hedgewars/uStore.pas
author unC0Rr
Thu, 18 Nov 2010 16:19:55 +0300
changeset 4380 b78638b36b89
parent 4378 91655618a510
child 4385 f679ffa2dc8c
permissions -rw-r--r--
Introduce uRenderUtils

(*
 * 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
 *)

{$INCLUDE "options.inc"}

unit uStore;
interface
uses sysutils, uConsts, SDLh, GLunit, uTypes;

procedure initModule;
procedure freeModule;

procedure StoreLoad;
procedure StoreRelease;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function  RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;

implementation
uses uMisc, uConsole, uLocale, uMobile, uVariables, uUtils, uTextures, uIO, uRender, uRenderUtils;

type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);

var HHTexture: PTexture;
    MaxTextureSize: LongInt;
    cGPUVendor: TGPUVendor;

function WriteInRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: ansistring): TSDL_Rect;
var w, h: LongInt;
    tmpsurf: PSDL_Surface;
    clr: TSDL_Color;
    finalRect: TSDL_Rect;
begin
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
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);
tmpsurf:= doSurfaceConversion(tmpsurf);
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
WriteInRect:= finalRect
end;

procedure StoreLoad;
var s: shortstring;

    procedure WriteNames(Font: THWFont);
    var t: LongInt;
        i: LongInt;
        r, rr: TSDL_Rect;
        drY: LongInt;
        texsurf, flagsurf, iconsurf: 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, cNearBlackColorChannels.value, 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, false);
        SDL_FreeSurface(texsurf);

        r.x:= 0;
        r.y:= 0;
        r.w:= 32;
        r.h:= 32;
        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);

        r.w:= 26;
        r.h:= 19;

        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, texsurf, true);

        // overwrite flag for cpu teams and keep players from using it
        if (Hedgehogs[0].Gear <> nil) and (Hedgehogs[0].BotLevel > 0) then
            Flag:= 'cpu'
        else if Flag = 'cpu' then
            Flag:= 'hedgewars';

        flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, ifNone);
        if flagsurf = nil then
            flagsurf:= LoadImage(Pathz[ptFlags] + '/hedgewars', ifNone);
        TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);
        copyToXY(flagsurf, texsurf, 2, 2);
        SDL_FreeSurface(flagsurf);
        flagsurf:= nil;

        // restore black border pixels inside the flag
        PLongwordArray(texsurf^.pixels)^[32 * 2 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 2 + 23]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 +  2]:= cNearBlackColor;
        PLongwordArray(texsurf^.pixels)^[32 * 16 + 23]:= cNearBlackColor;

        FlagTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf);

        AIKillsTex := RenderStringTex(inttostr(stats.AIKills), Clan^.Color, fnt16);

        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, CheckCJKFont(Name,fnt16));
                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            texsurf:= LoadImage(Pathz[ptHats] + '/Reserved/' + Copy(Hat,9,Length(s)-8), ifNone)
                        else
                            texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, ifNone);
                        if texsurf <> nil then
                            begin
                            HatTex:= Surface2Tex(texsurf, true);
                            SDL_FreeSurface(texsurf)
                            end;
                        texsurf:= nil;
                        end
                    end;
        end;
    MissionIcons:= LoadImage(Pathz[ptGraphics] + '/missions', ifCritical);
    iconsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 28, 28, 32, RMask, GMask, BMask, AMask);
    if iconsurf <> nil then
        begin
        r.x:= 0;
        r.y:= 0;
        r.w:= 28;
        r.h:= 28;
        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, iconsurf, true);
        ropeIconTex:= Surface2Tex(iconsurf, false);
        SDL_FreeSurface(iconsurf);
        iconsurf:= nil;
        end;
    end;

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

    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] = AMask then PLongwordArray(texsurf^.pixels)^[i]:= (RMask or GMask or BMask) and Color;

        if SDL_MustLock(texsurf) then
            SDL_UnlockSurface(texsurf);

        CrosshairTex:= Surface2Tex(texsurf, false);
        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:= 'Statue';
            texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, ifTransparent);
            if texsurf = nil then texsurf:= LoadImage(Pathz[ptGraves] + '/Statue', ifCritical or ifTransparent);
            GraveTex:= Surface2Tex(texsurf, false);
            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 + ' (' + inttostr(Height) + 'pt)... ');
        Handle:= TTF_OpenFont(Str2PChar(s), Height);
        SDLTry(Handle <> nil, true);
        TTF_SetFontStyle(Handle, style);
        WriteLnToConsole(msgOK)
        end;

WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;

AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
    with SpritesData[ii] do
        // FIXME - add a sprite attribute
        if ((cReducedQuality and rqNoBackground) = 0) or (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR, sprFlake, sprSplash, sprDroplet])) then // FIXME: hack
        begin
            if AltPath = ptNone then
                if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
                    tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
                else
                    tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
            else begin
                tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
                if tmpsurf = nil then
                    tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, ifAlpha or ifCritical or ifTransparent);
                end;

            if tmpsurf <> nil then
            begin
                if getImageDimensions then
                begin
                    imageWidth:= tmpsurf^.w;
                    imageHeight:= tmpsurf^.h
                end;
                if getDimensions then
                begin
                    Width:= tmpsurf^.w;
                    Height:= tmpsurf^.h
                end;
                if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
                begin
                    Texture:= Surface2Tex(tmpsurf, true);
                    Texture^.Scale:= 2
                end
                else
                begin
                    Texture:= Surface2Tex(tmpsurf, false);
                    if (ii = sprWater) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then // HACK: We should include some sprite attribute to define the texture wrap directions
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                end;
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
                if saveSurf then
                    Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
                end
            else
                Surface:= nil
        end;

AddProgress;

tmpsurf:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, ifAlpha or ifCritical or ifTransparent);
HHTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf);

InitHealth;

// TODO: are those textures ever freed?
PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);

AddProgress;

// name of weapons in ammo menu
for ai:= Low(TAmmoType) to High(TAmmoType) do
    with Ammoz[ai] do
    begin
        TryDo(trAmmo[NameId] <> '','No default text/translation found for ammo type #' + intToStr(ord(ai)) + '!',true);
        tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
        TryDo(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ai)) + ' failed!',true);
        tmpsurf:= doSurfaceConversion(tmpsurf);
        NameTex:= Surface2Tex(tmpsurf, false);
        SDL_FreeSurface(tmpsurf)
    end;

// number of weapons in ammo menu
for i:= Low(CountTexz) to High(CountTexz) do
begin
    tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i) + 'x'), cWhiteColorChannels);
    tmpsurf:= doSurfaceConversion(tmpsurf);
    CountTexz[i]:= Surface2Tex(tmpsurf, false);
    SDL_FreeSurface(tmpsurf)
end;

AddProgress;

{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
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
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
    exit;
if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
    exit;

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;

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

glPopMatrix
end;

procedure StoreRelease;
var ii: TSprite;
begin
    for ii:= Low(TSprite) to High(TSprite) do
    begin
        FreeTexture(SpritesData[ii].Texture);
        SpritesData[ii].Texture:= nil;
        if SpritesData[ii].Surface <> nil then
            SDL_FreeSurface(SpritesData[ii].Surface);
        SpritesData[ii].Surface:= nil;
    end;
    SDL_FreeSurface(MissionIcons);
    FreeTexture(ropeIconTex);
    FreeTexture(HHTexture);
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: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
    s: shortstring;
begin
    WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + ']');

    s:= filename + '.png';
    tmpsurf:= IMG_Load(Str2PChar(s));

    if tmpsurf = nil then
    begin
        OutError(msgFailed, (imageFlags and ifCritical) <> 0);
        exit(nil)
    end;

    if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
    begin
        SDL_FreeSurface(tmpsurf);
        OutError(msgFailedSize, (imageFlags and ifCritical) <> 0);
        // dummy surface to replace non-critical textures that failed to load due to their size
        exit(SDL_CreateRGBSurface(SDL_SWSURFACE, 2, 2, 32, RMask, GMask, BMask, AMask));
    end;

    tmpsurf:= doSurfaceConversion(tmpsurf);

    if (imageFlags and ifTransparent) <> 0 then
        TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

    WriteLnToConsole(msgOK + ' (' + inttostr(tmpsurf^.w) + 'x' + inttostr(tmpsurf^.h) + ')');

    LoadImage:= tmpsurf //Result
end;

function glLoadExtension(extension : shortstring) : boolean;
begin
{$IFDEF IPHONEOS}
    extension:= extension; // avoid hint
    glLoadExtension:= false;
{$IFDEF DEBUGFILE}
    AddFileLog('OpenGL - "' + extension + '" skipped')
{$ENDIF}
{$ELSE}
    glLoadExtension:= glext_LoadExtension(extension);
{$IFDEF DEBUGFILE}
    if not glLoadExtension then
        AddFileLog('OpenGL - "' + extension + '" failed to load')
    else
        AddFileLog('OpenGL - "' + extension + '" loaded');
{$ENDIF}
{$ENDIF}
end;

procedure SetupOpenGL;
{$IFNDEF IPHONEOS}
var vendor: shortstring;
{$IFDEF DARWIN}
    one: LongInt;
{$ENDIF}
{$ENDIF}
begin

{$IFDEF IPHONEOS}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); // no double buffering
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
    if (cReducedQuality and rqDesyncVBlank) <> 0 then
        SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0)
    else
        SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
{$IFDEF DARWIN}
// fixes vsync in Snow Leopard
    one:= 1;
    CGLSetParameter(CGLGetCurrentContext(), 222, @one);
{$ENDIF}
{$ENDIF}
{$ENDIF}
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // no alpha channel required
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer has to be 16 bit only
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // try to prefer hardware rendering

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);

{$IFDEF DEBUGFILE}
    AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
    AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
    AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
    AddFileLog('  \----- GL_MAX_TEXTURE_SIZE: ' + inttostr(MaxTextureSize));
{$ENDIF}

    if MaxTextureSize <= 0 then
    begin
        MaxTextureSize:= 1024;
{$IFDEF DEBUGFILE}
        AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
{$ENDIF}
    end;

{$IFNDEF IPHONEOS}
    if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
        cGPUVendor:= gvNVIDIA
    else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
        cGPUVendor:= gvATI
    else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
        cGPUVendor:= gvIntel;
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
{$ELSE}
    cGPUVendor:= gvApple;
{$ENDIF}

{$IFDEF DEBUGFILE}
    if cGPUVendor = gvUnknown then
        AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
{$ELSE}
    // just avoid 'never used' compiler warning for now
    if cGPUVendor = gvUnknown then cGPUVendor:= gvUnknown;
{$ENDIF}

    // set view port to whole window
    if (rotationQt = 0) or (rotationQt = 180) then
        glViewport(0, 0, cScreenWidth, cScreenHeight)
    else
        glViewport(0, 0, cScreenHeight, cScreenWidth);

    glMatrixMode(GL_MODELVIEW);
    // prepare default translation/scaling
    glLoadIdentity();
    glRotatef(rotationQt, 0, 0, 1);
    glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    glTranslatef(0, -cScreenHeight / 2, 0);

    // enable alpha blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    // disable/lower perspective correction (won't need it anyway)
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    // disable dithering
    glDisable(GL_DITHER);
    // enable common states by default as they save a lot
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
end;

procedure SetScale(f: GLfloat);
begin
    // leave immediately if scale factor did not change
    if f = cScaleFactor then exit;

    if f = cDefaultZoomLevel then
        glPopMatrix         // "return" to default scaling
    else                    // other scaling
    begin
        glPushMatrix;       // save default scaling
        glLoadIdentity;
        glRotatef(rotationQt, 0, 0, 1);
        glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
    end;

    cScaleFactor:= f;
end;

////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
    if Step = 0 then
    begin
        WriteToConsole(msgLoading + 'progress sprite: ');
        texsurf:= LoadImage(Pathz[ptGraphics] + '/Progress', ifCritical or ifTransparent);

        ProgrTex:= Surface2Tex(texsurf, false);

        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);

        perfExt_AddProgress();
    end;

    TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);

    glClear(GL_COLOR_BUFFER_BIT);
    if Step < numsquares then r.x:= 0
    else r.x:= squaresize;

    r.y:= (Step mod numsquares) * squaresize;
    r.w:= squaresize;
    r.h:= squaresize;

    DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);

    SDL_GL_SwapBuffers();
{$IFDEF SDL13}
    SDL_RenderPresent();
{$ENDIF}
    inc(Step);

end;

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

function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
var tmpsurf: PSDL_SURFACE;
    w, h, i, j: LongInt;
    font: THWFont;
    r, r2: TSDL_Rect;
    wa, ha: LongInt;
    tmpline, tmpline2, tmpdesc: ansistring;
begin
// make sure there is a caption as well as a sub caption - description is optional
if caption = '' then caption:= '???';
if subcaption = '' then subcaption:= ' ';

font:= CheckCJKFont(caption,fnt16);
font:= CheckCJKFont(subcaption,font);
font:= CheckCJKFont(description,font);
font:= CheckCJKFont(extra,font);

w:= 0;
h:= 0;
wa:= FontBorder * 2 + 4;
ha:= FontBorder * 2;

i:= 0; j:= 0; // avoid compiler hints

// TODO: Recheck height/position calculation

// get caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(caption), i, j);
// width adds 36 px (image + space)
w:= i + 36 + wa;
h:= j + ha;

// get sub caption's dimensions
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(subcaption), i, j);
// width adds 36 px (image + space)
if w < (i + 36 + wa) then w:= i + 36 + wa;
inc(h, j + ha);

// get description's dimensions
tmpdesc:= description;
while tmpdesc <> '' do
    begin
    tmpline:= tmpdesc;
    SplitByChar(tmpline, tmpdesc, '|');
    if tmpline <> '' then
        begin
        TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(tmpline), i, j);
        if w < (i + wa) then w:= i + wa;
        inc(h, j + ha)
        end
    end;

if extra <> '' then
    begin
    // get extra label's dimensions
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(extra), i, j);
    if w < (i + wa) then w:= i + wa;
    inc(h, j + ha);
    end;

// add borders space
inc(w, wa);
inc(h, ha + 8);

tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
TryDo(tmpsurf <> nil, 'RenderHelpWindow: fail to create surface', true);

// render border and background
r.x:= 0;
r.y:= 0;
r.w:= w;
r.h:= h;
DrawRoundRect(@r, cWhiteColor, cNearBlackColor, tmpsurf, true);

// render caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, ha, $ffffffff, font, caption);
// render sub caption
r:= WriteInRect(tmpsurf, 36 + FontBorder + 2, r.y + r.h, $ffc7c7c7, font, subcaption);

// render all description lines
tmpdesc:= description;
while tmpdesc <> '' do
    begin
    tmpline:= tmpdesc;
    SplitByChar(tmpline, tmpdesc, '|');
    r2:= r;
    if tmpline <> '' then
        begin
        r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, $ff707070, font, tmpline);

        // render highlighted caption (if there's a ':')
        tmpline2:= '';
        SplitByChar(tmpline, tmpline2, ':');
        if tmpline2 <> '' then
            WriteInRect(tmpsurf, FontBorder + 2, r2.y + r2.h, $ffc7c7c7, font, tmpline + ':');
        end
    end;

if extra <> '' then
    r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, extracolor, font, extra);

r.x:= FontBorder + 6;
r.y:= FontBorder + 4;
r.w:= 32;
r.h:= 32;
SDL_FillRect(tmpsurf, @r, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);

RenderHelpWindow:=  Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;

procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
    i: LongInt;
    extra: ansistring;
    extracolor: LongInt;
begin
    // don't do anything if the window shouldn't be shown
    if (cReducedQuality and rqTooltipsOff) <> 0 then
    begin
        WeaponTooltipTex:= nil;
        exit
    end;

// free old texture
FreeWeaponTooltip;

// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;

// default (no extra text)
extra:= '';
extracolor:= 0;

if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
    begin
    extra:= trmsg[sidNotYetAvailable];
    extracolor:= LongInt($ffc77070);
    end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility won't end your turn
    begin
    extra:= trmsg[sidNoEndTurn];
    extracolor:= LongInt($ff70c770);
    end
else
    begin
    extra:= '';
    extracolor:= 0;
    end;

// render window and return the texture
WeaponTooltipTex:= RenderHelpWindow(trammo[Ammoz[atype].NameId], trammoc[Ammoz[atype].NameId], trammod[Ammoz[atype].NameId], extra, extracolor, SpritesData[sprAMAmmos].Surface, @r)
end;

procedure ShowWeaponTooltip(x, y: LongInt);
begin
// draw the texture if it exists
if WeaponTooltipTex <> nil then
    DrawTexture(x, y, WeaponTooltipTex)
end;

procedure FreeWeaponTooltip;
begin
// free the existing texture (if there's any)
if WeaponTooltipTex = nil then
    exit;
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;

procedure initModule;
begin
    PixelFormat:= nil;
    SDLPrimSurface:= nil;

{$IFNDEF IPHONEOS}
    rotationQt:= 0;
    cGPUVendor:= gvUnknown;
{$ENDIF}

    cScaleFactor:= 2.0;
    SupportNPOTT:= false;
    Step:= 0;
    ProgrTex:= nil;
end;

procedure freeModule;
begin
end;

end.