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.