hedgewars/uStore.pas
author koda
Sat, 27 Mar 2010 17:45:51 +0000
changeset 3122 e005359efc59
parent 3085 c6c57c499034
child 3165 3ec07a7d8456
permissions -rw-r--r--
hide the background gl context that remains active (might be worth freeing ithide the background gl context that remains active (might be worth freeing it))

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uStore;
interface
uses sysutils, uConsts, uTeams, SDLh, uFloat,
{$IFDEF GLES11}
    gles11;
{$ELSE}
    GL, GLext;
{$ENDIF}


var PixelFormat: PSDL_PixelFormat;
    SDLPrimSurface: PSDL_Surface;
    PauseTexture,
    SyncTexture,
    ConfirmTexture: PTexture;
    cScaleFactor: GLfloat;
    SupportNPOTT: Boolean;
    Step: LongInt;
    squaresize : LongInt;
    numsquares : LongInt;
    ProgrTex: PTexture;
    MissionIcons: PSDL_Surface;
    ropeIconTex: PTexture;

procedure initModule;
procedure freeModule;

procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawFillRect(r: TSDL_Rect);
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
function  CheckCJKFont(s: ansistring; font: THWFont): THWFont;
function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
function  RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
//procedure rotateSurface(Surface: PSDL_Surface);
procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL
procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
procedure SetupOpenGL;
procedure SetScale(f: GLfloat);
function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
procedure FreeWeaponTooltip;
procedure Tint(r, g, b, a: Single);

implementation
uses uMisc, uConsole, uLand, uLocale, uWorld{$IFDEF IPHONEOS}, PascalExports{$ENDIF};

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

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

procedure Tint(r, g, b, a: Single);
begin
glColor4f(r, g, b, a);
end;

procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then SDL_FillRect(Surface, @r, 0);

BorderColor:= SDL_MapRGB(Surface^.format, BorderColor shr 16, BorderColor shr 8, BorderColor and $FF);
FillColor:= SDL_MapRGB(Surface^.format, FillColor shr 16, FillColor shr 8, FillColor and $FF);

r.y:= rect^.y + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor)
end;

function WriteInRoundRect(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
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
DrawRoundRect(@finalRect, cWhiteColor, endian(cNearBlackColorChannels.value), Surface, true);
clr.r:= (Color shr 16) and $FF;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
WriteInRoundRect:= finalRect;
end;

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
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
finalRect.x:= X + FontBorder + 2;
finalRect.y:= Y + FontBorder;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr);
tmpsurf:= doSurfaceConversion(tmpsurf);
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @finalRect);
SDL_FreeSurface(tmpsurf);
finalRect.x:= X;
finalRect.y:= Y;
finalRect.w:= w + FontBorder * 2 + 4;
finalRect.h:= h + FontBorder * 2;
WriteInRect:= finalRect
end;

procedure StoreLoad;
var s: shortstring;

    procedure WriteNames(Font: THWFont);
    var t: LongInt;
        i: LongInt;
        r, rr: TSDL_Rect;
        drY: LongInt;
        texsurf, flagsurf, iconsurf: PSDL_Surface;
    begin
    r.x:= 0;
    r.y:= 0;
    drY:= - 4;
    for t:= 0 to Pred(TeamsCount) do
        with TeamsArray[t]^ do
        begin
        NameTagTex:= RenderStringTex(TeamName, Clan^.Color, Font);

        r.w:= cTeamHealthWidth + 5;
        r.h:= NameTagTex^.h;

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

        DrawRoundRect(@r, cWhiteColor, cNearBlackColorChannels.value, texsurf, true);
        rr:= r;
        inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
        DrawRoundRect(@rr, Clan^.Color, Clan^.Color, texsurf, false);
        HealthTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf);

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

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

        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, texsurf, true);
        
        // overwrite flag for cpu teams and keep players from using it
        if (Hedgehogs[0].Gear <> nil) and (Hedgehogs[0].BotLevel > 0) then
            Flag:= 'cpu'
        else if Flag = 'cpu' then
            Flag:= 'hedgewars';
        
        flagsurf:= LoadImage(Pathz[ptFlags] + '/' + Flag, ifNone);
        if flagsurf = nil then
            flagsurf:= LoadImage(Pathz[ptFlags] + '/hedgewars', ifNone);
        TryDo(flagsurf <> nil, 'Failed to load flag "' + Flag + '" as well as the default flag', true);
        copyToXY(flagsurf, texsurf, 2, 2);
        SDL_FreeSurface(flagsurf);
        
        // 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;

        dec(drY, r.h + 2);
        DrawHealthY:= drY;
        for i:= 0 to 7 do
            with Hedgehogs[i] do
                if Gear <> nil then
                    begin
                    NameTagTex:= RenderStringTex(Name, Clan^.Color, CheckCJKFont(Name,fnt16));
                    if Hat <> 'NoHat' then
                        begin
                        if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
                            texsurf:= LoadImage(Pathz[ptHats] + '/Reserved/' + Copy(Hat,9,Length(s)-8), ifNone)
                        else
                            texsurf:= LoadImage(Pathz[ptHats] + '/' + Hat, ifNone);
                        if texsurf <> nil then
                            begin
                            HatTex:= Surface2Tex(texsurf, true);
                            SDL_FreeSurface(texsurf)
                            end
                        end
                    end;
        end;
    MissionIcons:= LoadImage(Pathz[ptGraphics] + '/missions', ifCritical);
    iconsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 28, 28, 32, RMask, GMask, BMask, AMask);
    if iconsurf <> nil then
        begin
        r.x:= 0;
        r.y:= 0;
        r.w:= 28;
        r.h:= 28;
        DrawRoundRect(@r, cWhiteColor, cNearBlackColor, iconsurf, true);
        ropeIconTex:= Surface2Tex(iconsurf, false);
        SDL_FreeSurface(iconsurf)
        end;
    end;

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

    for t:= 0 to Pred(TeamsCount) do
        with TeamsArray[t]^ do
        begin
        texsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, tmpsurf^.w, tmpsurf^.h, 32, RMask, GMask, BMask, AMask);
        TryDo(texsurf <> nil, errmsgCreateSurface, true);

        Color:= Clan^.Color;
        Color:= SDL_MapRGB(texsurf^.format, Color shr 16, Color shr 8, Color and $FF);
        SDL_FillRect(texsurf, nil, Color);

        SDL_UpperBlit(tmpsurf, nil, texsurf, nil);

        TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Ooops', true);

        if SDL_MustLock(texsurf) then
            SDLTry(SDL_LockSurface(texsurf) >= 0, true);

        // make black pixel be alpha-transparent
        for i:= 0 to texsurf^.w * texsurf^.h - 1 do
            if PLongwordArray(texsurf^.pixels)^[i] = AMask then PLongwordArray(texsurf^.pixels)^[i]:= 0;

        if SDL_MustLock(texsurf) then
            SDL_UnlockSurface(texsurf);

        CrosshairTex:= Surface2Tex(texsurf, false);
        SDL_FreeSurface(texsurf)
        end;

    SDL_FreeSurface(tmpsurf)
    end;

    procedure InitHealth;
    var i, t: LongInt;
    begin
    for t:= 0 to Pred(TeamsCount) do
        if TeamsArray[t] <> nil then
            with TeamsArray[t]^ do
                begin
                for i:= 0 to cMaxHHIndex do
                    if Hedgehogs[i].Gear <> nil then
                        RenderHealth(Hedgehogs[i]);
                end
    end;

    procedure LoadGraves;
    var t: LongInt;
        texsurf: PSDL_Surface;
    begin
    for t:= 0 to Pred(TeamsCount) do
    if TeamsArray[t] <> nil then
        with TeamsArray[t]^ do
            begin
            if GraveName = '' then GraveName:= 'Simple';
            texsurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, ifCritical or ifTransparent);
            GraveTex:= Surface2Tex(texsurf, false);
            SDL_FreeSurface(texsurf)
            end
    end;

var ii: TSprite;
    fi: THWFont;
    ai: TAmmoType;
    tmpsurf: PSDL_Surface;
    i: LongInt;
begin

for fi:= Low(THWFont) to High(THWFont) do
    with Fontz[fi] do
        begin
        s:= Pathz[ptFonts] + '/' + Name;
        WriteToConsole(msgLoading + s + '... ');
        Handle:= TTF_OpenFont(Str2PChar(s), Height);
        SDLTry(Handle <> nil, true);
        TTF_SetFontStyle(Handle, style);
        WriteLnToConsole(msgOK)
        end;

WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;

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

            if tmpsurf <> nil then
            begin
                if imageWidth = 0 then imageWidth:= tmpsurf^.w;
                if imageHeight = 0 then imageHeight:= tmpsurf^.h;
                if Width = 0 then Width:= tmpsurf^.w;
                if Height = 0 then Height:= tmpsurf^.h;
                if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
                    Texture:= Surface2Tex(tmpsurf, true)
                else
                    begin
                    Texture:= Surface2Tex(tmpsurf, false);
                    if (ii = sprWater) and not cReducedQuality then // HACK: We should include some sprite attribute to define the texture wrap directions
                    begin
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                    end;
                end;
                if saveSurf then Surface:= tmpsurf else SDL_FreeSurface(tmpsurf)
                end
            else
                Surface:= nil
        end;

AddProgress;

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

InitHealth;

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

AddProgress;

// name of weapons in ammo menu
for ai:= Low(TAmmoType) to High(TAmmoType) do
    with Ammoz[ai] do
        begin
        tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trAmmo[NameId],fnt16)].Handle, Str2PChar(trAmmo[NameId]), cWhiteColorChannels);
        tmpsurf:= doSurfaceConversion(tmpsurf);
        NameTex:= Surface2Tex(tmpsurf, false);
        SDL_FreeSurface(tmpsurf)
        end;

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

{$IFDEF DUMP}
//not working anymore, where are LandSurface and StoreSurface defined?
//SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
//SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
AddProgress;

{$IFDEF SDL_IMAGE_NEWER}
IMG_Quit();
{$ENDIF}
end;

procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
begin
DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;

procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
    _l, _r, _t, _b: real;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= W;
rr.h:= H;

_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;

glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);

VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;

TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

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

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY)
end;

procedure DrawTexture(X, Y: LongInt; Texture: PTexture);
begin
glPushMatrix;
glTranslatef(X, Y, 0);

glBindTexture(GL_TEXTURE_2D, Texture^.id);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

glPopMatrix
end;

procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
    DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;

procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
    hw, nx, ny: LongInt;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   glRotatef(Angle, 0, 0, -1)
else
   glRotatef(Angle, 0, 0,  1);

glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

if Dir < 0 then
    hw:= w div -2
else
    hw:= w div 2;

nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames

ft:= (Frame mod ny) * Texture^.ry / ny;
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
fl:= (Frame div ny) * Texture^.rx / nx;
fr:= ((Frame div ny) + 1) * Texture^.rx / nx;

glBindTexture(GL_TEXTURE_2D, Texture^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;

TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

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

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);


glPopMatrix
end;

procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawRotatedTex(SpritesData[Sprite].Texture,
        SpritesData[Sprite].Width,
        SpritesData[Sprite].Height,
        X, Y, Dir, Angle)
end;

procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   glRotatef(Angle, 0, 0, -1)
else
   glRotatef(Angle, 0, 0,  1);
if Dir < 0 then glScalef(-1.0, 1.0, 1.0);

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

glPopMatrix
end;

procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   begin
   hw:= - hw;
   glRotatef(Angle, 0, 0, -1);
   end else
   glRotatef(Angle, 0, 0,  1);


glBindTexture(GL_TEXTURE_2D, Tex^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

glPopMatrix
end;

procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
DrawSprite2 (Sprite, X, Y, col, row);
end;

procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;

if (X < LeftX) then
    r.x:= LeftX - X;
if (Y < TopY) then
    r.y:= TopY - Y;

if (Y + SpritesData[Sprite].Height > BottomY) then
    r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
    r.w:= RightX - X + 1;

dec(r.h, r.y);
dec(r.w, r.x);

DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawCentered(X, Top: LongInt; Source: PTexture);
begin
DrawTexture(X - Source^.w shr 1, Top, Source)
end;

procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
        (x: -16; y: -16),
        (x:  16; y: -16),
        (x:  16; y:  16),
        (x: -16; y:  16));
var l, r, t, b: real;
    TextureBuffer: array [0..3] of TVertex2f;
begin

t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;

if Dir = -1 then
   begin
   l:= (Step + 1) * 32 / HHTexture^.w;
   r:= Step * 32 / HHTexture^.w
   end else
   begin
   l:= Step * 32 / HHTexture^.w;
   r:= (Step + 1) * 32 / HHTexture^.w
   end;


glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);

glBindTexture(GL_TEXTURE_2D, HHTexture^.id);

TextureBuffer[0].X:= l;
TextureBuffer[0].Y:= t;
TextureBuffer[1].X:= r;
TextureBuffer[1].Y:= t;
TextureBuffer[2].X:= r;
TextureBuffer[2].Y:= b;
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

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

glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);


glColor4f(1,1,1,1);

glPopMatrix
end;

procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glDisable(GL_TEXTURE_2D);

glColor4ub(0, 0, 0, 127);

VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;

glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);

glColor4f(1, 1, 1, 1);
glEnable(GL_TEXTURE_2D)
end;

procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
    begin
    FreeTexture(SpritesData[ii].Texture);
    if SpritesData[ii].Surface <> nil then SDL_FreeSurface(SpritesData[ii].Surface)
    end;
SDL_FreeSurface(MissionIcons);
FreeTexture(ropeIconTex);
FreeTexture(HHTexture)
end;


function CheckCJKFont(s: ansistring; font: THWFont): THWFont;
var l, i : LongInt;
    u: WideChar;
    tmpstr: array[0..256] of WideChar;
begin
if (font >= CJKfnt16) or (length(s) = 0)  then exit(font);

l:= Utf8ToUnicode(@tmpstr, Str2PChar(s), length(s))-1;
i:= 0;
while i < l do
    begin
    u:= tmpstr[i];
    if (#$2E80  <= u) and  (
                           (u <= #$2FDF )  or // CJK Radicals Supplement / Kangxi Radicals
       ((#$2FF0  <= u) and (u <= #$303F))  or // Ideographic Description Characters / CJK Radicals Supplement
       ((#$31C0  <= u) and (u <= #$31EF))  or // CJK Strokes
       ((#$3200  <= u) and (u <= #$4DBF))  or // Enclosed CJK Letters and Months / CJK Compatibility / CJK Unified Ideographs Extension A
       ((#$4E00  <= u) and (u <= #$9FFF))  or // CJK Unified Ideographs
       ((#$F900  <= u) and (u <= #$FAFF))  or // CJK Compatibility Ideographs
       ((#$FE30  <= u) and (u <= #$FE4F)))    // CJK Compatibility Forms
       then exit(THWFont( ord(font) + ((ord(High(THWFont))+1) div 2) ));
    inc(i)
    end;
exit(font);
(* two more to check. pascal WideChar is only 16 bit though
       ((#$20000 <= u) and (u >= #$2A6DF)) or // CJK Unified Ideographs Extension B
       ((#$2F800 <= u) and (u >= #$2FA1F)))   // CJK Compatibility Ideographs Supplement *)
end;

function  RenderStringTex(s: ansistring; Color: Longword; font: THWFont): PTexture;
var w, h : LongInt;
    finalSurface: PSDL_Surface;
begin
if length(s) = 0 then s:= ' ';
font:= CheckCJKFont(s, font);
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);

finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
         32, RMask, GMask, BMask, AMask);

TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);

WriteInRoundRect(finalSurface, 0, 0, Color, font, s);

TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);

RenderStringTex:= Surface2Tex(finalSurface, false);

SDL_FreeSurface(finalSurface);
end;

function RenderSpeechBubbleTex(s: ansistring; SpeechType: Longword; font: THWFont): PTexture;
var textWidth, textHeight, x, y, w, h, i, j, pos, prevpos, line, numLines, edgeWidth, edgeHeight, cornerWidth, cornerHeight: LongInt;
    finalSurface, tmpsurf, rotatedEdge: PSDL_Surface;
    rect: TSDL_Rect;
    chars: TSysCharSet = [#9,' ','.',';',':','?','!',','];
    substr: shortstring;
    edge, corner, tail: TSPrite;
begin

case SpeechType of
    1: begin;
       edge:= sprSpeechEdge;
       corner:= sprSpeechCorner;
       tail:= sprSpeechTail;
       end;
    2: begin;
       edge:= sprThoughtEdge;
       corner:= sprThoughtCorner;
       tail:= sprThoughtTail;
       end;
    3: begin;
       edge:= sprShoutEdge;
       corner:= sprShoutCorner;
       tail:= sprShoutTail;
       end;
    end;
edgeHeight:= SpritesData[edge].Height;
edgeWidth:= SpritesData[edge].Width;
cornerWidth:= SpritesData[corner].Width;
cornerHeight:= SpritesData[corner].Height;
// This one screws up WrapText
//s:= 'This is the song that never ends.  ''cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they''ll just go on singing it forever just because... This is the song that never ends...';
// This one does not
//s:= 'This is the song that never ends.  cause it goes on and on my friends. Some people, started singing it not knowing what it was. And they will go on singing it forever just because... This is the song that never ends... ';

numLines:= 0;

if length(s) = 0 then s:= '...';
font:= CheckCJKFont(s, font);
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
if w<8 then w:= 8;
j:= 0;
if (length(s) > 20) then
    begin
    w:= 0;
    i:= round(Sqrt(length(s)) * 2);
    s:= WrapText(s, #1, chars, i);
    pos:= 1; prevpos:= 0; line:= 0;
// Find the longest line for the purposes of centring the text.  Font dependant.
    while pos <= length(s) do
        begin
        if (s[pos] = #1) or (pos = length(s)) then
            begin
            inc(numlines);
            if s[pos] <> #1 then inc(pos);
            while s[prevpos+1] = ' ' do inc(prevpos);
            substr:= copy(s, prevpos+1, pos-prevpos-1);
            i:= 0; j:= 0;
            TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(substr), i, j);
            if i > w then w:= i;
            prevpos:= pos;
            end;
        inc(pos);
        end;
    end
else numLines := 1;

textWidth:=((w-(cornerWidth-edgeWidth)*2) div edgeWidth)*edgeWidth+edgeWidth;
textHeight:=(((numlines * h + 2)-((cornerHeight-edgeWidth)*2)) div edgeWidth)*edgeWidth;

textHeight:=max(textHeight,edgeWidth);
//textWidth:=max(textWidth,SpritesData[tail].Width);
rect.x:= 0;
rect.y:= 0;
rect.w:= textWidth + (cornerWidth * 2);
rect.h:= textHeight + cornerHeight*2 - edgeHeight + SpritesData[tail].Height;
//s:= inttostr(w) + ' ' + inttostr(numlines) + ' ' + inttostr(rect.x) + ' '+inttostr(rect.y) + ' ' + inttostr(rect.w) + ' ' + inttostr(rect.h);

finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, rect.w, rect.h, 32, RMask, GMask, BMask, AMask);

TryDo(finalSurface <> nil, 'RenderString: fail to create surface', true);

//////////////////////////////// CORNERS ///////////////////////////////
copyToXY(SpritesData[corner].Surface, finalSurface, 0, 0); /////////////////// NW

flipSurface(SpritesData[corner].Surface, true); // store all 4 versions in memory to avoid repeated flips?
x:= 0;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SW

flipSurface(SpritesData[corner].Surface, false);
x:= rect.w-cornerWidth-1;
y:= textHeight + cornerHeight -1;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// SE

flipSurface(SpritesData[corner].Surface, true);
x:= rect.w-cornerWidth-1;
y:= 0;
copyToXY(SpritesData[corner].Surface, finalSurface, x, y); /////////////////// NE
flipSurface(SpritesData[corner].Surface, false); // restore original position
//////////////////////////////// END CORNERS ///////////////////////////////

//////////////////////////////// EDGES //////////////////////////////////////
x:= cornerWidth;
y:= 0;
while x < rect.w-cornerWidth-1 do
    begin
    copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// top edge
    inc(x,edgeWidth);
    end;
flipSurface(SpritesData[edge].Surface, true);
x:= cornerWidth;
y:= textHeight + cornerHeight*2 - edgeHeight-1;
while x < rect.w-cornerWidth-1 do
    begin
    copyToXY(SpritesData[edge].Surface, finalSurface, x, y); ///////////////// bottom edge
    inc(x,edgeWidth);
    end;
flipSurface(SpritesData[edge].Surface, true); // restore original position

rotatedEdge:= SDL_CreateRGBSurface(SDL_SWSURFACE, edgeHeight, edgeWidth, 32, RMask, GMask, BMask, AMask);
x:= rect.w - edgeHeight - 1;
y:= cornerHeight;
//// initially was going to rotate in place, but the SDL spec claims width/height are read only
copyRotatedSurface(SpritesData[edge].Surface,rotatedEdge);
while y < textHeight + cornerHeight do
    begin
    copyToXY(rotatedEdge, finalSurface, x, y);
    inc(y,edgeWidth);
    end;
flipSurface(rotatedEdge, false); // restore original position
x:= 0;
y:= cornerHeight;
while y < textHeight + cornerHeight do
    begin
    copyToXY(rotatedEdge, finalSurface, x, y);
    inc(y,edgeWidth);
    end;
//////////////////////////////// END EDGES //////////////////////////////////////

x:= cornerWidth;
y:= textHeight + cornerHeight * 2 - edgeHeight - 1;
copyToXY(SpritesData[tail].Surface, finalSurface, x, y);

rect.x:= edgeHeight;
rect.y:= edgeHeight;
rect.w:= rect.w - edgeHeight * 2;
rect.h:= textHeight + cornerHeight * 2 - edgeHeight * 2;
i:= rect.w;
j:= rect.h;
SDL_FillRect(finalSurface, @rect, cWhiteColor);

pos:= 1; prevpos:= 0; line:= 0;
while pos <= length(s) do
    begin
    if (s[pos] = #1) or (pos = length(s)) then
        begin
        if s[pos] <> #1 then inc(pos);
        while s[prevpos+1] = ' 'do inc(prevpos);
        substr:= copy(s, prevpos+1, pos-prevpos-1);
        if Length(substr) <> 0 then
           begin
           tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(substr), cNearBlackColorChannels);
           rect.x:= edgeHeight + 1 + ((i - w) div 2);
           // trying to more evenly position the text, vertically
           rect.y:= edgeHeight + ((j-(numLines*h)) div 2) + line * h;
           SDLTry(tmpsurf <> nil, true);
           SDL_UpperBlit(tmpsurf, nil, finalSurface, @rect);
           SDL_FreeSurface(tmpsurf);
           inc(line);
           prevpos:= pos;
           end;
        end;
    inc(pos);
    end;

//TryDo(SDL_SetColorKey(finalSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
RenderSpeechBubbleTex:= Surface2Tex(finalSurface, true);

SDL_FreeSurface(rotatedEdge);
SDL_FreeSurface(finalSurface);
end;

procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
    str(Hedgehog.Gear^.Health, s);
    if Hedgehog.HealthTagTex <> nil then
        FreeTexture(Hedgehog.HealthTagTex);
    Hedgehog.HealthTagTex:= RenderStringTex(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;

function  LoadImage(const filename: shortstring; imageFlags: LongInt): PSDL_Surface;
var tmpsurf: PSDL_Surface;
    s: shortstring;
begin
    WriteToConsole(msgLoading + filename + ' [flags: ' + inttostr(imageFlags) + ']... ');

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

    if (imageFlags and ifLowRes) <> 0 then
    begin
        s:= filename + '-lowres.png';
        if (tmpsurf <> nil) then
        begin
            if ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
            begin
                SDL_FreeSurface(tmpsurf);
                {$IFDEF DEBUGFILE}
                AddFileLog('...image too big, trying to load lowres version: ' + s + '...');
                {$ENDIF}
                tmpsurf:= IMG_Load(Str2PChar(s))
            end;
        end
        else
        begin
            {$IFDEF DEBUGFILE}
            AddFileLog('...image not found, trying to load lowres version: ' + s + '...');
            {$ENDIF}
            tmpsurf:= IMG_Load(Str2PChar(s))
        end;
    end;

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

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

    tmpsurf:= doSurfaceConversion(tmpsurf);

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

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

    LoadImage:= tmpsurf //Result
end;

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

procedure SetupOpenGL;
var vendor: shortstring;
begin
{$IFDEF IPHONEOS}
//these are good performance savers, perhaps we could enable them by default
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
    //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
{$ELSE}
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
{$ENDIF}

{$IFNDEF SDL13}
// this attribute is default in 1.3 and must be enabled in MacOSX
{$IFNDEF DARWIN}
    if cVSyncInUse then
{$ENDIF}
        SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
{$ENDIF}

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);

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

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

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

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

    // set view port to whole window
{$IFDEF IPHONEOS}
    glViewport(0, 0, cScreenHeight, cScreenWidth);
{$ELSE}
    glViewport(0, 0, cScreenWidth, cScreenHeight);
{$ENDIF}

    glMatrixMode(GL_MODELVIEW);
    // prepare default translation/scaling
    glLoadIdentity();
{$IFDEF IPHONEOS}
    glRotatef(-90, 0, 0, 1);
{$ENDIF}
    glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    glTranslatef(0, -cScreenHeight / 2, 0);

    // enable alpha blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
end;

procedure SetScale(f: GLfloat);
var
{$IFDEF IPHONEOS}
scale: GLfloat = 1.5;
{$ELSE}
scale: GLfloat = 2.0;
{$ENDIF}
begin
    // leave immediately if scale factor did not change
    if f = cScaleFactor then exit;

    if f = scale then glPopMatrix   // "return" to default scaling
    else                // other scaling
    begin
        glPushMatrix;       // save default scaling
        glLoadIdentity;
{$IFDEF IPHONEOS}
        glRotatef(-90, 0, 0, 1);
{$ENDIF}
        glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        glTranslatef(0, -cScreenHeight / 2, 0);
    end;

    cScaleFactor:= f;
end;

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

        ProgrTex:= Surface2Tex(texsurf, false);
        
        squaresize:= texsurf^.w shr 1;
        numsquares:= texsurf^.h div squaresize;
        SDL_FreeSurface(texsurf);
    end;

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

    glClear(GL_COLOR_BUFFER_BIT);
    glEnable(GL_TEXTURE_2D);
    if Step < numsquares then r.x:= 0
    else r.x:= squaresize;
    
    r.y:= (Step mod numsquares) * squaresize;
    r.w:= squaresize;
    r.h:= squaresize;
    
    DrawFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);

    glDisable(GL_TEXTURE_2D);
    SDL_GL_SwapBuffers();
{$IFDEF SDL13}
    SDL_RenderPresent();
{$ENDIF}
    inc(Step);

end;


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

procedure flipSurface(Surface: PSDL_Surface; Vertical: Boolean);
var y, x, i, j: LongInt;
    tmpPixel: Longword;
    pixels: PLongWordArray;
begin
TryDo(Surface^.format^.BytesPerPixel = 4, 'flipSurface failed, expecting 32 bit surface', true);
pixels:= Surface^.pixels;
if Vertical then
   for y := 0 to (Surface^.h div 2) - 1 do
       for x := 0 to Surface^.w - 1 do
           begin
           i:= y * Surface^.w + x;
           j:= (Surface^.h - y - 1) * Surface^.w + x;
           tmpPixel:= pixels^[i];
           pixels^[i]:= pixels^[j];
           pixels^[j]:= tmpPixel;
           end
else
   for x := 0 to (Surface^.w div 2) - 1 do
       for y := 0 to Surface^.h -1 do
           begin
           i:= y*Surface^.w + x;
           j:= y*Surface^.w + (Surface^.w - x - 1);
           tmpPixel:= pixels^[i];
           pixels^[i]:= pixels^[j];
           pixels^[j]:= tmpPixel;
           end;
end;

procedure copyToXY(src, dest: PSDL_Surface; destX, destY: Integer);
var srcX, srcY, i, j, maxDest: LongInt;
    srcPixels, destPixels: PLongWordArray;
begin
maxDest:= (dest^.pitch div 4) * dest^.h;
srcPixels:= src^.pixels;
destPixels:= dest^.pixels;

for srcX:= 0 to src^.w - 1 do
   for srcY:= 0 to src^.h - 1 do
      begin
      i:= (destY + srcY) * (dest^.pitch div 4) + destX + srcX;
      j:= srcY * (src^.pitch div 4) + srcX;
      // basic skip of transparent pixels - cleverness would be to do true alpha
      if (i < maxDest) and (AMask and srcPixels^[j] <> 0) then destPixels^[i]:= srcPixels^[j];
      end;
end;

procedure copyRotatedSurface(src, dest: PSDL_Surface); // this is necessary since width/height are read only in SDL, apparently
var y, x, i, j: LongInt;
    srcPixels, destPixels: PLongWordArray;
begin
TryDo(src^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);
TryDo(dest^.format^.BytesPerPixel = 4, 'rotateSurface failed, expecting 32 bit surface', true);

srcPixels:= src^.pixels;
destPixels:= dest^.pixels;

j:= 0;
for x := 0 to src^.w - 1 do
    for y := 0 to src^.h - 1 do
        begin
        i:= (src^.h - 1 - y) * (src^.pitch div 4) + x;
        destPixels^[j]:= srcPixels^[i];
        inc(j)
        end;
end;

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

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

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

// TODO: Recheck height/position calculation

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

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

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

if extra <> '' then
    begin
    // get extra label's dimensions
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(extra), i, j);
    if w < (i + wa) then w:= i + wa;
    inc(h, j + ha);
    end;
    
// add borders space
inc(w, wa);
inc(h, ha + 8);

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

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

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

// render all description lines
tmpdesc:= description;
while tmpdesc <> '' do
    begin
    tmpline:= tmpdesc;
    SplitByChar(tmpline, tmpdesc, '|');
    r2:= r;
    if tmpline <> '' then
        begin
        r:= WriteInRect(tmpsurf, FontBorder + 2, r.y + r.h, $ff707070, font, tmpline);
        
        // render highlighted caption (if there's a ':')
        SplitByChar(tmpline, tmpline2, ':');
        if tmpline2 <> '' then
            WriteInRect(tmpsurf, FontBorder + 2, r2.y + r2.h, $ffc7c7c7, font, tmpline + ':');
        end
    end;

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

r.x:= FontBorder + 6;
r.y:= FontBorder + 4;
r.w:= 32;
r.h:= 32;
SDL_FillRect(tmpsurf, @r, $ffffffff);
SDL_UpperBlit(iconsurf, iconrect, tmpsurf, @r);
    
RenderHelpWindow:=  Surface2Tex(tmpsurf, true);
SDL_FreeSurface(tmpsurf)
end;

procedure RenderWeaponTooltip(atype: TAmmoType);
{$IFNDEF IPHONEOS}
var r: TSDL_Rect;
    i: LongInt;
    extra: ansistring;
    extracolor: LongInt;
begin
// don't do anything if the window shouldn't be shown
if not cWeaponTooltips then
    begin
    WeaponTooltipTex:= nil;
    exit
    end;

// free old texture
FreeWeaponTooltip;

// image region
i:= LongInt(atype) - 1;
r.x:= (i shr 5) * 32;
r.y:= (i mod 32) * 32;
r.w:= 32;
r.h:= 32;

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

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

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

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

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

procedure initModule;
begin
PixelFormat:= nil;
SDLPrimSurface:= nil;
{$IFNDEF IPHONEOS}cGPUVendor:= gvUnknown;{$ENDIF}

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

procedure freeModule;
begin
end;

end.