hedgewars/uStore.pas
author unc0rr
Thu, 30 Apr 2009 20:13:44 +0000
changeset 2017 7845c77c8d31
parent 1989 129e8c4fe554
child 2019 b3f1eda8865f
permissions -rw-r--r--
nemo's great patch: - Speech bubbles - Vampirism + karma

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 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
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

unit uStore;
interface
uses sysutils, uConsts, uTeams, SDLh,
{$IFDEF IPHONE}
	gles11,
{$ELSE}
	GL,
{$ENDIF}
uFloat;
{$INCLUDE options.inc}

procedure StoreInit;
procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawFillRect(r: TSDL_Rect);
function  RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
function  RenderSpeechBubbleTex(s: string; SpeechType: Longword; font: THWFont): PTexture;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
//procedure rotateSurface(Surface: PSDL_Surface);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: string; hasAlpha, critical, setTransparent: boolean): PSDL_Surface;
procedure SetupOpenGL;

var PixelFormat: PSDL_PixelFormat = nil;
 SDLPrimSurface: PSDL_Surface = nil;
   PauseTexture,
   ConfirmTexture: PTexture;

implementation
uses uMisc, uConsole, uLand, uLocale;

var
    HHTexture: PTexture;

procedure StoreInit;
begin

end;

procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then SDL_FillRect(Surface, @r, 0);

BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);

r.y:= rect^.y + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor)
end;

function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: string): TSDL_Rect;
var w, h: LongInt;
    tmpsurf: PSDL_Surface;
    clr: TSDL_Color;
    Result: TSDL_Rect;
begin
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
DrawRoundRect(@Result, cWhiteColor, cColorNearBlack, Surface, true);
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr.value);
Result.x:= X + FontBorder + 2;
Result.y:= Y + FontBorder;
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @Result);
SDL_FreeSurface(tmpsurf);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
WriteInRoundRect:= Result
end;

procedure StoreLoad;
var s: string;

	procedure WriteNames(Font: THWFont);
	var t: LongInt;
		i: LongInt;
		r, rr: TSDL_Rect;
		drY: LongInt;
		texsurf: PSDL_Surface;
	begin
	r.x:= 0;
	r.y:= 0;
	drY:= - 4;
	for t:= 0 to Pred(TeamsCount) do
		with TeamsArray[t]^ do
		begin
		NameTagTex:= RenderStringTex(TeamName, Clan^.Color, Font);

		r.w:= cTeamHealthWidth + 5;
		r.h:= NameTagTex^.h;

		texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, r.w, r.h, 32, RMask, GMask, BMask, AMask);
		TryDo(texsurf <> nil, errmsgCreateSurface, true);
		TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

		DrawRoundRect(@r, cWhiteColor, cColorNearBlack, texsurf, true);
		rr:= r;
		inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
		DrawRoundRect(@rr, Clan^.Color, Clan^.Color, texsurf, false);
		HealthTex:= Surface2Tex(texsurf);
		SDL_FreeSurface(texsurf);

		dec(drY, r.h + 2);
		DrawHealthY:= drY;
		for i:= 0 to 7 do
			with Hedgehogs[i] do
				if Gear <> nil then
					begin
					NameTagTex:= RenderStringTex(Name, Clan^.Color, fnt16);
					if Hat <> 'NoHat' then
						begin
						texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, false, false, false);
						if texsurf <> nil then
							begin
							HatTex:= Surface2Tex(texsurf);
							SDL_FreeSurface(texsurf)
							end
						end
					end;
		end;
	end;

	procedure MakeCrossHairs;
	var t: LongInt;
		tmpsurf, texsurf: PSDL_Surface;
		Color, i: Longword;
	begin
	s:= Pathz[ptGraphics] + '/' + cCHFileName;
	tmpsurf:= LoadImage(s, true, true, false);

	for t:= 0 to Pred(TeamsCount) do
		with TeamsArray[t]^ do
		begin
		texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, tmpsurf^.w, tmpsurf^.h, 32, RMask, GMask, BMask, AMask);
		TryDo(texsurf <> nil, errmsgCreateSurface, true);

		Color:= Clan^.Color;
		Color:= SDL_MapRGB(texsurf^.format, Color shr 16, Color shr 8, Color and $FF);
		SDL_FillRect(texsurf, nil, Color);

		SDL_UpperBlit(tmpsurf, nil, texsurf, nil);

		TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Ooops', true);

		if SDL_MustLock(texsurf) then
			SDLTry(SDL_LockSurface(texsurf) >= 0, true);

		// make black pixel be alpha-transparent
		for i:= 0 to texsurf^.w * texsurf^.h - 1 do
			if PLongwordArray(texsurf^.pixels)^[i] = $FF000000 then PLongwordArray(texsurf^.pixels)^[i]:= 0;

		if SDL_MustLock(texsurf) then
			SDL_UnlockSurface(texsurf);

		CrosshairTex:= Surface2Tex(texsurf);
		SDL_FreeSurface(texsurf)
		end;

	SDL_FreeSurface(tmpsurf)
	end;

	procedure InitHealth;
	var i, t: LongInt;
	begin
	for t:= 0 to Pred(TeamsCount) do
		if TeamsArray[t] <> nil then
			with TeamsArray[t]^ do
				begin
				for i:= 0 to cMaxHHIndex do
					if Hedgehogs[i].Gear <> nil then
						RenderHealth(Hedgehogs[i]);
				end
	end;

	procedure LoadGraves;
	var t: LongInt;
		texsurf: PSDL_Surface;
	begin
	for t:= 0 to Pred(TeamsCount) do
	if TeamsArray[t] <> nil then
		with TeamsArray[t]^ do
			begin
			if GraveName = '' then GraveName:= 'Simple';
			texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, false, true, true);
			GraveTex:= Surface2Tex(texsurf);
			SDL_FreeSurface(texsurf)
			end
	end;

var ii: TSprite;
    fi: THWFont;
    ai: TAmmoType;
    tmpsurf: PSDL_Surface;
    i: LongInt;
begin
for fi:= Low(THWFont) to High(THWFont) do
	with Fontz[fi] do
		begin
		s:= Pathz[ptFonts] + '/' + Name;
		WriteToConsole(msgLoading + s + '... ');
		Handle:= TTF_OpenFont(Str2PChar(s), Height);
		SDLTry(Handle <> nil, true);
		TTF_SetFontStyle(Handle, style);
		WriteLnToConsole(msgOK)
		end;
AddProgress;

WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;

AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
	with SpritesData[ii] do
        if (not cReducedQuality) or 
           ((ii <> sprSky) and (ii <> sprHorizont) and (ii <> sprFlake)) then
			begin
			if AltPath = ptNone then
				tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, true, true, true)
			else begin
				tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, true, false, true);
				if tmpsurf = nil then
					tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, true, true, true)
				end;
			if Width = 0 then Width:= tmpsurf^.w;
			if Height = 0 then Height:= tmpsurf^.h;
			Texture:= Surface2Tex(tmpsurf);
			if saveSurf then Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
			end;

AddProgress;

tmpsurf:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, true, true, true);
HHTexture:= Surface2Tex(tmpsurf);
SDL_FreeSurface(tmpsurf);

InitHealth;

PauseTexture:= RenderStringTex(trmsg[sidPaused], $FFFF00, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], $FFFF00, fntBig);

for ai:= Low(TAmmoType) to High(TAmmoType) do
	with Ammoz[ai] do
		begin
		tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(trAmmo[NameId]), $FFFFFF);
		NameTex:= Surface2Tex(tmpsurf);
		SDL_FreeSurface(tmpsurf)
		end;

for i:= Low(CountTexz) to High(CountTexz) do
	begin
	tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), $FFFFFF);
	CountTexz[i]:= Surface2Tex(tmpsurf);
	SDL_FreeSurface(tmpsurf)
	end;

{$IFDEF DUMP}
SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
end;

procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
    _l, _r, _t, _b: real;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if SourceTexture^.h = 0 then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= r^.w;
rr.h:= r^.h;

_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;

glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);

VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;

TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY)
end;

procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
begin
glPushMatrix;
glTranslatef(X, Y, 0);

glBindTexture(GL_TEXTURE_2D, Texture^.id);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

glPopMatrix
end;

procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, Frames: LongInt);
var ft, fb: GLfloat;
	hw: LongInt;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1.0);

if Dir < 0 then
	hw:= - 16
else
	hw:= 16;

ft:= Frame / Frames * Texture^.ry;
fb:= (Frame + 1) / Frames * Texture^.ry;

glBindTexture(GL_TEXTURE_2D, Texture^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -16;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -16;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= 16;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= 16;

TextureBuffer[0].X:= 0;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= Texture^.rx;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= Texture^.rx;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= 0;
TextureBuffer[3].Y:= fb;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);


glPopMatrix
end;

procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawRotatedTex(SpritesData[Sprite].Texture,
		SpritesData[Sprite].Width,
		SpritesData[Sprite].Height,
		X, Y, Dir, Angle)
end;

procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);

if Dir < 0 then glScalef(-1.0, 1.0, 1.0);

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

glPopMatrix
end;

procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   begin
   hw:= - hw;
   glRotatef(Angle, 0, 0, -1);
   end else
   glRotatef(Angle, 0, 0,  1);


glBindTexture(GL_TEXTURE_2D, Tex^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

glPopMatrix
end;

procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= SpritesData[Sprite].Width;
r.y:= Frame * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;

if (X < LeftX) then
    r.x:= LeftX - X;
if (Y < TopY) then
    r.y:= TopY - Y;

if (Y + SpritesData[Sprite].Height > BottomY) then
    r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
    r.w:= RightX - X + 1;

dec(r.h, r.y);
dec(r.w, r.x);

DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: PTexture);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= Source^.w;
r.y:= Frame * Height;
r.h:= Height;
DrawFromRect(X, Y, @r, Source)
end;

procedure DrawCentered(X, Top: LongInt; Source: PTexture);
begin
DrawTexture(X - Source^.w div 2, Top, Source)
end;

procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
		(x: -16; y: -16),
		(x:  16; y: -16),
		(x:  16; y:  16),
		(x: -16; y:  16));
var l, r, t, b: real;
    TextureBuffer: array [0..3] of TVertex2f;
begin

t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;

if Dir = -1 then
   begin
   l:= (Step + 1) * 32 / HHTexture^.w;
   r:= Step * 32 / HHTexture^.w
   end else
   begin
   l:= Step * 32 / HHTexture^.w;
   r:= (Step + 1) * 32 / HHTexture^.w
   end;


glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);

glBindTexture(GL_TEXTURE_2D, HHTexture^.id);

TextureBuffer[0].X:= l;
TextureBuffer[0].Y:= t;
TextureBuffer[1].X:= r;
TextureBuffer[1].Y:= t;
TextureBuffer[2].X:= r;
TextureBuffer[2].Y:= b;
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);


glColor4f(1,1,1,1);

glPopMatrix
end;

procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glDisable(GL_TEXTURE_2D);

glColor4ub(0, 0, 0, 127);

VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;

glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);

glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D)
end;

procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
    begin
    FreeTexture(SpritesData[ii].Texture);
    if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
    end;

FreeTexture(HHTexture)
end;

function  RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
var w, h: LongInt;
    Result: PSDL_Surface;
begin
if length(s) = 0 then s:= ' ';
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);

Result:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
         32, RMask, GMask, BMask, AMask);

TryDo(Result <> nil, 'RenderString: fail to create surface', true);

WriteInRoundRect(Result, 0, 0, Color, font, s);

TryDo(SDL_SetColorKey(Result, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

RenderStringTex:= Surface2Tex(Result);

SDL_FreeSurface(Result)
end;

function RenderSpeechBubbleTex(s: string; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
    Result, tmpsurf, rotatedEdge: PSDL_Surface;
    rect: TSDL_Rect;
    chars: TSysCharSet = [#9,' ','.',';',':','?','!',','];
    substr: shortstring;
    edge, corner, tail: TSPrite;
begin

case SpeechType of
    1: begin; 
       edge:= sprSpeechEdge; 
       corner:= sprSpeechCorner;
       tail:= sprSpeechTail;
       end;
    2: begin; 
       edge:= sprThoughtEdge;
       corner:= sprThoughtCorner; 
       tail:= sprThoughtTail;
       end;
    3: begin; 
       edge:= sprShoutEdge;
       corner:= sprShoutCorner;
       tail:= sprShoutTail;
       end;
    end;
edgeHeight:= SpritesData[edge].Height;
edgeWidth:= SpritesData[edge].Width;
cornerWidth:= SpritesData[corner].Width;
cornerHeight:= SpritesData[corner].Height;
// This one screws it up
s:= 'This is the song that never ends.  ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
// This one doesn't
//s:= 'This is the song that never ends.  cause it goes on and on my friends. Some people, started singing it not knowing what it was. And theyll just go on singing it forever just because... This is the song that never ends... ';
// Also screws up, but only action
//s:= 'This is the song that never ends.  cause it goes on and on .';
// ok in all
// s:= 'This is the song that never ends.  cause it goes on .';
numLines:= 1;

if length(s) = 0 then s:= '...';

TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
textWidth:= w;
textHeight:= h;
if (length(s) > 20) then
    begin
    i:= round(Sqrt(length(s)) * 2);
    s:= WrapText(s, #1, chars, i);
    for pos:= 1 to length(s) do
        if (s[pos] = #1) or (pos = length(s)) then
            inc(numLines);

    // TODO - find out why this calc doesn't do what I expect
    if numLines = 2 then textWidth:= w div 2
    else if numlines > 2 then textWidth:= w div (numLines-1);
    end;

textWidth:=((textWidth-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
textHeight:=(((numlines * h)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth+edgeWidth;
addfilelog(inttostr(textHeight)+'=========== '+inttostr(numlines)+' x '+inttostr(h));
//textWidth:=max(textWidth,SpritesData[tail].Width);
rect.x:= 0;
rect.y:= 0;
rect.w:= textWidth + cornerWidth * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight + SpritesData[tail].Height;
//s:= inttostr(h) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h) + ' ' + s;

Result:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);

TryDo(Result <> nil, 'RenderString: fail to create surface', true);

//////////////////////////////// CORNERS ///////////////////////////////
copyToXY(SpritesData[corner].Surface, Result, 0, 0); /////////////////// NW

flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
x:= 0;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, Result, x, y); /////////////////// SW

flipSurface(SpritesData[corner].Surface, false);
x:= rect.w-cornerWidth-1;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, Result, x, y); /////////////////// SE

flipSurface(SpritesData[corner].Surface, true);
x:= rect.w-cornerWidth-1;
y:= 0;
copyToXY(SpritesData[corner].Surface, Result, x, y); /////////////////// NE
flipSurface(SpritesData[corner].Surface, false); // restore original position
//////////////////////////////// END CORNERS ///////////////////////////////

//////////////////////////////// EDGES //////////////////////////////////////
x:= cornerWidth;
y:= 0;
while x < rect.w-cornerWidth-1 do
    begin
    copyToXY(SpritesData[edge].Surface, Result, x, y); ///////////////// top edge
    inc(x,edgeWidth);
    end;
flipSurface(SpritesData[edge].Surface, true);
x:= cornerWidth;
y:= textHeight + cornerHeight*2 - edgeHeight-1;
while x < rect.w-cornerWidth-1 do
    begin
    copyToXY(SpritesData[edge].Surface, Result, x, y); ///////////////// bottom edge
    inc(x,edgeWidth);
    end;
flipSurface(SpritesData[edge].Surface, true); // restore original position

rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
x:= rect.w - edgeHeight - 1;
y:= cornerHeight;
//// initially was going to rotate in place, but the SDL spec claims width/height are read only
copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
while y < textHeight + cornerHeight do
    begin
    copyToXY(rotatedEdge, Result, x, y);
    inc(y,edgeWidth);
    end;
flipSurface(rotatedEdge, false); // restore original position
x:= 0;
y:= cornerHeight;
while y < textHeight + cornerHeight do
    begin
    copyToXY(rotatedEdge, Result, x, y);
    inc(y,edgeWidth);
    end;
//////////////////////////////// END EDGES //////////////////////////////////////

x:= cornerWidth;
y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
copyToXY(SpritesData[tail].Surface, Result, x, y);

rect.x:= edgeHeight;
rect.y:= edgeHeight;
rect.w:= rect.w - edgeHeight * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
SDL_FillRect(Result, @rect, cWhiteColor);

pos:= 1; prevpos:= 0; line:= 0;
while pos <= length(s) do
    begin
    if (s[pos] = #1) or (pos = length(s)) then
        begin
        if s[pos] <> #1 then inc(pos);
        while s[prevpos+1] = ' 'do inc(prevpos);
        substr:= copy(s, prevpos+1, pos-prevpos-1);
        if Length(substr) <> 0 then
           begin
           tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cColorNearBlack);
           rect.x:= edgeHeight;
           rect.y:= edgeHeight + line * h;
           SDLTry(tmpsurf <> nil, true);
           SDL_UpperBlit(tmpsurf, nil, Result, @rect);
           SDL_FreeSurface(tmpsurf);
           inc(line);
           prevpos:= pos;
           end;
        end;
    inc(pos);
    end;

//TryDo(SDL_SetColorKey(Result, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderSpeechBubbleTex:= Surface2Tex(Result);

SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(Result)
end;

procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
if Hedgehog.HealthTagTex <> nil then FreeTexture(Hedgehog.HealthTagTex);
Hedgehog.HealthTagTex:= RenderStringTex(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;

function  LoadImage(const filename: string; hasAlpha: boolean; critical, setTransparent: boolean): PSDL_Surface;
var tmpsurf: PSDL_Surface;
    //Result: PSDL_Surface;
    s: shortstring;
begin
WriteToConsole(msgLoading + filename + '... ');
s:= filename + '.' + cBitsStr + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));

if tmpsurf = nil then
   begin
   s:= filename + '.png';
   tmpsurf:= IMG_Load(Str2PChar(s));
   end;

if tmpsurf = nil then
   if critical then OutError(msgFailed, true)
      else begin
      WriteLnToConsole(msgFailed);
      exit(nil)
      end;

if setTransparent then TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
//if hasAlpha then Result:= SDL_DisplayFormatAlpha(tmpsurf)
//            else Result:= SDL_DisplayFormat(tmpsurf);
{$IFDEF DEBUGFILE}WriteLnToConsole('(' + inttostr(tmpsurf^.w) + ',' + inttostr(tmpsurf^.h) + ') ');{$ENDIF}
WriteLnToConsole(msgOK);
LoadImage:= tmpsurf//Result
end;

procedure SetupOpenGL;
begin
glLoadIdentity;
glViewport(0, 0, cScreenWidth, cScreenHeight);
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(-cScreenWidth / 2, -cScreenHeight / 2, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_MODELVIEW)
end;

////////////////////////////////////////////////////////////////////////////////
var ProgrTex: PTexture = nil;
    Step: integer = 0;

procedure AddProgress;
var r: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
if Step = 0 then
   begin
   WriteToConsole(msgLoading + 'progress sprite: ');
   texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', false, true, true);
   ProgrTex:= Surface2Tex(texsurf);
   SDL_FreeSurface(texsurf)
   end;

glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
r.x:= 0;
r.w:= ProgrTex^.w;
r.h:= ProgrTex^.w;
r.y:= (Step mod (ProgrTex^.h div ProgrTex^.w)) * ProgrTex^.w;
DrawFromRect((cScreenWidth - ProgrTex^.w) div 2,
             (cScreenHeight - ProgrTex^.w) div 2, @r, ProgrTex);
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapBuffers();
inc(Step);
end;

procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex)
end;

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
    tmpPixel: Longword;
    pixels: PLongWordArray;
begin
TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
pixels:= Surface^.pixels;
if Vertical then
   for y := 0 to (Surface^.h div 2) - 1 do
       for x := 0 to Surface^.w - 1 do
           begin
           i:= y * Surface^.w + x;
           j:= (Surface^.h - y - 1) * Surface^.w + x;
           tmpPixel:= pixels^[i];
           pixels^[i]:= pixels^[j];
           pixels^[j]:= tmpPixel;
           end
else
   for x := 0 to (Surface^.w div 2) - 1 do
       for y := 0 to Surface^.h -1 do
           begin
           i:= y*Surface^.w + x;
           j:= y*Surface^.w + (Surface^.w - x - 1);
           tmpPixel:= pixels^[i];
           pixels^[i]:= pixels^[j];
           pixels^[j]:= tmpPixel;
           end;
end;

procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
var srcX, srcY, i, j, maxDest: LongInt;
    srcPixels, destPixels: PLongWordArray;
begin
addfilelog('copyToXY: src surf (w, h) = ('+inttostr(src^.w)+', '+inttostr(src^.h)+')');
addfilelog('copyToXY: dest(X, Y) = ('+inttostr(destX)+', '+inttostr(destY)+')');
maxDest:= (dest^.pitch div 4) * dest^.h;
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;

for srcX:= 0 to src^.w - 1 do
   for srcY:= 0 to src^.h - 1 do
      begin
      i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX;
      j:= srcY * (src^.pitch div 4) + srcX;
      // basic skip of transparent pixels - cleverness would be to do true alpha
      if (i < maxDest) and ($FF000000 and srcPixels^[j] <> 0) then destPixels^[i]:= srcPixels^[j];
      end;
end;

procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
    srcPixels, destPixels: PLongWordArray;
begin
TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);

srcPixels:= src^.pixels;
destPixels:= dest^.pixels;

j:= 0;
for x := 0 to src^.w - 1 do
    for y := 0 to src^.h - 1 do
        begin
        i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
        destPixels^[j]:= srcPixels^[i];
        inc(j)
        end;
end;

end.