(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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);
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: ansistring; 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}
procedure WarpMouse(x, y: Word); inline;
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
{$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 USE_CONTEXT_RESTORE}, uWorld{$ENDIF}
{$IF NOT DEFINED(SDL13) AND DEFINED(USE_VIDEO_RECORDING)}, glut {$ENDIF};
//type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);
var MaxTextureSize: LongInt;
{$IFDEF SDL13}
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}
{$IFDEF WEBGL}
OpenGLSetupedBefore : boolean;
{$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 t: LongInt;
tmpsurf, texsurf: PSDL_Surface;
Color, i: Longword;
begin
tmpsurf:= LoadDataImage(ptGraphics, cCHFileName, 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);
FreeTexture(CrosshairTex);
CrosshairTex:= Surface2Tex(texsurf, false);
SDL_FreeSurface(texsurf)
end;
SDL_FreeSurface(tmpsurf)
end;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i, maxLevel: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
texsurf, flagsurf, iconsurf: PSDL_Surface;
foundBot: boolean;
begin
if cOnlyStats then exit;
r.x:= 0;
r.y:= 0;
drY:= - 4;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
NameTagTex:= RenderStringTexLim(TeamName, Clan^.Color, Font, cTeamHealthWidth);
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, cNearBlackColor, 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
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 (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;
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()');
WriteLnToConsole('Entering 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 (Theme = 'Snow') or (Theme = 'Christmas') 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);
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();
WriteLnToConsole('Leaving StoreLoad');
end;
{$IF DEFINED(USE_S3D_RENDERING) OR DEFINED(USE_VIDEO_RECORDING)}
procedure CreateFramebuffer(var frame, depth, tex: GLuint);
begin
glGenFramebuffersEXT(1, @frame);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);
glGenRenderbuffersEXT(1, @depth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
glGenTextures(1, @tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
end;
procedure DeleteFramebuffer(var frame, depth, tex: GLuint);
begin
glDeleteTextures(1, @tex);
glDeleteRenderbuffersEXT(1, @depth);
glDeleteFramebuffersEXT(1, @frame);
end;
{$ENDIF}
procedure StoreRelease(reload: boolean);
var ii: TSprite;
ai: TAmmoType;
i, t: LongInt;
begin
for ii:= Low(TSprite) to High(TSprite) do
begin
FreeTexture(SpritesData[ii].Texture);
SpritesData[ii].Texture:= nil;
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
FreeTexture(WeaponTooltipTex);
WeaponTooltipTex:= nil;
FreeTexture(PauseTexture);
PauseTexture:= nil;
FreeTexture(SyncTexture);
SyncTexture:= nil;
FreeTexture(ConfirmTexture);
ConfirmTexture:= nil;
FreeTexture(ropeIconTex);
ropeIconTex:= nil;
FreeTexture(HHTexture);
HHTexture:= nil;
// free all ammo name textures
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
FreeTexture(Ammoz[ai].NameTex);
Ammoz[ai].NameTex:= nil
end;
// free all count textures
for i:= Low(CountTexz) to High(CountTexz) do
begin
FreeTexture(CountTexz[i]);
CountTexz[i]:= nil
end;
// free all team and hedgehog textures
for t:= 0 to Pred(TeamsCount) do
begin
if TeamsArray[t] <> nil then
begin
FreeTexture(TeamsArray[t]^.NameTagTex);
TeamsArray[t]^.NameTagTex:= nil;
FreeTexture(TeamsArray[t]^.CrosshairTex);
TeamsArray[t]^.CrosshairTex:= nil;
FreeTexture(TeamsArray[t]^.GraveTex);
TeamsArray[t]^.GraveTex:= nil;
FreeTexture(TeamsArray[t]^.HealthTex);
TeamsArray[t]^.HealthTex:= nil;
FreeTexture(TeamsArray[t]^.AIKillsTex);
TeamsArray[t]^.AIKillsTex:= nil;
FreeTexture(TeamsArray[t]^.FlagTex);
TeamsArray[t]^.FlagTex:= nil;
for i:= 0 to cMaxHHIndex do
begin
FreeTexture(TeamsArray[t]^.Hedgehogs[i].NameTagTex);
TeamsArray[t]^.Hedgehogs[i].NameTagTex:= nil;
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HealthTagTex);
TeamsArray[t]^.Hedgehogs[i].HealthTagTex:= nil;
FreeTexture(TeamsArray[t]^.Hedgehogs[i].HatTex);
TeamsArray[t]^.Hedgehogs[i].HatTex:= nil;
end;
end;
end;
{$IFDEF USE_VIDEO_RECORDING}
if defaultFrame <> 0 then
DeleteFramebuffer(defaultFrame, depthv, texv);
{$ENDIF}
{$IFDEF USE_S3D_RENDERING}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
begin
DeleteFramebuffer(framel, depthl, texl);
DeleteFramebuffer(framer, depthr, texr);
end
{$ENDIF}
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
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');
// free the mem of any previously assigned texture
FreeTexture(HH.HatTex);
// 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 doesn't 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);
{$IFNDEF SDL13} // vsync is default in 1.3
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, LongInt((cReducedQuality and rqDesyncVBlank) = 0));
{$ENDIF}
{$ENDIF}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); // no depth buffer
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); // no alpha channel required
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 16); // buffer has to be 16 bit only
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // try to prefer hardware rendering
end;
{$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;
{$ENDIF}
procedure SetupOpenGL;
//var vendor: shortstring = '';
var buf: array[byte] of char;
{$IFDEF PAS2C}err: GLenum;{$ENDIF}
{$IFDEF USE_VIDEO_RECORDING}AuxBufNum: LongInt;{$ENDIF}
tmpstr: AnsiString;
tmpint: LongInt;
tmpn: LongInt;
begin
buf[0]:= char(0); // avoid compiler hint
AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_VideoDriverName(buf, sizeof(buf))) + ')');
{$IFDEF WEBGL}
if OpenGLSetupedBefore then
begin
glViewport(0, 0, cScreenWidth, cScreenHeight);
hglMatrixMode(MATRIX_MODELVIEW);
hglLoadIdentity();
hglScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
hglTranslatef(0, -cScreenHeight / 2, 0);
exit;
end
OpenGLSetupedBefore := true;
{$ENDIF}
{$IFDEF SDL13}
// this function creates an opengles1.1 context by default on mobile devices
// unless you un-comment this two attributes
//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);
{$ENDIF}
// get the max (horizontal and vertical) size for textures that the gpu can support
glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
if MaxTextureSize <= 0 then
begin
MaxTextureSize:= 1024;
AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
end
else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
begin
cReducedQuality := cReducedQuality or rqNoBackground;
AddFileLog('Texture size too small for backgrounds, disabling.');
end;
(*
// find out which gpu we are using (for extension compatibility maybe?)
{$IFDEF IPHONEOS}
vendor:= vendor; // avoid hint
cGPUVendor:= gvApple;
{$ELSE}
vendor:= LowerCase(shortstring(pchar(glGetString(GL_VENDOR))));
if StrPos(Str2PChar(vendor), Str2PChar('nvidia')) <> nil then
cGPUVendor:= gvNVIDIA
else if StrPos(Str2PChar(vendor), Str2PChar('intel')) <> nil then
cGPUVendor:= gvATI
else if StrPos(Str2PChar(vendor), Str2PChar('ati')) <> nil then
cGPUVendor:= gvIntel
else
AddFileLog('OpenGL Warning - unknown hardware vendor; please report');
{$ENDIF}
//SupportNPOTT:= glLoadExtension('GL_ARB_texture_non_power_of_two');
*)
// everyone love debugging
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}
{$IFDEF PAS2C}
// doesn't seem to print >256 chars
AddFileLogRaw(PChar(glGetString(GL_EXTENSIONS)));
{$ELSE}
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 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;
{$ENDIF}
// set view port to whole window
glViewport(0, 0, cScreenWidth, cScreenHeight);
{$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}
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));
{$ELSE}
glVertexPointer(2, GL_FLOAT, 0, p);
{$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}
glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
{$ENDIF}
end;
{$IFDEF GL2}
procedure UpdateModelviewProjection;
var
mvp: TMatrix4x4f;
begin
//MatrixMultiply(mvp, mProjection, mModelview);
hglMVP(mvp);
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);
with mobileRecord do
if GameLoading <> nil then
GameLoading();
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
with mobileRecord do
if GameLoaded <> nil then
GameLoaded();
WriteLnToConsole('Freeing progress surface... ');
FreeTexture(ProgrTex);
ProgrTex:= nil;
Step:= 0
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:= _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, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);
RenderHelpWindow:= Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;
procedure RenderWeaponTooltip(atype: TAmmoType);
var r: TSDL_Rect;
i: LongInt;
extra: ansistring;
extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
if (cReducedQuality and rqTooltipsOff) <> 0 then
begin
WeaponTooltipTex:= nil;
exit
end;
// free old texture
FreeWeaponTooltip;
// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 4) * 32;
r.y:= (i mod 16) * 32;
r.w:= 32;
r.h:= 32;
// default (no extra text)
extra:= _S'';
extracolor:= 0;
if (CurrentTeam <> nil) and (Ammoz[atype].SkipTurns >= CurrentTeam^.Clan^.TurnNumber) then // weapon or utility is not yet available
begin
extra:= trmsg[sidNotYetAvailable];
extracolor:= LongInt($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}
{$IFDEF SDL13}
procedure InitOffscreenOpenGL;
begin
// create hidden window
SDLwindow:= SDL_CreateWindow('hedgewars (you don''t see this)',
SDL_WINDOWPOS_CENTERED_MASK, SDL_WINDOWPOS_CENTERED_MASK,
cScreenWidth, cScreenHeight,
SDL_WINDOW_HIDDEN or SDL_WINDOW_OPENGL);
SDLTry(SDLwindow <> nil, true);
SetupOpenGL();
end;
{$ELSE}
procedure InitOffscreenOpenGL;
var ArgCount: LongInt;
PrgName: pchar;
begin
ArgCount:= 1;
PrgName:= 'hwengine';
glutInit(@ArgCount, @PrgName);
glutInitWindowSize(cScreenWidth, cScreenHeight);
glutCreateWindow('hedgewars (you don''t see this)'); // we don't need a window, but if this function is not called then OpenGL will not be initialized
glutHideWindow();
glutDisplayFunc(@SwapBuffers); // we don't need a callback, but it's required for GLUT3
SetupOpenGL();
end;
{$ENDIF} // SDL13
{$ENDIF} // USE_VIDEO_RECORDING
procedure chFullScr(var s: shortstring);
var flags: Longword = 0;
reinit: boolean = false;
{$IFNDEF DARWIN}ico: PSDL_Surface;{$ENDIF}
{$IFDEF SDL13}x, y: LongInt;{$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...');
{$IFDEF SDL13}
if SDLwindow = nil then
{$ELSE}
if SDLPrimSurface = nil then
{$ENDIF}
begin
// set window title
{$IFNDEF SDL13}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 SDL13}
{$IFNDEF WEBGL}
SDL_FreeSurface(SDLPrimSurface);
SDLPrimSurface:= nil;
{$ENDIF}
{$ENDIF}
{$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}
{$IFDEF SDL13}
// these values in x and y make the window appear in the center
x:= SDL_WINDOWPOS_CENTERED_MASK;
y:= SDL_WINDOWPOS_CENTERED_MASK;
// SDL_WINDOW_RESIZABLE makes the window respond to rotation events on mobile devices
flags:= SDL_WINDOW_OPENGL or SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE;
{$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;
{$ENDIF}
if SDLwindow = nil then
if cFullScreen then
SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags or SDL_WINDOW_FULLSCREEN)
else
begin
SDLwindow:= SDL_CreateWindow('Hedgewars', x, y, cScreenWidth, cScreenHeight, flags);
end;
SDLTry(SDLwindow <> nil, true);
{$ELSE}
flags:= SDL_OPENGL or SDL_RESIZABLE;
if cFullScreen then
begin
flags:= flags or SDL_FULLSCREEN;
end;
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;
{$ENDIF}
SetupOpenGL();
if reinit then
begin
// clean the window from any previous content
glClear(GL_COLOR_BUFFER_BIT);
if SuddenDeathDmg then
glClearColor(SDSkyColor.r * (SDTint/255) / 255, SDSkyColor.g * (SDTint/255) / 255, SDSkyColor.b * (SDTint/255) / 255, 0.99)
else if ((cReducedQuality and rqNoBackground) = 0) then
glClearColor(SkyColor.r / 255, SkyColor.g / 255, SkyColor.b / 255, 0.99)
else
glClearColor(RQSkyColor.r / 255, RQSkyColor.g / 255, RQSkyColor.b / 255, 0.99);
// reload everything we had before
ReloadCaptions(false);
ReloadLines;
StoreLoad(true);
// redraw all land
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
end;
end;
procedure initModule;
var ai: TAmmoType;
i: LongInt;
begin
RegisterVariable('fullscr', @chFullScr, true);
cScaleFactor:= 2.0;
Step:= 0;
ProgrTex:= nil;
SupportNPOTT:= false;
{$IFDEF WEBGL}
OpenGLSetupedBefore := false;
{$ENDIF}
// init all ammo name texture pointers
for ai:= Low(TAmmoType) to High(TAmmoType) do
begin
Ammoz[ai].NameTex := nil;
end;
// init all count texture pointers
for i:= Low(CountTexz) to High(CountTexz) do
CountTexz[i] := nil;
{$IFDEF SDL13}
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();
{$IFDEF SDL13}
SDL_GL_DeleteContext(SDLGLcontext);
SDL_DestroyWindow(SDLwindow);
{$ENDIF}
SDL_Quit();
end;
procedure WarpMouse(x, y: Word); inline;
begin
{$IFDEF SDL13}
SDL_WarpMouseInWindow(SDLwindow, x, y);
{$ELSE}
x:= x; y:= y; // avoid hints
{$ENDIF}
end;
procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
begin
if GameType = gmtRecord then
exit;
{$IFDEF SDL13}
SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
SDL_GL_SwapBuffers();
{$ENDIF}
end;
end.