hedgewars/uMisc.pas
author Simon McVittie <smcv@debian.org>
Mon, 12 Sep 2022 10:40:53 -0400
branch1.0.0
changeset 15859 7b1d6dfa3173
parent 15335 f9f34158ef72
child 15900 128ace913837
permissions -rw-r--r--
Remove FindSDL2 find-module, use sdl2-config.cmake instead This requires SDL >= 2.0.4. Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was not itself built using CMake: it installs a sdl2-config.cmake file to ${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and library, analogous to a pkg-config .pc file. As a result, we no longer need to copy/paste a "find-module package" to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2). Find-module packages are now discouraged by the CMake developers, in favour of having upstream projects behave as config-file packages. This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR and SDL2_LIBRARY, but the standard behaviour for config-file packages is to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword to make sure we search in config-file package mode, and will not find a FindSDL2.cmake in some other directory that implements the old interface. In addition to deleting redundant code, this avoids some assumptions in FindSDL2 about the layout of a SDL installation. The current libsdl2-dev package in Debian breaks those assumptions; this is considered a bug and will hopefully be fixed soon, but it illustrates how fragile these assumptions can be. We can be more robust against different installation layouts by relying on SDL's own CMake integration. When linking to a copy of CMake in a non-standard location, users can now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point to it; previously, these users would have used the SDL2DIR environment variable. This continues to be unnecessary if using matching system-wide installations of CMake and SDL2, for example both from Debian.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uMisc;
interface

uses SDLh, uConsts, GLunit, uTypes;

procedure initModule;
procedure freeModule;

function  doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
function MakeScreenshot(filename: shortstring; k: LongInt; dump: LongWord): boolean;
function  GetTeamStatString(p: PTeam): shortstring;
function  SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;

implementation
uses uVariables, uUtils
     {$IFDEF PNG_SCREENSHOTS}, PNGh, png {$ENDIF};

type PScreenshot = ^TScreenshot;
     TScreenshot = record
         buffer: PByte;
         filename: shortstring;
         width, height: LongInt;
         size: QWord;
         end;

var conversionFormat : PSDL_PixelFormat;

{$IFDEF PNG_SCREENSHOTS}
// this funtion will be executed in separate thread
function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
var i: LongInt;
    png_ptr: ^png_struct;
    info_ptr: ^png_info;
    f: File;
    image: PScreenshot;
begin
image:= PScreenshot(screenshot);

png_ptr := png_create_write_struct(png_get_libpng_ver(nil), nil, nil, nil);
if png_ptr = nil then
begin
    // AddFileLog('Error: Could not create png write struct.');
    SaveScreenshot:= 0;
    exit;
end;

info_ptr := png_create_info_struct(png_ptr);
if info_ptr = nil then
begin
    png_destroy_write_struct(@png_ptr, nil);
    // AddFileLog('Error: Could not create png info struct.');
    SaveScreenshot:= 0;
    exit;
end;

{$IOCHECKS OFF}
Assign(f, image^.filename);
Rewrite(f, 1);
if IOResult = 0 then
    begin
    png_init_pascal_io(png_ptr,@f);
    png_set_IHDR(png_ptr, info_ptr, image^.width, image^.height,
                 8, // bit depth
                 PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE,
                 PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
    png_write_info(png_ptr, info_ptr);
    // glReadPixels and libpng number rows in different order
    for i:= image^.height-1 downto 0 do
        png_write_row(png_ptr, image^.buffer + i*4*image^.width);
    png_write_end(png_ptr, info_ptr);
    Close(f);
    end;
{$IOCHECKS ON}

// free everything
png_destroy_write_struct(@png_ptr, @info_ptr);
FreeMem(image^.buffer, image^.size);
Dispose(image);
SaveScreenshot:= 0;
end;

{$ELSE} //PNG_SCREENSHOTS
{$IFDEF WINDOWS}
function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
var
    surface: PSDL_Surface;
    image: PScreenshot;
    rowBuffer: PByte;
    row, stride: LongInt;
begin
    image:= PScreenshot(screenshot);
    stride:= image^.width * 4;
    rowBuffer:= PByte(GetMem(stride));

    for row:= 0 to (image^.height div 2) - 1 do
        begin
        Move((image^.buffer + (image^.height - row - 1) * stride)^,
             rowBuffer^,
             stride);
        Move((image^.buffer + row * stride)^,
             (image^.buffer + (image^.height - row - 1) * stride)^,
             stride);
        Move(rowBuffer^,
             (image^.buffer + row * stride)^,
             stride);
        end;

    surface:= SDL_CreateRGBSurfaceFrom(
        image^.buffer,
        image^.width, image^.height, 32, stride,
        $000000FF, $0000FF00, $00FF0000, $FF000000);

    if surface <> nil then
        begin
        IMG_SavePNG(surface, Str2PChar(image^.filename));
        SDL_FreeSurface(surface);
        end;

    FreeMem(rowBuffer, stride);
    FreeMem(image^.buffer, image^.size);
    Dispose(image);
    SaveScreenshot:= 0;
end;
{$ELSE} //WINDOWS
// this funtion will be executed in separate thread
function SaveScreenshot(screenshot: pointer): LongInt; cdecl; export;
var f: file;
    // Windows Bitmap Header
    head: array[0..53] of Byte = (
    $42, $4D,       // identifier ("BM")
    0, 0, 0, 0,     // file size
    0, 0, 0, 0,     // reserved
    54, 0, 0, 0,    // starting offset
    40, 0, 0, 0,    // header size
    0, 0, 0, 0,     // width
    0, 0, 0, 0,     // height
    1, 0,           // color planes
    32, 0,          // bit depth
    0, 0, 0, 0,     // compression method (uncompressed)
    0, 0, 0, 0,     // image size
    96, 0, 0, 0,    // horizontal resolution
    96, 0, 0, 0,    // vertical resolution
    0, 0, 0, 0,     // number of colors (all)
    0, 0, 0, 0      // number of important colors
    );
    image: PScreenshot;
    size: QWord;
    writeResult:LongInt;
begin
image:= PScreenshot(screenshot);

size:= image^.Width*image^.Height*4;

head[$02]:= (size + 54) and $ff;
head[$03]:= ((size + 54) shr 8) and $ff;
head[$04]:= ((size + 54) shr 16) and $ff;
head[$05]:= ((size + 54) shr 24) and $ff;
head[$12]:= image^.Width and $ff;
head[$13]:= (image^.Width shr 8) and $ff;
head[$14]:= (image^.Width shr 16) and $ff;
head[$15]:= (image^.Width shr 24) and $ff;
head[$16]:= image^.Height and $ff;
head[$17]:= (image^.Height shr 8) and $ff;
head[$18]:= (image^.Height shr 16) and $ff;
head[$19]:= (image^.Height shr 24) and $ff;
head[$22]:= size and $ff;
head[$23]:= (size shr 8) and $ff;
head[$24]:= (size shr 16) and $ff;
head[$25]:= (size shr 24) and $ff;

{$IOCHECKS OFF}
Assign(f, image^.filename);
Rewrite(f, 1);
if IOResult = 0 then
    begin
    writeResult:= 0; // suppress fpc hint
    BlockWrite(f, head, sizeof(head), writeResult);
    BlockWrite(f, image^.buffer^, size, writeResult);
    Close(f);
    end
else
    begin
    //AddFileLog('Error: Could not write to ' + filename);
    end;
{$IOCHECKS ON}

// free everything
FreeMem(image^.buffer, image^.size);
Dispose(image);
SaveScreenshot:= 0;
end;

{$ENDIF} // WINDOWS
{$ENDIF} // PNG_SCREENSHOTS

{$IFDEF USE_VIDEO_RECORDING}
// make image k times smaller (useful for saving thumbnails)
procedure ReduceImage(img: PByteArray; width, height, k: LongInt);
var i, j, i0, j0, w, h, r, g, b: LongInt;
begin
    w:= width  div k;
    h:= height div k;

    // rescale inplace
    if k <> 1 then
    begin
        for i:= 0 to h-1 do
            for j:= 0 to w-1 do
            begin
                r:= 0;
                g:= 0;
                b:= 0;
                for i0:= 0 to k-1 do
                    for j0:= 0 to k-1 do
                    begin
                        inc(r, img^[4*(width*(i*k+i0) + j*k + j0)+0]);
                        inc(g, img^[4*(width*(i*k+i0) + j*k + j0)+1]);
                        inc(b, img^[4*(width*(i*k+i0) + j*k + j0)+2]);
                    end;
                img^[4*(w*i + j)+0]:= r div (k*k);
                img^[4*(w*i + j)+1]:= g div (k*k);
                img^[4*(w*i + j)+2]:= b div (k*k);
                img^[4*(w*i + j)+3]:= 255;
            end;
    end;
end;
{$ENDIF}

// captures and saves the screen. returns true on success.
// saved image will be k times smaller than original (useful for saving thumbnails).
function MakeScreenshot(filename: shortstring; k: LongInt; dump: LongWord): boolean;
var p: Pointer;
    size: QWord;
    image: PScreenshot;
    format: GLenum;
    ext: string[4];
    x,y: LongWord;
begin
{$IFDEF PNG_SCREENSHOTS}
format:= GL_RGBA;
ext:= '.png';
{$ELSE}
{$IFDEF WINDOWS}
format:= GL_RGBA;
ext:= '.png';
{$ELSE}
format:= GL_BGRA;
ext:= '.bmp';
{$ENDIF}
{$ENDIF}

if dump > 0 then
     size:= LAND_WIDTH*LAND_HEIGHT*4
else size:= toPowerOf2(cScreenWidth) * toPowerOf2(cScreenHeight) * 4;
p:= GetMem(size); // will be freed in SaveScreenshot()

// memory could not be allocated
if p = nil then
begin
    AddFileLog('Error: Could not allocate memory for screenshot.');
    MakeScreenshot:= false;
    exit;
end;

// read pixels from land array
if dump > 0 then
    begin
    for y:= 0 to LAND_HEIGHT-1 do
        for x:= 0 to LAND_WIDTH-1 do
            if dump = 2 then
                PLongWordArray(p)^[y*LAND_WIDTH+x]:= LandPixels[LAND_HEIGHT-1-y, x]
            else
                begin
                if Land[LAND_HEIGHT-1-y, x] and lfIndestructible = lfIndestructible then
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= (AMask or RMask)
                else if Land[LAND_HEIGHT-1-y, x] and lfIce = lfIce then
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= (AMask or BMask)
                else if Land[LAND_HEIGHT-1-y, x] and lfBouncy = lfBouncy then
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= (AMask or GMask)
                else if Land[LAND_HEIGHT-1-y, x] and lfObject = lfObject then
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= $FFFFFFFF
                else if Land[LAND_HEIGHT-1-y, x] and lfBasic = lfBasic then
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= AMask
                else
                    PLongWordArray(p)^[y*LAND_WIDTH+x]:= 0
                end
    end
else
// read pixels from the front buffer
    begin
    glReadPixels(0, 0, cScreenWidth, cScreenHeight, format, GL_UNSIGNED_BYTE, p);
{$IFDEF USE_VIDEO_RECORDING}
    ReduceImage(p, cScreenWidth, cScreenHeight, k)
{$ENDIF}
    end;

// allocate and fill structure that will be passed to new thread
New(image); // will be disposed in SaveScreenshot()
if dump = 2 then
     image^.filename:= shortstring(UserPathPrefix) + filename + '_landpixels' + ext
else if dump = 1 then
     image^.filename:= shortstring(UserPathPrefix) + filename + '_land' + ext
else image^.filename:= shortstring(UserPathPrefix) + filename + ext;

if dump <> 0 then
    begin
    image^.width:= LAND_WIDTH;
    image^.height:= LAND_HEIGHT
    end
else
    begin
    image^.width:= cScreenWidth div k;
    image^.height:= cScreenHeight div k
    end;
image^.size:= size;
image^.buffer:= p;

SDL_CreateThread(@SaveScreenshot, PChar('snapshot'), image);
MakeScreenshot:= true; // possibly it is not true but we will not wait for thread to terminate
end;

// http://www.idevgames.com/forums/thread-5602-post-21860.html#pid21860
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
var convertedSurf: PSDL_Surface;
begin
    doSurfaceConversion:= tmpsurf;
    if ((tmpsurf^.format^.bitsperpixel = 32) and (tmpsurf^.format^.rshift > tmpsurf^.format^.bshift)) or
       (tmpsurf^.format^.bitsperpixel = 24) then
    begin
        convertedSurf:= SDL_ConvertSurface(tmpsurf, conversionFormat, SDL_SWSURFACE);
        SDL_FreeSurface(tmpsurf);
        doSurfaceConversion:= convertedSurf;
    end;
end;

function SDL_RectMake(x, y, width, height: LongInt): TSDL_Rect; inline;
begin
    SDL_RectMake.x:= x;
    SDL_RectMake.y:= y;
    SDL_RectMake.w:= width;
    SDL_RectMake.h:= height;
end;

function GetTeamStatString(p: PTeam): shortstring;
var s: shortstring;
begin
    s:= p^.TeamName + ':' + IntToStr(p^.TeamHealth) + ':';
    GetTeamStatString:= s;
end;

procedure initModule;
const SDL_PIXELFORMAT_ABGR8888 = (1 shl 28) or (6 shl 24) or (7 shl 20) or (6 shl 16) or (32 shl 8) or 4;
begin
    conversionFormat:= SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
end;

procedure freeModule;
begin
    SDL_FreeFormat(conversionFormat);
end;

end.