hedgewars/uMisc.pas
author koda
Sat, 06 Aug 2011 07:09:30 +0200
changeset 5505 a55aab592950
parent 5239 f34f391a223b
child 5910 c9a4de51b5a0
permissions -rw-r--r--
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes. This is a major sdl1.3 update so it should be tested with care (working great on ios)

(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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
*)

{$INCLUDE "options.inc"}

unit uMisc;
interface

uses SDLh, uConsts, GLunit, uTypes;

procedure movecursor(dx, dy: LongInt);
function  doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
procedure MakeScreenshot(filename: shortstring);
function  GetTeamStatString(p: PTeam): shortstring;

procedure initModule;
procedure freeModule;

implementation
uses typinfo, sysutils, uVariables;

procedure movecursor(dx, dy: LongInt);
var x, y: LongInt;
begin
if (dx = 0) and (dy = 0) then exit;

SDL_GetMouseState(@x, @y);
Inc(x, dx);
Inc(y, dy);
SDL_WarpMouse(x, y);
end;


procedure MakeScreenshot(filename: shortstring);
var p: Pointer;
    size: Longword;
    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
    24, 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
    );
begin
// flash
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 5;

size:= cScreenWidth * cScreenHeight * 3;
p:= GetMem(size);

// update header information and file name

filename:= UserPathPrefix + '/Screenshots/' + filename + '.bmp';

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]:= cScreenWidth and $ff;
head[$13]:= (cScreenWidth shr 8) and $ff;
head[$14]:= (cScreenWidth shr 16) and $ff;
head[$15]:= (cScreenWidth shr 24) and $ff;
head[$16]:= cScreenHeight and $ff;
head[$17]:= (cScreenHeight shr 8) and $ff;
head[$18]:= (cScreenHeight shr 16) and $ff;
head[$19]:= (cScreenHeight 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;

//remember that opengles operates on a single surface, so GL_FRONT *should* be implied
//glReadBuffer(GL_FRONT);
glReadPixels(0, 0, cScreenWidth, cScreenHeight, GL_BGR, GL_UNSIGNED_BYTE, p);

{$I-}
Assign(f, filename);
Rewrite(f, 1);
if IOResult = 0 then
    begin
    BlockWrite(f, head, sizeof(head));
    BlockWrite(f, p^, size);
    Close(f);
    end;
{$I+}

FreeMem(p)
end;

// http://www.idevgames.com/forums/thread-5602-post-21860.html#pid21860
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
var convertedSurf: PSDL_Surface;
begin
    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);
        exit(convertedSurf);
        end;

    exit(tmpsurf);
end;


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

procedure initModule;
const SDL_PIXELFORMAT_ABGR8888 = ((1 shl 31) 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
    recordFileName:= '';
    SDL_FreeFormat(conversionFormat);
end;

end.