hedgewars/uStore.pas
author koda
Fri, 24 Jan 2014 13:19:35 +0100
changeset 10072 20680676b41c
parent 10015 4feced261c68
child 10102 bab8a3cccdf8
permissions -rw-r--r--
freaking space

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2014 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
 *)

{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}

unit uStore;
interface
uses {$IFNDEF PAS2C} StrUtils, {$ENDIF}SysUtils, uConsts, SDLh, GLunit, uTypes, uLandTexture, uCaptions, uChat;

procedure initModule;
procedure freeModule;

procedure StoreLoad(reload: boolean);
procedure StoreRelease(reload: boolean);
procedure RenderHealth(var Hedgehog: THedgehog);
function makeHealthBarTexture(w, h, Color: Longword): PTexture;
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;

// loads an image from the games data files
function  LoadDataImage(const path: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altPath as fallback-path if file not found/loadable in path
function  LoadDataImageAltPath(const path, altPath: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
// like LoadDataImage but uses altFile as fallback-filename if file cannot be loaded
function  LoadDataImageAltFile(const path: TPathType; const filename, altFile: shortstring; imageFlags: LongInt): PSDL_Surface;

procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function  RenderHelpWindow(caption, subcaption, description, extra: PChar; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure MakeCrossHairs;
{$IFDEF USE_VIDEO_RECORDING}
procedure InitOffscreenOpenGL;
{$ENDIF}

{$IFDEF SDL2}
procedure WarpMouse(x, y: Word); inline;
{$ENDIF}
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
procedure SetSkyColor(r, g, b: real);

{$IFDEF GL2}
procedure UpdateModelviewProjection;
procedure EnableTexture(enable:Boolean);
{$ENDIF}

procedure SetTexCoordPointer(p: Pointer;n: Integer);
procedure SetVertexPointer(p: Pointer;n: Integer);
procedure SetColorPointer(p: Pointer;n: Integer);
procedure BeginWater;
procedure EndWater;

implementation
uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils,
     uCommands, uPhysFSLayer, uDebug
    {$IFDEF GL2}, uMatrix{$ENDIF}
    {$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF}
    {$IF NOT DEFINED(SDL2) AND DEFINED(USE_VIDEO_RECORDING)}, glut {$ENDIF};

var MaxTextureSize: LongInt;
{$IFDEF SDL2}
    SDLwindow: PSDL_Window;
    SDLGLcontext: PSDL_GLContext;
{$ELSE}
    SDLPrimSurface: PSDL_Surface;
{$ENDIF}
    squaresize : LongInt;
    numsquares : LongInt;
    ProgrTex: PTexture;

{$IFDEF GL2}
    shaderMain: GLuint;
    shaderWater: GLuint;

    // attributes
{$ENDIF}

const
    cHHFileName = 'Hedgehog';
    cCHFileName = 'Crosshair';

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 + cFontBorder + 2;
finalRect.y:= Y + cFontBorder;
finalRect.w:= w + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 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 + cFontBorder * 2 + 4;
finalRect.h:= h + cFontBorder * 2;
WriteInRect:= finalRect
end;

procedure MakeCrossHairs;
var tmpsurf: PSDL_Surface;
begin
    tmpsurf:= LoadDataImage(ptGraphics, cCHFileName, ifAlpha or ifCritical);

    CrosshairTexture:= Surface2Tex(tmpsurf, false);

    SDL_FreeSurface(tmpsurf)
end;

function makeHealthBarTexture(w, h, Color: Longword): PTexture;
var
    rr: TSDL_Rect;
    texsurf: PSDL_Surface;
begin
    rr.x:= 0;
    rr.y:= 0;
    rr.w:= w;
    rr.h:= h;

    texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
    TryDo(texsurf <> nil, errmsgCreateSurface, true);
    TryDo(SDL_SetColorKey(texsurf, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

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

    rr.x:= 2;
    rr.y:= 2;
    rr.w:= w - 4;
    rr.h:= h - 4;

    DrawRoundRect(@rr, Color, Color, texsurf, false);
    makeHealthBarTexture:= Surface2Tex(texsurf, false);
    SDL_FreeSurface(texsurf);
end;

procedure WriteNames(Font: THWFont);
var t: LongInt;
    i, maxLevel: LongInt;
    r: TSDL_Rect;
    drY: LongInt;
    texsurf, flagsurf, iconsurf: PSDL_Surface;
    foundBot: boolean;
    year, month, md : word;
begin
    if cOnlyStats then exit;
r.x:= 0;
r.y:= 0;
drY:= - 4;
{$IFNDEF PAS2C}
DecodeDate(Date, year, month, md);
{$ELSE}
year:= 0;
month:= 0;
md:= 0;
{$ENDIF}
for t:= 0 to Pred(TeamsCount) do
    with TeamsArray[t]^ do
        begin
        NameTagTex:= RenderStringTexLim(TeamName, Clan^.Color, Font, cTeamHealthWidth);
        if length(Owner) > 0 then
            OwnerTex:= RenderStringTexLim(Owner, Clan^.Color, Font, cTeamHealthWidth);

        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
        foundBot:= false;
        maxLevel:= -1;
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if (Gear <> nil) and (BotLevel > 0) then
                    begin
                    foundBot:= true;
                    // initially was going to do the highest botlevel of the team, but for now, just apply if entire team has same bot level
                    if maxLevel = -1 then maxLevel:= BotLevel
                    else if (maxLevel > 0) and (maxLevel <> BotLevel) then maxLevel:= 0;
                    //if (maxLevel > 0) and (BotLevel < maxLevel) then maxLevel:= BotLevel
                    end
                else if Gear <> nil then  maxLevel:= 0;

        if foundBot then
            begin
            // disabled the plain flag - I think it looks ok even w/ full bars obscuring CPU
            //if (maxLevel > 0) and (maxLevel < 3) then Flag:= 'cpu_plain' else
            Flag:= 'cpu'
            end
        else if (Flag = 'cpu') or (Flag = 'cpu_plain') then
                Flag:= 'hedgewars';

        flagsurf:= LoadDataImageAltFile(ptFlags, Flag, 'hedgewars', ifNone);
        TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);

        case maxLevel of
            1: copyToXY(SpritesData[sprBotlevels].Surface, flagsurf, 0, 0);
            2: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 5, 2, 17, 13, 5, 2);
            3: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 9, 5, 13, 10, 9, 5);
            4: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 13, 9, 9, 6, 13, 9);
            5: copyToXYFromRect(SpritesData[sprBotlevels].Surface, flagsurf, 17, 11, 5, 4, 17, 11)
            end;

        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);
        texsurf:= nil;

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

        dec(drY, r.h + 2);
        DrawHealthY:= drY;
        for i:= 0 to cMaxHHIndex do
            with Hedgehogs[i] do
                if Gear <> nil then
                    begin
                    NameTagTex:= RenderStringTexLim(Name, Clan^.Color, fnt16, cTeamHealthWidth);
                    if Hat = 'NoHat' then
                        begin
                        if (month = 4) and (md = 20) then
                            Hat := 'eastertop'   // Easter
                        else if (month = 12) and ((md = 24) or (md = 25) or (md = 26)) then
                            Hat := 'Santa'       // Christmas Eve/Christmas/Boxing Day
                        else if (month = 10) and (md = 31) then
                            Hat := 'fr_pumpkin'; // Halloween/Hedgewars' birthday
                        end;

                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            LoadHedgehogHat(Hedgehogs[i], 'Reserved/' + Copy(Hat,9,Length(Hat)-8))
                        else
                            LoadHedgehogHat(Hedgehogs[i], Hat);
                        end
                    end;
        end;
    MissionIcons:= LoadDataImage(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;


for t:= 0 to Pred(ClansCount) do
    with ClansArray[t]^ do
        HealthTex:= makeHealthBarTexture(cTeamHealthWidth + 5, Teams[0]^.NameTagTex^.h, Color);

GenericHealthTexture:= makeHealthBarTexture(cTeamHealthWidth + 5, TeamsArray[0]^.NameTagTex^.h, cWhiteColor)
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:= LoadDataImageAltFile(ptGraves, GraveName, 'Statue', ifCritical or ifTransparent);
            GraveTex:= Surface2Tex(texsurf, false);
            SDL_FreeSurface(texsurf)
            end
end;

procedure StoreLoad(reload: boolean);
var s: shortstring;
    ii: TSprite;
    fi: THWFont;
    ai: TAmmoType;
    tmpsurf: PSDL_Surface;
    i, imflags: LongInt;
begin
AddFileLog('StoreLoad()');

if not reload then
    for fi:= Low(THWFont) to High(THWFont) do
        with Fontz[fi] do
            begin
            s:= cPathz[ptFonts] + '/' + Name;
            WriteToConsole(msgLoading + s + ' (' + inttostr(Height) + 'pt)... ');
            Handle:= TTF_OpenFontRW(rwopsOpenRead(s), true, Height);
            SDLTry(Handle <> nil, true);
            TTF_SetFontStyle(Handle, style);
            WriteLnToConsole(msgOK)
            end;

MakeCrossHairs;
LoadGraves;
if not reload then
    AddProgress;

for ii:= Low(TSprite) to High(TSprite) do
    with SpritesData[ii] do
        // FIXME - add a sprite attribute to match on rq flags?
        if (((cReducedQuality and (rqNoBackground or rqLowRes)) = 0) or   // why rqLowRes?
                (not (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]))) and
           (((cReducedQuality and rqPlainSplash) = 0) or ((not (ii in [sprSplash, sprDroplet, sprSDSplash, sprSDDroplet])))) and
           (((cReducedQuality and rqKillFlakes) = 0) or cSnow or ((not (ii in [sprFlake, sprSDFlake])))) and
           ((cCloudsNumber > 0) or (ii <> sprCloud)) and
           ((vobCount > 0) or (ii <> sprFlake)) then
            begin
            if reload then
                tmpsurf:= Surface
            else
                begin
                imflags := (ifAlpha or ifTransparent);

                // these sprites are optional
                if not (ii in [sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR, sprChunk]) then // FIXME: hack
                    imflags := (imflags or ifCritical);

                // load the image
                tmpsurf := LoadDataImageAltPath(Path, AltPath, FileName, imflags)
                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);
                    // HACK: We should include some sprite attribute to define the texture wrap directions
                    if ((ii = sprWater) or (ii = sprSDWater)) and ((cReducedQuality and (rq2DWater or rqClampLess)) = 0) then
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                    end;
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority);
// This should maybe be flagged. It wastes quite a bit of memory.
                if not reload then
                    begin
{$IFDEF USE_CONTEXT_RESTORE}
                    Surface:= tmpsurf
{$ELSE}
                    if saveSurf then
                        Surface:= tmpsurf
                    else
                        SDL_FreeSurface(tmpsurf)
{$ENDIF}
                    end
                end
            else
                Surface:= nil
        end;

WriteNames(fnt16);

if not reload then
    AddProgress;

tmpsurf:= LoadDataImage(ptGraphics, cHHFileName, ifAlpha or ifCritical or ifTransparent);

HHTexture:= Surface2Tex(tmpsurf, false);
SDL_FreeSurface(tmpsurf);

InitHealth;

PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig);
AFKTexture:= RenderStringTex(trmsg[sidAFK], cYellowColor, fntBig);
ConfirmTexture:= RenderStringTex(trmsg[sidConfirm], cYellowColor, fntBig);
SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig);

if not reload then
    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);
        FreeTexture(NameTex);
        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);
    FreeTexture(CountTexz[i]);
    CountTexz[i]:= Surface2Tex(tmpsurf, false);
    SDL_FreeSurface(tmpsurf)
    end;

if not reload then
    AddProgress;
IMG_Quit();

end;

{$IFNDEF PAS2C}
{$IF DEFINED(USE_S3D_RENDERING) OR DEFINED(USE_VIDEO_RECORDING)}
procedure CreateFramebuffer(var frame, depth, tex: GLuint);
begin
    glGenFramebuffersEXT(1, @frame);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);
    glGenRenderbuffersEXT(1, @depth);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
    glGenTextures(1, @tex);
    glBindTexture(GL_TEXTURE_2D, tex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
end;

procedure DeleteFramebuffer(var frame, depth, tex: GLuint);
begin
    glDeleteTextures(1, @tex);
    glDeleteRenderbuffersEXT(1, @depth);
    glDeleteFramebuffersEXT(1, @frame);
end;
{$ENDIF}
{$ENDIF}

procedure StoreRelease(reload: boolean);
var ii: TSprite;
    ai: TAmmoType;
    i, t: LongInt;
begin
for ii:= Low(TSprite) to High(TSprite) do
    begin
    FreeAndNilTexture(SpritesData[ii].Texture);

    if (SpritesData[ii].Surface <> nil) and (not reload) then
        begin
        SDL_FreeSurface(SpritesData[ii].Surface);
        SpritesData[ii].Surface:= nil
        end
    end;
SDL_FreeSurface(MissionIcons);

// free the textures declared in uVariables
FreeAndNilTexture(CrosshairTexture);
FreeAndNilTexture(WeaponTooltipTex);
FreeAndNilTexture(PauseTexture);
FreeAndNilTexture(AFKTexture);
FreeAndNilTexture(SyncTexture);
FreeAndNilTexture(ConfirmTexture);
FreeAndNilTexture(ropeIconTex);
FreeAndNilTexture(HHTexture);
FreeAndNilTexture(GenericHealthTexture);
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
    FreeAndNilTexture(Ammoz[ai].NameTex);

// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
    begin
    FreeAndNilTexture(CountTexz[i]);
    CountTexz[i]:= nil
    end;

    for t:= 0 to Pred(ClansCount) do
        begin
        if ClansArray[t] <> nil then
            FreeAndNilTexture(ClansArray[t]^.HealthTex);
        end;

    // free all team and hedgehog textures
    for t:= 0 to Pred(TeamsCount) do
        begin
        if TeamsArray[t] <> nil then
            begin
            FreeAndNilTexture(TeamsArray[t]^.NameTagTex);
            FreeAndNilTexture(TeamsArray[t]^.GraveTex);
            FreeAndNilTexture(TeamsArray[t]^.AIKillsTex);
            FreeAndNilTexture(TeamsArray[t]^.FlagTex);

            for i:= 0 to cMaxHHIndex do
                begin
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
                FreeAndNilTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
                end;
            end;
        end;
{$IFNDEF PAS2C}
{$IFDEF USE_VIDEO_RECORDING}
    if defaultFrame <> 0 then
        DeleteFramebuffer(defaultFrame, depthv, texv);
{$ENDIF}
{$IFDEF USE_S3D_RENDERING}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
        begin
        DeleteFramebuffer(framel, depthl, texl);
        DeleteFramebuffer(framer, depthr, texr);
        end
{$ENDIF}
{$ENDIF}
end;


procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
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
    LoadImage:= nil;
    WriteToConsole(msgLoading + filename + '.png [flags: ' + inttostr(imageFlags) + '] ');

    s:= filename + '.png';
    tmpsurf:= IMG_Load_RW(rwopsOpenRead(s), true);

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

    if ((imageFlags and ifIgnoreCaps) = 0) and ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
        begin
        SDL_FreeSurface(tmpsurf);
        OutError(msgFailedSize, ((not cOnlyStats) and ((imageFlags and ifCritical) <> 0)));
        // dummy surface to replace non-critical textures that failed to load due to their size
        LoadImage:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2, 2, 32, RMask, GMask, BMask, AMask);
        exit;
        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 LoadDataImage(const path: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // check for file in user dir (never critical)
    tmpsurf:= LoadImage(cPathz[path] + '/' + filename, imageFlags);

    LoadDataImage:= tmpsurf;
end;


function LoadDataImageAltPath(const path, altPath: TPathType; const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // if there is no alternative path, just forward and return result
    if (altPath = ptNone) then
        exit(LoadDataImage(path, filename, imageFlags));

    // since we have a fallback path this search isn't critical yet
    tmpsurf:= LoadDataImage(path, filename, imageFlags and (not ifCritical));

    // if image still not found try alternative path
    if (tmpsurf = nil) then
        tmpsurf:= LoadDataImage(altPath, filename, imageFlags);

    LoadDataImageAltPath:= tmpsurf;
end;

function LoadDataImageAltFile(const path: TPathType; const filename, altFile: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
begin
    // if there is no alternative filename, just forward and return result
    if (altFile = '') then
        exit(LoadDataImage(path, filename, imageFlags));

    // since we have a fallback filename this search isn't critical yet
    tmpsurf:= LoadDataImage(path, filename, imageFlags and (not ifCritical));

    // if image still not found try alternative filename
    if (tmpsurf = nil) then
        tmpsurf:= LoadDataImage(path, altFile, imageFlags);

    LoadDataImageAltFile:= tmpsurf;
end;

procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
var texsurf: PSDL_Surface;
begin
    // free the mem of any previously assigned texture.  This was previously only if the new one could be loaded, but, NoHat is usually a better choice
    if HH.HatTex <> nil then
        begin
        FreeTexture(HH.HatTex);
        HH.HatTex:= nil
        end;
    texsurf:= LoadDataImage(ptHats, newHat, ifNone);
AddFileLog('Hat => '+newHat);
    // only do something if the hat could be loaded
    if texsurf <> nil then
        begin
AddFileLog('Got Hat');

        // assign new hat to hedgehog
        HH.HatTex:= Surface2Tex(texsurf, true);

        // cleanup: free temporary surface mem
        SDL_FreeSurface(texsurf)
        end;
end;

function glLoadExtension(extension : shortstring) : boolean;
begin
//TODO: pas2c does not handle {$IF (GLunit = gles11) OR DEFINED(PAS2C)}
{$IFNDEF PAS2C}
{$IF GLunit = gles11}
    // FreePascal doesnt come with OpenGL ES 1.1 Extension headers
    extension:= extension; // avoid hint
    glLoadExtension:= false;
    AddFileLog('OpenGL - "' + extension + '" skipped')
{$ELSE}
    glLoadExtension:= glext_LoadExtension(extension);
    if glLoadExtension then
        AddFileLog('OpenGL - "' + extension + '" loaded')
    else
        AddFileLog('OpenGL - "' + extension + '" failed to load');
{$ENDIF}
{$ENDIF}
end;

procedure SetupOpenGLAttributes;
begin
{$IFDEF IPHONEOS}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}
{$IFNDEF SDL2} // vsync is default in SDL2
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));
{$ENDIF}
    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_DEPTH_SIZE, 0);         // no depth buffer
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);         // no alpha channel
    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16);       // buffer should be 16
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // prefer hw rendering
end;

{$IFDEF GL2}
function CompileShader(shaderFile: string; shaderType: GLenum): GLuint;
var
    shader: GLuint;
    f: Textfile;
    source, line: AnsiString;
    sourceA: Pchar;
    lengthA: GLint;
    compileResult: GLint;
    logLength: GLint;
    log: PChar;
begin
    Assign(f, PathPrefix + cPathz[ptShaders] + '/' + shaderFile);
    filemode:= 0; // readonly
    Reset(f);
    if IOResult <> 0 then
    begin
        AddFileLog('Unable to load ' + shaderFile);
        halt(-1);
    end;

    source:='';
    while not eof(f) do
    begin
        ReadLn(f, line);
        source:= source + line + #10;
    end;

    Close(f);

    WriteLnToConsole('Compiling shader: ' + PathPrefix + cPathz[ptShaders] + '/' + shaderFile);

    sourceA:=PChar(source);
    lengthA:=Length(source);

    shader:=glCreateShader(shaderType);
    glShaderSource(shader, 1, @sourceA, @lengthA);
    glCompileShader(shader);
    glGetShaderiv(shader, GL_COMPILE_STATUS, @compileResult);
    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, @logLength);

    if logLength > 1 then
    begin
        log := GetMem(logLength);
        glGetShaderInfoLog(shader, logLength, nil, log);
        WriteLnToConsole('========== Compiler log  ==========');
        WriteLnToConsole(shortstring(log));
        WriteLnToConsole('===================================');
        FreeMem(log, logLength);
    end;

    if compileResult <> GL_TRUE then
    begin
        WriteLnToConsole('Shader compilation failed, halting');
        halt(-1);
    end;

    CompileShader:= shader;
end;

function CompileProgram(shaderName: string): GLuint;
var
    program_: GLuint;
    vs, fs: GLuint;
    linkResult: GLint;
    logLength: GLint;
    log: PChar;
begin
    program_:= glCreateProgram();
    vs:= CompileShader(shaderName + '.vs', GL_VERTEX_SHADER);
    fs:= CompileShader(shaderName + '.fs', GL_FRAGMENT_SHADER);
    glAttachShader(program_, vs);
    glAttachShader(program_, fs);

    glBindAttribLocation(program_, aVertex, PChar('vertex'));
    glBindAttribLocation(program_, aTexCoord, PChar('texcoord'));
    glBindAttribLocation(program_, aColor, PChar('color'));

    glLinkProgram(program_);
    glDeleteShader(vs);
    glDeleteShader(fs);

    glGetProgramiv(program_, GL_LINK_STATUS, @linkResult);
    glGetProgramiv(program_, GL_INFO_LOG_LENGTH, @logLength);

    if logLength > 1 then
    begin
        log := GetMem(logLength);
        glGetProgramInfoLog(program_, logLength, nil, log);
        WriteLnToConsole('========== Compiler log  ==========');
        WriteLnToConsole(shortstring(log));
        WriteLnToConsole('===================================');
        FreeMem(log, logLength);
    end;

    if linkResult <> GL_TRUE then
    begin
        WriteLnToConsole('Linking program failed, halting');
        halt(-1);
    end;

    CompileProgram:= program_;
end;

{$ENDIF}

procedure SetupOpenGL;
var buf: array[byte] of char;
    AuxBufNum: LongInt = 0;
    tmpstr: AnsiString;
    tmpint: LongInt;
    tmpn: LongInt;
begin

{$IFDEF SDL2}
    AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_GetCurrentVideoDriver()) + ')');
{$ELSE}
    buf[0]:= char(0); // avoid compiler hint
    AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
{$ENDIF}

    AuxBufNum:= AuxBufNum;

{$IFDEF MOBILE}
    // TODO: this function creates an opengles1.1 context
    // un-comment below and add proper logic to support opengles2.0
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
    if SDLGLcontext = nil then
        SDLGLcontext:= SDL_GL_CreateContext(SDLwindow);
    SDLTry(SDLGLcontext <> nil, true);
    SDL_GL_SetSwapInterval(1);
{$ENDIF}

    // get the max (h and v) size for textures that the gpu can support
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
    if MaxTextureSize <= 0 then
        begin
        MaxTextureSize:= 1024;
        AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
        end
    else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
        begin
        cReducedQuality := cReducedQuality or rqNoBackground;
        AddFileLog('Texture size too small for backgrounds, disabling.');
        end;
    // everyone loves debugging
    // find out which gpu we are using (for extension compatibility maybe?)
    AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
    AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
    AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
    AddFileLog('  |----- Texture Size: ' + inttostr(MaxTextureSize));
{$IFDEF USE_VIDEO_RECORDING}
    glGetIntegerv(GL_AUX_BUFFERS, @AuxBufNum);
    AddFileLog('  |----- Number of auxiliary buffers: ' + inttostr(AuxBufNum));
{$ENDIF}
{$IFNDEF PAS2C}
    AddFileLog('  \----- Extensions: ');

    // fetch extentions and store them in string
    tmpstr := StrPas(PChar(glGetString(GL_EXTENSIONS)));
    tmpn := WordCount(tmpstr, [' ']);
    tmpint := 1;

    repeat
    begin
        // print up to 3 extentions per row
        // ExtractWord will return empty string if index out of range
        AddFileLog(TrimRight(
            ExtractWord(tmpint, tmpstr, [' ']) + ' ' +
            ExtractWord(tmpint+1, tmpstr, [' ']) + ' ' +
            ExtractWord(tmpint+2, tmpstr, [' '])
        ));
        tmpint := tmpint + 3;
    end;
    until (tmpint > tmpn);
{$ENDIF}
    AddFileLog('');

    defaultFrame:= 0;
{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
    begin
        if glLoadExtension('GL_EXT_framebuffer_object') then
        begin
            CreateFramebuffer(defaultFrame, depthv, texv);
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
            AddFileLog('Using framebuffer for video recording.');
        end
        else if AuxBufNum > 0 then
        begin
            glDrawBuffer(GL_AUX0);
            glReadBuffer(GL_AUX0);
            AddFileLog('Using auxiliary buffer for video recording.');
        end
        else
        begin
            glDrawBuffer(GL_BACK);
            glReadBuffer(GL_BACK);
            AddFileLog('Warning: off-screen rendering is not supported; using back buffer but it may not work.');
        end;
    end;
{$ENDIF}

{$IFDEF GL2}

{$IFDEF PAS2C}
    err := glewInit();
    if err <> GLEW_OK then
    begin
        WriteLnToConsole('Failed to initialize GLEW.');
        halt;
    end;
{$ENDIF}

{$IFNDEF PAS2C}
    if not Load_GL_VERSION_2_0 then
        halt;
{$ENDIF}

    shaderWater:= CompileProgram('water');
    glUseProgram(shaderWater);
    glUniform1i(glGetUniformLocation(shaderWater, pchar('tex0')), 0);
    uWaterMVPLocation:= glGetUniformLocation(shaderWater, pchar('mvp'));

    shaderMain:= CompileProgram('default');
    glUseProgram(shaderMain);
    glUniform1i(glGetUniformLocation(shaderMain, pchar('tex0')), 0);
    uMainMVPLocation:= glGetUniformLocation(shaderMain, pchar('mvp'));
    uMainTintLocation:= glGetUniformLocation(shaderMain, pchar('tint'));

    uCurrentMVPLocation:= uMainMVPLocation;

    Tint(255, 255, 255, 255);
    UpdateModelviewProjection;
{$ENDIF}

{$IFNDEF PAS2C}
{$IFNDEF USE_S3D_RENDERING}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
    begin
        // prepare left and right frame buffers and associated textures
        if glLoadExtension('GL_EXT_framebuffer_object') then
            begin
            CreateFramebuffer(framel, depthl, texl);
            CreateFramebuffer(framer, depthr, texr);

            // reset
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame)
            end
        else
            cStereoMode:= smNone;
    end;
{$ENDIF}
{$ENDIF}

// set view port to whole window
glViewport(0, 0, cScreenWidth, cScreenHeight);

{$IFDEF GL2}
    uMatrix.initModule;
    hglMatrixMode(MATRIX_MODELVIEW);
    // prepare default translation/scaling
    hglLoadIdentity();
    hglScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    hglTranslatef(0, -cScreenHeight / 2, 0);

    EnableTexture(True);

    glEnableVertexAttribArray(aVertex);
    glEnableVertexAttribArray(aTexCoord);
    glGenBuffers(1, @vBuffer);
    glGenBuffers(1, @tBuffer);
    glGenBuffers(1, @cBuffer);
{$ELSE}
    glMatrixMode(GL_MODELVIEW);
    // prepare default translation/scaling
    glLoadIdentity();
    glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    glTranslatef(0, -cScreenHeight / 2, 0);

    // disable/lower perspective correction (will not 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);
{$ENDIF}

    // enable alpha blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    // disable/lower perspective correction (will not need it anyway)
end;

{$IFDEF GL2}
procedure EnableTexture(enable:Boolean);
begin
    if enable then
        glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 1)
    else
        glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 0);
end;
{$ENDIF}

procedure SetTexCoordPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
    glBindBuffer(GL_ARRAY_BUFFER, tBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
    glEnableVertexAttribArray(aTexCoord);
    glVertexAttribPointer(aTexCoord, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
{$ELSE}
    n:= n;
    glTexCoordPointer(2, GL_FLOAT, 0, p);
{$ENDIF}
end;

procedure SetVertexPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
    glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
    glEnableVertexAttribArray(aVertex);
    glVertexAttribPointer(aVertex, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
{$ELSE}
    n:= n;
    glVertexPointer(2, GL_FLOAT, 0, p);
{$ENDIF}
end;

procedure SetColorPointer(p: Pointer; n: Integer);
begin
{$IFDEF GL2}
    glBindBuffer(GL_ARRAY_BUFFER, cBuffer);
    glBufferData(GL_ARRAY_BUFFER, n * 4, p, GL_STATIC_DRAW);
    glEnableVertexAttribArray(aColor);
    glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, pointer(0));
{$ELSE}
    n:= n;
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
{$ENDIF}
end;

{$IFDEF GL2}
procedure UpdateModelviewProjection;
var
    mvp: TMatrix4x4f;
begin
    //MatrixMultiply(mvp, mProjection, mModelview);
{$HINTS OFF}
    hglMVP(mvp);
{$HINTS ON}
    glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]);
end;
{$ENDIF}

(*
procedure UpdateProjection;
var
    s: GLfloat;
begin
    s:=cScaleFactor;
    mProjection[0,0]:= s/cScreenWidth; mProjection[0,1]:=  0.0;             mProjection[0,2]:=0.0; mProjection[0,3]:=  0.0;
    mProjection[1,0]:= 0.0;            mProjection[1,1]:= -s/cScreenHeight; mProjection[1,2]:=0.0; mProjection[1,3]:=  0.0;
    mProjection[2,0]:= 0.0;            mProjection[2,1]:=  0.0;             mProjection[2,2]:=1.0; mProjection[2,3]:=  0.0;
    mProjection[3,0]:= cStereoDepth;   mProjection[3,1]:=  s/2;             mProjection[3,2]:=0.0; mProjection[3,3]:=  1.0;

{$IFDEF GL2}
    UpdateModelviewProjection;
{$ELSE}
    glMatrixMode(GL_PROJECTION);
    glLoadMatrixf(@mProjection[0, 0]);
    glMatrixMode(GL_MODELVIEW);
{$ENDIF}
end;
*)

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

    if f = cDefaultZoomLevel then
{$IFDEF GL2}
        hglPopMatrix         // "return" to default scaling
{$ELSE}
        glPopMatrix
{$ENDIF}
    else                    // other scaling
        begin
{$IFDEF GL2}
        hglPushMatrix;       // save default scaling
        hglLoadIdentity;
        hglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        hglTranslatef(0, -cScreenHeight / 2, 0);
{$ELSE}
        glPushMatrix;       // save default scaling
        glLoadIdentity;
        glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
{$ENDIF}
        end;

    cScaleFactor:= f;

{$IFDEF GL2}
    UpdateModelviewProjection;
{$ENDIF}
end;

procedure BeginWater;
begin
{$IFDEF GL2}
    glUseProgram(shaderWater);
    uCurrentMVPLocation:=uWaterMVPLocation;
    UpdateModelviewProjection;
    glDisableVertexAttribArray(aTexCoord);
    glEnableVertexAttribArray(aColor);
{$ELSE}
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
{$ENDIF}
end;

procedure EndWater;
begin
{$IFDEF GL2}
    glUseProgram(shaderMain);
    uCurrentMVPLocation:=uMainMVPLocation;
    UpdateModelviewProjection;
    glDisableVertexAttribArray(aColor);
    glEnableVertexAttribArray(aTexCoord);
{$ELSE}
    glDisableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{$ENDIF}
end;


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

        ProgrTex:= Surface2Tex(texsurf, false);

        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);
        {$IFNDEF PAS2C}
        with mobileRecord do
            if GameLoading <> nil then
                GameLoading();
        {$ENDIF}
        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;

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

    SwapBuffers;

    inc(Step);
end;

procedure FinishProgress;
begin
    {$IFNDEF PAS2C}
    with mobileRecord do
        if GameLoaded <> nil then
            GameLoaded();
    {$ENDIF}
    WriteLnToConsole('Freeing progress surface... ');
    FreeTexture(ProgrTex);
    ProgrTex:= nil;
    Step:= 0
end;

function RenderHelpWindow(caption, subcaption, description, extra: PChar; 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:= _S' ';

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

w:= 0;
h:= 0;
wa:= cFontBorder * 2 + 4;
ha:= cFontBorder * 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 + cFontBorder + 2, ha, $ffffffff, font, caption);
// render sub caption
r:= WriteInRect(tmpsurf, 36 + cFontBorder + 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, cFontBorder + 2, r.y + r.h, $ff707070, font, tmpline);

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

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

r.x:= cFontBorder + 6;
r.y:= cFontBorder + 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: PChar;
    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:= _S'';
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($ffc77070);
    end
else if (Ammoz[atype].Ammo.Propz and ammoprop_NoRoundEnd) <> 0 then // weapon or utility will not end your turn
    begin
    extra:= trmsg[sidNoEndTurn];
    extracolor:= LongInt($ff70c770);
    end
else
    begin
    extra:= _S'';
    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 is any)
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil
end;

{$IFDEF USE_VIDEO_RECORDING}
{$IFDEF SDL2}
procedure InitOffscreenOpenGL;
begin
    // create hidden window
    SDLwindow:= SDL_CreateWindow('hedgewars video rendering (SDL2 hidden window)',
                                 SDL_WINDOWPOS_CENTERED_MASK, SDL_WINDOWPOS_CENTERED_MASK,
                                 cScreenWidth, cScreenHeight,
                                 SDL_WINDOW_HIDDEN or SDL_WINDOW_OPENGL);
    SDLTry(SDLwindow <> nil, true);
    SetupOpenGL();
end;
{$ELSE}
procedure InitOffscreenOpenGL;
var ArgCount: LongInt;
    PrgName: pchar;
begin
    ArgCount:= 1;
    PrgName:= 'hwengine';
    glutInit(@ArgCount, @PrgName);
    glutInitWindowSize(cScreenWidth, cScreenHeight);
    // we do not need a window, but without this call OpenGL will not initialize
    glutCreateWindow('hedgewars video rendering (glut hidden window)');
    glutHideWindow();
    // we do not need to set this callback, but it is required for GLUT3 compat
    glutDisplayFunc(@SwapBuffers);
    SetupOpenGL();
end;
{$ENDIF} // SDL2
{$ENDIF} // USE_VIDEO_RECORDING

procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
    reinit: boolean = false;
    {$IFNDEF DARWIN}ico: PSDL_Surface;{$ENDIF}
    {$IFDEF SDL2}x, y: LongInt;{$ENDIF}
begin
    if cOnlyStats then
        begin
        MaxTextureSize:= 1024;
        exit
        end;
    if Length(s) = 0 then
         cFullScreen:= (not cFullScreen)
    else cFullScreen:= s = '1';

    if cFullScreen then
        begin
        cScreenWidth:= cFullscreenWidth;
        cScreenHeight:= cFullscreenHeight;
        end
    else
        begin
        cScreenWidth:= cWindowedWidth;
        cScreenHeight:= cWindowedHeight;
        end;

    AddFileLog('Preparing to change video parameters...');
{$IFDEF SDL2}
    if SDLwindow = nil then
{$ELSE}
    if SDLPrimSurface = nil then
{$ENDIF}
        begin
        // set window title
    {$IFNDEF SDL2}
        SDL_WM_SetCaption(_P'Hedgewars', nil);
    {$ENDIF}
        WriteToConsole('Init SDL_image... ');
        SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
        WriteLnToConsole(msgOK);
        // load engine icon
    {$IFNDEF DARWIN}
        ico:= LoadDataImage(ptGraphics, 'hwengine', ifIgnoreCaps);
        if ico <> nil then
            begin
            SDL_WM_SetIcon(ico, 0);
            SDL_FreeSurface(ico)
            end;
    {$ENDIF}
        end
    else
        begin
        AmmoMenuInvalidated:= true;
{$IFDEF IPHONEOS}
        // chFullScr is called when there is a rotation event and needs the SetScale and SetupOpenGL to set up the new resolution
        // this 6 gl functions are the relevant ones and are hacked together here for optimisation
        glMatrixMode(GL_MODELVIEW);
        glPopMatrix;
        glLoadIdentity();
        glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
        glViewport(0, 0, cScreenWidth, cScreenHeight);
        exit;
{$ELSE}
        SetScale(cDefaultZoomLevel);
    {$IFDEF USE_CONTEXT_RESTORE}
        reinit:= true;
        StoreRelease(true);
        ResetLand;
        ResetWorldTex;
        //uTextures.freeModule; //DEBUG ONLY
    {$ENDIF}
        AddFileLog('Freeing old primary surface...');
    {$IFNDEF SDL2}
        SDL_FreeSurface(SDLPrimSurface);
        SDLPrimSurface:= nil;
    {$ENDIF}
{$ENDIF}
        end;

    // these attributes must be set up before creating the sdl window
{$IFNDEF WIN32}
(* On a large number of testers machines, SDL default to software rendering
   when opengl attributes were set. These attributes were "set" after
   CreateWindow in .15, which probably did nothing.
   IMO we should rely on the gl_config defaults from SDL, and use
   SDL_GL_GetAttribute to possibly post warnings if any bad values are set.
 *)
    SetupOpenGLAttributes();
{$ENDIF}
{$IFDEF SDL2}
    // these values in x and y make the window appear in the center
    x:= SDL_WINDOWPOS_CENTERED_MASK;
    y:= SDL_WINDOWPOS_CENTERED_MASK;
    // SDL_WINDOW_RESIZABLE makes the window resizable and
    //  respond to rotation events on mobile devices
    flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE;

    {$IFDEF MOBILE}
    if isPhone() then
        SDL_SetHint('SDL_IOS_ORIENTATIONS','LandscapeLeft LandscapeRight');
    // no need for borders on mobile devices
    flags:= flags or SDL_WINDOW_BORDERLESS;
    {$ENDIF}

    if cFullScreen then
        flags:= flags or SDL_WINDOW_FULLSCREEN;

    if SDLwindow = nil then
        SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
    SDLTry(SDLwindow <> nil, true);
{$ELSE}
    flags:= SDL_OPENGL or SDL_RESIZABLE;
    if cFullScreen then
        flags:= flags or SDL_FULLSCREEN;
    if not cOnlyStats then
        begin
    {$IFDEF WIN32}
        s:= SDL_getenv('SDL_VIDEO_CENTERED');
        SDL_putenv('SDL_VIDEO_CENTERED=1');
    {$ENDIF}
        SDLPrimSurface:= SDL_SetVideoMode(cScreenWidth, cScreenHeight, 0, flags);
        SDLTry(SDLPrimSurface <> nil, true);
    {$IFDEF WIN32}
        SDL_putenv(str2pchar('SDL_VIDEO_CENTERED=' + s));
    {$ENDIF}
        end;
{$ENDIF}

    SetupOpenGL();

    if reinit then
        begin
        // clean the window from any previous content
        glClear(GL_COLOR_BUFFER_BIT);
        if SuddenDeathDmg then
            SetSkyColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255)
        else if ((cReducedQuality and rqNoBackground) = 0) then
            SetSkyColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255)
        else
            SetSkyColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255);

        // reload everything we had before
        ReloadCaptions(false);
        ReloadLines;
        StoreLoad(true);
        // redraw all land
        UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
        end;
end;

{$IFDEF SDL2}
// for sdl1.2 we directly call SDL_WarpMouse()
// for sdl2 we provide a SDL_WarpMouse() which just calls this function
// this has the advantage of reducing 'uses' and 'ifdef' statements
// (SDLwindow is a private member of this module)
procedure WarpMouse(x, y: Word); inline;
begin
    SDL_WarpMouseInWindow(SDLwindow, x, y);
end;
{$ENDIF}

procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
begin
    if GameType = gmtRecord then
        exit;
{$IFDEF SDL2}
    SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
    SDL_GL_SwapBuffers();
{$ENDIF}
end;

procedure SetSkyColor(r, g, b: real);
begin
    glClearColor(r, g, b, 0.99)
end;

procedure initModule;
var ai: TAmmoType;
    i: LongInt;
begin
    RegisterVariable('fullscr', @chFullScr, true);

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

    // init all ammo name texture pointers
    for ai:= Low(TAmmoType) to High(TAmmoType) do
    begin
        Ammoz[ai].NameTex := nil;
    end;
    // init all count texture pointers
    for i:= Low(CountTexz) to High(CountTexz) do
        CountTexz[i] := nil;
{$IFDEF SDL2}
    SDLwindow:= nil;
    SDLGLcontext:= nil;
{$ELSE}
    SDLPrimSurface:= nil;
{$ENDIF}
end;

procedure freeModule;
begin
{$IFDEF GL2}
    glDeleteProgram(shaderMain);
    glDeleteProgram(shaderWater);
    glDeleteBuffers(1, @vBuffer);
    glDeleteBuffers(1, @tBuffer);
    glDeleteBuffers(1, @cBuffer);
{$ENDIF}
    StoreRelease(false);
    TTF_Quit();
{$IFDEF SDL2}
    SDL_GL_DeleteContext(SDLGLcontext);
    SDL_DestroyWindow(SDLwindow);
{$ENDIF}
    SDL_Quit();
end;
end.