--- a/hedgewars/uWorld.pas Sat Jun 13 11:32:23 2009 +0000
+++ b/hedgewars/uWorld.pas Sat Jun 13 15:30:40 2009 +0000
@@ -37,6 +37,7 @@
bShowFinger: boolean = false;
Frames: Longword = 0;
WaterColor, DeepWaterColor: TSDL_Color;
+ cWaterSprCount: LongInt;
implementation
uses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound,
@@ -57,7 +58,7 @@
EndTime: LongWord;
end;
-var cWaterSprCount, cWaveWidth, cWaveHeight: LongInt;
+var cWaveWidth, cWaveHeight: LongInt;
Captions: array[TCapGroup] of TCaptionStr;
AMxShift, SlotsNum: LongInt;
tmpSurface: PSDL_Surface;
@@ -67,7 +68,6 @@
begin
cWaveWidth:= SpritesData[sprWater].Width;
cWaveHeight:= SpritesData[sprWater].Height;
-cWaterSprCount:= 1 + cScreenWidth div cWaveWidth;
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
prevPoint.X:= cScreenWidth div 2;
@@ -113,7 +113,7 @@
begin
if Ammo = nil then exit;
SlotsNum:= 0;
- x:= cScreenWidth - 210 + AMxShift;
+ x:= cScreenWidth div 2 - 210 + AMxShift;
y:= cScreenHeight - 40;
dec(y);
DrawSprite(sprAMBorders, x, y, 0);
@@ -157,7 +157,7 @@
if (Pos >= 0) then
if Ammo^[Slot, Pos].Count > 0 then
begin
- DrawTexture(cScreenWidth - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
+ DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
DrawTexture(cScreenWidth + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
@@ -181,22 +181,25 @@
procedure DrawWater;
var VertexBuffer: array [0..3] of TVertex2f;
r: TSDL_Rect;
+ lw, lh: GLfloat;
begin
+lw:= cScreenWidth / cScaleFactor;
+lh:= cScreenHeight * 2 / cScaleFactor;
// Water
r.y:= WorldDy + cWaterLine + 32;
-if r.y < cScreenHeight then
+if r.y < cScreenHeight * 2 / cScaleFactor then
begin
if r.y < 0 then r.y:= 0;
glDisable(GL_TEXTURE_2D);
- VertexBuffer[0].X:= 0;
+ VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= r.y;
- VertexBuffer[1].X:= cScreenWidth;
+ VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= r.y;
- VertexBuffer[2].X:= cScreenWidth;
- VertexBuffer[2].Y:= cScreenHeight;
- VertexBuffer[3].X:= 0;
- VertexBuffer[3].Y:= cScreenHeight;
+ VertexBuffer[2].X:= lw;
+ VertexBuffer[2].Y:= lh;
+ VertexBuffer[3].X:= -lw;
+ VertexBuffer[3].Y:= lh;
glEnableClientState (GL_COLOR_ARRAY);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
@@ -222,15 +225,18 @@
s: string[15];
procedure DrawRepeated(spr: TSprite; Shift: LongInt);
- var i, w: LongInt;
+ var i, w, sw: LongInt;
begin
+ sw:= round(cScreenWidth / cScaleFactor);
w:= SpritesData[spr].Width;
i:= Shift mod w;
if i > 0 then dec(i, w);
+ dec(i, sw);
+ //addfilelog(inttostr(sw));
repeat
DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0);
inc(i, w)
- until i > cScreenWidth
+ until i > sw
end;
begin
@@ -253,8 +259,8 @@
// Waves
{$WARNINGS OFF}
- for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) ) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight*2), 0);
- for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 100) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight + cWaveHeight div 2), 0);
+// for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) ) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight*2), 0);
+// for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 100) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight + cWaveHeight div 2), 0);
{$WARNINGS ON}
end;
@@ -291,10 +297,17 @@
// Waves
{$WARNINGS OFF}
-for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 25) mod cWaveWidth), cWaterLine + WorldDy - cWaveHeight, 0);
-for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 50) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight div 2), 0);
-for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 75) mod cWaveWidth), cWaterLine + WorldDy , 0);
+//for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 25) mod cWaveWidth), cWaterLine + WorldDy - cWaveHeight, 0);
+//for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 50) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight div 2), 0);
+//for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 75) mod cWaveWidth), cWaterLine + WorldDy , 0);
+
+
+// Target
+if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0);
+
{$WARNINGS ON}
+SetScale(2.0);
+
// Turn time
if TurnTimeLeft <> 0 then
begin
@@ -302,28 +315,23 @@
if i>99 then t:= 112
else if i>9 then t:= 96
else t:= 80;
- DrawSprite(sprFrame, t, cScreenHeight - 48, 1);
+ DrawSprite(sprFrame, -cScreenWidth div 2 + t, cScreenHeight - 48, 1);
while i > 0 do
begin
dec(t, 32);
- DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10);
+ DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, cScreenHeight - 48, i mod 10);
i:= i div 10
end;
- DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0);
+ DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, cScreenHeight - 48, 0);
end;
-// Target
-if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0);
-
-//glPopMatrix;
-
// Captions
i:= 8;
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
- DrawCentered(cScreenWidth div 2, i, Tex);
+ DrawCentered(0, i, Tex);
inc(i, Tex^.h + 2);
if EndTime <= RealTicks then
begin
@@ -337,30 +345,30 @@
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
- DrawTexture(cScreenWidth div 2 - NameTagTex^.w - 3, cScreenHeight + DrawHealthY, NameTagTex);
+ DrawTexture(- NameTagTex^.w - 3, cScreenHeight + DrawHealthY, NameTagTex);
r.x:= 0;
r.y:= 0;
r.w:= 2 + TeamHealthBarWidth;
r.h:= HealthTex^.h;
- DrawFromRect(cScreenWidth div 2,
+ DrawFromRect(0,
cScreenHeight + DrawHealthY,
@r, HealthTex);
inc(r.x, cTeamHealthWidth + 2);
r.w:= 3;
- DrawFromRect(cScreenWidth div 2 + TeamHealthBarWidth + 2,
+ DrawFromRect(TeamHealthBarWidth + 2,
cScreenHeight + DrawHealthY,
@r, HealthTex);
end;
// Lag alert
-if isInLag then DrawSprite(sprLag, 32, 32, (RealTicks shr 7) mod 12);
+if isInLag then DrawSprite(sprLag, 32 - cScreenWidth div 2, 32, (RealTicks shr 7) mod 12);
// Wind bar
-DrawSprite(sprWindBar, cScreenWidth - 180, cScreenHeight - 30, 0);
+DrawSprite(sprWindBar, cScreenWidth div 2 - 180, cScreenHeight - 30, 0);
if WindBarWidth > 0 then
begin
{$WARNINGS OFF}
@@ -369,7 +377,7 @@
r.y:= 0;
r.w:= WindBarWidth;
r.h:= 13;
- DrawSpriteFromRect(sprWindR, r, cScreenWidth - 103, cScreenHeight - 28, 13, 0);
+ DrawSpriteFromRect(sprWindR, r, cScreenWidth div 2 - 103, cScreenHeight - 28, 13, 0);
end else
if WindBarWidth < 0 then
begin
@@ -379,7 +387,7 @@
r.y:= 0;
r.w:= - WindBarWidth;
r.h:= 13;
- DrawSpriteFromRect(sprWindL, r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0);
+ DrawSpriteFromRect(sprWindL, r, cScreenWidth div 2 - 106 + WindBarWidth, cScreenHeight - 28, 13, 0);
end;
// AmmoMenu
@@ -424,7 +432,7 @@
SDL_FreeSurface(tmpSurface)
end;
if fpsTexture <> nil then
- DrawTexture(cScreenWidth - 50, 10, fpsTexture);
+ DrawTexture(cScreenWidth div 2 - 50, 10, fpsTexture);
end;
inc(SoundTimerTicks, Lag);
@@ -438,7 +446,9 @@
end
end;
-if GameState = gsConfirm then DrawCentered(cScreenWidth div 2, cScreenHeight div 2, ConfirmTexture);
+if GameState = gsConfirm then DrawCentered(0, cScreenHeight div 2, ConfirmTexture);
+
+SetScale(1.5);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND)
@@ -460,10 +470,18 @@
procedure MoveCamera;
const PrevSentPointTime: LongWord = 0;
-var EdgesDist: LongInt;
+var EdgesDist, cw: LongInt;
begin
+cw:= round(cScreenWidth / cScaleFactor);
+
+
if (not (CurrentTeam^.ExtDriven and isCursorVisible))
- and cHasFocus then SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
+ and cHasFocus then
+ begin
+ SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
+// CursorPoint.X:= round((CursorPoint.X - cScreenWidth / 2) * 2 / cScaleFactor);
+// CursorPoint.Y:= round(CursorPoint.Y * 2 / cScaleFactor);
+ end;
if (FollowGear <> nil) and (not isCursorVisible) then
if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then
@@ -504,14 +522,14 @@
begin
if isCursorVisible then EdgesDist:= cCursorEdgesDist
else EdgesDist:= cGearScrEdgesDist;
- if CursorPoint.X < EdgesDist then
+ if CursorPoint.X < - cw + EdgesDist then
begin
- WorldDx:= WorldDx - CursorPoint.X + EdgesDist;
+ WorldDx:= WorldDx - CursorPoint.X - cw + EdgesDist;
CursorPoint.X:= EdgesDist
end else
- if CursorPoint.X > cScreenWidth - EdgesDist then
+ if CursorPoint.X > cw - EdgesDist then
begin
- WorldDx:= WorldDx - CursorPoint.X + cScreenWidth - EdgesDist;
+ WorldDx:= WorldDx - CursorPoint.X + cw - EdgesDist;
CursorPoint.X:= cScreenWidth - EdgesDist
end;
if CursorPoint.Y < EdgesDist then
@@ -521,7 +539,7 @@
end else
if CursorPoint.Y > cScreenHeight - EdgesDist then
begin
- WorldDy:= WorldDy - CursorPoint.Y + cScreenHeight - EdgesDist;
+ WorldDy:= WorldDy - CursorPoint.Y + round(cScreenHeight * 2 / cScaleFactor) - EdgesDist;
CursorPoint.Y:= cScreenHeight - EdgesDist
end;
end else
@@ -537,8 +555,8 @@
prevPoint:= CursorPoint;
if WorldDy < cScreenHeight - cWaterLine - cVisibleWater then WorldDy:= cScreenHeight - cWaterLine - cVisibleWater;
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
-if WorldDx < -LAND_WIDTH then WorldDx:= -LAND_WIDTH;
-if WorldDx > cScreenWidth then WorldDx:= cScreenWidth;
+if WorldDx < -round(LAND_WIDTH * 2 / cScaleFactor) then WorldDx:= -round(LAND_WIDTH * 2 / cScaleFactor);
+if WorldDx > cw then WorldDx:= cw;
end;
initialization