103 @@
end;
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
-if WorldDy < wdy then WorldDy:= wdy;
+if WorldDy < wdy then
+ WorldDy:= wdy;
-if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
+if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
+ exit;
-if AMxShift < AMWidth then
+if (AMState = AMShowingUp) or (AMState = AMShowing) then
begin
-{$IFDEF MOBILE}
- if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
- if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
- if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
- if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
+{$IFDEF USE_LANDSCAPE_AMMOMENU}
+ amNumOffsetX:= 0;
+ {$IFDEF USE_AM_NUMCOLUMN}
+ amNumOffsetY:= AMSlotSize;
+ {$ELSE}
+ amNumOffsetY:= 0;
+ {$ENDIF}
{$ELSE}
- if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
- if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
- if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
- if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
+ amNumOffsetY:= 0;
+ {$IFDEF USE_AM_NUMCOLUMN}
+ amNumOffsetX:= AMSlotSize;
+ {$ELSE}
+ amNumOffsetX:= 0;
+ {$ENDIF}
+
{$ENDIF}
+ if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left
+ CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3;
+ if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right
+ CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
+ if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top
+ CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
+ if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom
+ CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5);
prevPoint:= CursorPoint;
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
exit
end;
if isCursorVisible then
-begin
+ begin
if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
- begin
+ begin
SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
PrevSentPointTime:= GameTicks
- end;
+ end;
EdgesDist:= cCursorEdgesDist
-end
+ end
else
EdgesDist:= cGearScrEdgesDist;
// this generates the border around the screen that moves the camera when cursor is near it
-if isCursorVisible or (FollowGear <> nil) then
-begin
+if isCursorVisible or ((FollowGear <> nil) and autoCameraOn) then
+ begin
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
- begin
+ begin
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
- end
+ end
else
if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
- begin
+ begin
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
CursorPoint.X:= cScreenWidth div 2 - EdgesDist
- end;
+ end;
shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
if CursorPoint.Y < shs then
- begin
+ begin
WorldDy:= WorldDy + CursorPoint.Y - shs;
CursorPoint.Y:= shs;
- end
+ end
else
if (CursorPoint.Y > cScreenHeight - EdgesDist) then
- begin
+ begin
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
CursorPoint.Y:= cScreenHeight - EdgesDist
- end;
-end
+ end;
+ end
else
if cHasFocus then
- begin
+ begin
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
CursorPoint.X:= 0;
CursorPoint.Y:= cScreenHeight div 2;
- end;
+ end;
// this moves the camera according to CursorPoint X and Y
prevPoint:= CursorPoint;
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
-if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
-if WorldDy < wdy then WorldDy:= wdy;
-if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
-if WorldDx > 1024 then WorldDx:= 1024;
+if WorldDy > LAND_HEIGHT + 1024 then
+ WorldDy:= LAND_HEIGHT + 1024;
+if WorldDy < wdy then
+ WorldDy:= wdy;
+if WorldDx < - LAND_WIDTH - 1024 then
+ WorldDx:= - LAND_WIDTH - 1024;
+if WorldDx > 1024 then
+ WorldDx:= 1024;
end;
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
@@ -1318,11 +1762,10 @@
r.w:= 32;
r.h:= 32;
-if time = 0 then time:= 5000;
+if time = 0 then
+ time:= 5000;
missionTimer:= time;
-if missionTex <> nil then
- FreeTexture(missionTex);
-missionTex:= nil;
+FreeTexture(missionTex);
if icon > -1 then
begin
@@ -1345,12 +1788,13 @@
procedure ShakeCamera(amount: LongInt);
begin
- if isCursorVisible then exit;
- amount:= Max(1, round(amount*zoom/2));
- WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
- WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
- //CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
- //CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
+if isCursorVisible then
+ exit;
+amount:= Max(1, round(amount*zoom/2));
+WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
+WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
+//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
+//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
end;
@@ -1358,12 +1802,76 @@
begin
if (not cHasFocus) and (GameState <> gsConfirm) then
ParseCommand('quit', true);
+{$IFDEF MOBILE}
+// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio
+exit;
+{$ENDIF}
+
+{$IFDEF USE_VIDEO_RECORDING}
+// do not change volume during prerecording as it will affect sound in video file
+if not flagPrerecording then
+{$ENDIF}
+ begin
+ if not cHasFocus then DampenAudio()
+ else UndampenAudio();
+ end;
+end;
+
+procedure SetUtilityWidgetState(ammoType: TAmmoType);
+begin
+{$IFDEF USE_TOUCH_INTERFACE}
+if(ammoType = amNothing)then
+ ammoType:= CurrentHedgehog^.CurAmmoType;
+
+if(CurrentHedgehog <> nil)then
+ if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then
+ begin
+ utilityWidget.sprite:= sprTimerButton;
+ animateWidget(@utilityWidget, true, true);
+ end
+ else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
+ begin
+ utilityWidget.sprite:= sprTargetButton;
+ animateWidget(@utilityWidget, true, true);
+ end
+ else if ammoType = amSwitch then
+ begin
+ utilityWidget.sprite:= sprTargetButton;
+ animateWidget(@utilityWidget, true, true);
+ end
+ else if utilityWidget.show then
+ animateWidget(@utilityWidget, true, false);
+{$ELSE}
+ammoType:= ammoType; // avoid hint
+{$ENDIF}
+end;
+
+procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
+begin
+with widget^ do
+ begin
+ show:= showWidget;
+ if fade then fadeAnimStart:= RealTicks;
+
+ with moveAnim do
+ begin
+ animate:= true;
+ startTime:= RealTicks;
+ source.x:= source.x xor target.x; //swap source <-> target
+ target.x:= source.x xor target.x;
+ source.x:= source.x xor target.x;
+ source.y:= source.y xor target.y;
+ target.y:= source.y xor target.y;
+ source.y:= source.y xor target.y;
+ end;
+ end;
end;
procedure initModule;
begin
fpsTexture:= nil;
+ recTexture:= nil;
FollowGear:= nil;
WindBarWidth:= 0;
bShowAmmoMenu:= false;
@@ -1372,6 +1880,7 @@
Frames:= 0;
WorldDx:= -512;
WorldDy:= -256;
+ PrevSentPointTime:= 0;
FPS:= 0;
CountTicks:= 0;
@@ -1382,14 +1891,14 @@
missionTex:= nil;
cOffsetY:= 0;
stereoDepth:= 0;
+ AMState:= AMHidden;
+ isFirstFrame:= true;
+ stereoDepth:= stereoDepth; // avoid hint
end;
procedure freeModule;
begin
- stereoDepth:= stereoDepth; // avoid hint
- FreeTexture(fpsTexture);
- FreeTexture(timeTexture);
- FreeTexture(missionTex);
+ ResetWorldTex();
end;
end.