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/*
*
* Copyright (c) 1994, 2002, 2003 Johannes Prix
* Copyright (c) 1994, 2002 Reinhard Prix
* Copyright (c) 2004-2010 Arthur Huillet
*
*
* This file is part of Freedroid
*
* Freedroid 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; either version 2 of the License, or
* (at your option) any later version.
*
* Freedroid 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 Freedroid; see the file COPYING. If not, write to the
* Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*/
/**
* This file contains graphics primitives, such as initialisation of SDL
* and video modes.
*/
#define _graphics_c 1
#include "pngfuncs.h"
#include "system.h"
#include "defs.h"
#include "struct.h"
#include "global.h"
#include "proto.h"
#include "map.h"
#include "widgets/widgets.h"
static const SDL_VideoInfo *vid_info;
/**
* We always want to blit our own mouse cursor.
*/
void blit_mouse_cursor(void)
{
static int loaded = FALSE;
static struct image mouse_cursors[16];
// On the first function call ever, we load the surfaces for the
// flags into memory.
//
if (!loaded) {
int i;
for (i = 0; i < 10; i++) {
char constructed_filename[2000];
sprintf(constructed_filename, "cursors/mouse_cursor_%04d.png", i);
load_image(&mouse_cursors[i], GUI_DIR, constructed_filename, NO_MOD);
}
loaded = TRUE;
}
int cursor_index = -1;
struct point cursoff = { 0, 0 };
switch (mouse_cursor) {
case MOUSE_CURSOR_SCROLL_UP:
cursor_index = 4;
cursoff.x = -12;
break;
case MOUSE_CURSOR_SCROLL_DOWN:
cursor_index = 5;
cursoff.x = -12;
cursoff.y = -30;
break;
case MOUSE_CURSOR_NORMAL:
cursor_index = 0;
cursoff.x = -5;
cursoff.y = -4;
break;
case MOUSE_CURSOR_REPAIR:
cursor_index = 6;
break;
case MOUSE_CURSOR_SELECT_TOOL:
cursor_index = 9;
cursoff.x = -32;
cursoff.y = -16;
break;
case MOUSE_CURSOR_DRAGDROP_TOOL:
cursor_index = 3;
break;
default:
error_message(__FUNCTION__, "Illegal mouse cursor encountered: %d",
PLEASE_INFORM | IS_FATAL, mouse_cursor);
break;
}
// Blit the mouse cursor
display_image_on_screen(&mouse_cursors[cursor_index],
GetMousePos_x() + cursoff.x, GetMousePos_y() + cursoff.y, IMAGE_NO_TRANSFO);
// Reset the mouse cursor for next frame
mouse_cursor = MOUSE_CURSOR_NORMAL;
}
static void fade(int fade_delay, int direction)
{
SDL_Surface* bg = NULL;
Activate_Conservative_Frame_Computation();
AssembleCombatPicture(SHOW_ITEMS | NO_CURSOR);
if (use_open_gl) {
StoreMenuBackground(0);
} else {
bg = SDL_DisplayFormat(Screen);
}
Uint32 now = SDL_GetTicks();
Uint32 start = now;
while (now < start + fade_delay) {
Uint8 fade_value = 255 * ((float)(now - start)) / fade_delay;
if (direction < 0)
fade_value = 255 - fade_value;
if (!use_open_gl) {
SDL_SetAlpha(bg, SDL_SRCALPHA | SDL_RLEACCEL, fade_value);
SDL_FillRect(Screen, NULL, 0);
SDL_BlitSurface(bg, NULL, Screen, NULL);
} else {
#ifdef HAVE_LIBGL
glColor4ub(fade_value, fade_value, fade_value, 255);
RestoreMenuBackground(0);
glColor4ub(255, 255, 255, 255);
#endif
}
blit_mouse_cursor();
our_SDL_flip_wrapper();
now = SDL_GetTicks();
}
if (!use_open_gl && bg)
SDL_FreeSurface(bg);
}
/**
* Effect to fade entire screen to black.
*/
void fade_out_screen(void)
{
if (!GameConfig.do_fadings)
return;
fade(180, -1);
}
/**
* Effect to fade entire screen from black.
*/
void fade_in_screen(void)
{
if (!GameConfig.do_fadings)
return;
fade(180, 1);
}
/**
* In the shop interface, when an item was selected that could be grouped
* together in inventory, we showed three mouse buttons to either buy 1,
* buy 10 or buy 100 or the similar thing for selling items.
* But now Bastian has proposed a new number selector design with a scale
* and a small knob to set the right number of items you wish to have and
* also with small buttons left and right for some fine tuning.
* This function is intended to handle this number selection process.
* It will accept the range allowed and do the complete selection process
* with the user until he presses 'OK' on the scale screen.
*/
int do_graphical_number_selection_in_range(int lower_range, int upper_range, int default_value, int unit_price)
{
static struct image selection_knob = EMPTY_IMAGE;
int ok_button_was_pressed = FALSE;
int escape_button_was_pressed = FALSE;
int knob_start_x = UNIVERSAL_COORD_W(200);
int knob_end_x = UNIVERSAL_COORD_W(390);
if (!(upper_range - lower_range))
return upper_range;
float knob_step_size = (float)(knob_end_x - knob_start_x) / (float)(upper_range - lower_range);
int knob_offset_x = ceilf((float)(default_value * knob_step_size));
int knob_is_grabbed = FALSE;
int knob_at = default_value;
int delta = 0;
int old_knob_at = 0;
SDL_Event event;
SDL_Rect knob_target_rect;
int wait_before_repeat = 0; // 0: apply once only - 1: apply once and wait before repeat - 2: repeat after delay
Uint32 time_before_repeat = 0;
/* Initialize the text widget. */
static struct widget_text item_description;
widget_text_init(&item_description, "");
widget_set_rect(WIDGET(&item_description), UNIVERSAL_COORD_W(310), UNIVERSAL_COORD_H(180), UNIVERSAL_COORD_W(75), UNIVERSAL_COORD_H(45));
item_description.font = FPS_Display_Font;
item_description.line_height_factor = 1.0;
int old_game_status = game_status;
StoreMenuBackground(1);
if (!image_loaded(&selection_knob)) {
load_image(&selection_knob, GUI_DIR, "mouse_buttons/number_selector_selection_knob.png", NO_MOD);
}
knob_target_rect.w = selection_knob.w;
knob_target_rect.h = selection_knob.h;
while (!ok_button_was_pressed && !escape_button_was_pressed) {
RestoreMenuBackground(1);
blit_background("number_selector.png");
ShowGenericButtonFromList(NUMBER_SELECTOR_OK_BUTTON);
knob_target_rect.x = knob_start_x + knob_offset_x - selection_knob.w / 2;
knob_target_rect.y = UNIVERSAL_COORD_H(260) - selection_knob.h / 2;
display_image_on_screen(&selection_knob, knob_target_rect.x, knob_target_rect.y, IMAGE_NO_TRANSFO);
if (old_knob_at != knob_at) {
item_description.scroll_offset = -3;
free_autostr(item_description.text);
item_description.text = alloc_autostr(100);
autostr_append(item_description.text, "%d\n", knob_at);
if (unit_price) {
// TRANSLATORS: Used on object selector's widget to display unit price * number of objects
autostr_append(item_description.text, _("%d price\n"), unit_price * knob_at);
}
old_knob_at = knob_at;
}
widget_text_display(WIDGET(&item_description));
blit_mouse_cursor();
our_SDL_flip_wrapper();
SDL_framerateDelay(&SDL_FPSmanager);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
Terminate(EXIT_SUCCESS);
} else if (event.type == SDL_KEYDOWN) {
fix_keysym(&(event.key.keysym));
switch(event.key.keysym.sym) {
case SDLK_LEFT:
delta = -1;
wait_before_repeat = 0; // apply once only
break;
case SDLK_RIGHT:
delta = 1;
wait_before_repeat = 0; // apply once only
break;
case SDLK_DOWN:
knob_at = lower_range;
break;
case SDLK_UP:
knob_at = upper_range;
break;
case SDLK_RETURN:
ok_button_was_pressed = TRUE;
break;
default:
break;
}
} else if (event.type == SDL_KEYUP) {
delta = 0;
if (event.key.keysym.sym == SDLK_ESCAPE) {
escape_button_was_pressed = TRUE;
}
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
if (event.button.button == SDL_BUTTON_WHEELDOWN || event.button.button == SDL_BUTTON_WHEELUP) {
knob_at = max(lower_range, min(upper_range, knob_at + (event.button.button == SDL_BUTTON_WHEELDOWN ? -1 : 1)));
} else if (event.button.button == SDL_BUTTON_LEFT) {
// Is event within knob's height?
if (abs(event.button.y - (knob_target_rect.y + knob_target_rect.h / 2)) < knob_target_rect.h) {
if (abs(event.button.x - (knob_target_rect.x + knob_target_rect.w / 2)) < knob_target_rect.w) {
knob_is_grabbed = TRUE;
} else if (event.button.x >= knob_start_x && event.button.x <= knob_end_x) {
knob_at = (event.button.x - knob_start_x) / knob_step_size;
knob_offset_x = (knob_at - lower_range) * knob_step_size;
knob_is_grabbed = TRUE;
}
}
if (MouseCursorIsOnButton(NUMBER_SELECTOR_OK_BUTTON, event.button.x, event.button.y)) {
ok_button_was_pressed = TRUE;
} else if (MouseCursorIsOnButton(NUMBER_SELECTOR_LEFT_BUTTON, event.button.x, event.button.y)) {
delta = -1;
wait_before_repeat = 1; // apply once and wait before repeat
} else if (MouseCursorIsOnButton(NUMBER_SELECTOR_RIGHT_BUTTON, event.button.x, event.button.y)) {
delta = 1;
wait_before_repeat = 1; // apply once and wait before repeat
}
}
} else if (event.type == SDL_MOUSEBUTTONUP) {
if (event.button.button == SDL_BUTTON_LEFT) {
delta = 0;
knob_is_grabbed = FALSE;
}
}
if (knob_is_grabbed) {
if (GetMousePos_x() - knob_start_x < (knob_at - lower_range) * knob_step_size) {
knob_at = max(lower_range, min(upper_range, (GetMousePos_x() - knob_start_x + knob_step_size) / knob_step_size));
} else {
knob_at = max(lower_range, min(upper_range, (GetMousePos_x() - knob_start_x) / knob_step_size));
}
if (knob_offset_x < 0) {
knob_offset_x = 0;
} else if (knob_offset_x >= knob_end_x - knob_start_x) {
knob_offset_x = knob_end_x - knob_start_x;
}
}
}
if (delta != 0) {
if (wait_before_repeat == 0) { // apply once only (when numkeys are used to change the value)
knob_at = max(lower_range, min(upper_range, knob_at + delta));
delta = 0;
} else if (wait_before_repeat == 1) { // apply once and wait before repeat
knob_at = max(lower_range, min(upper_range, knob_at + delta));
wait_before_repeat = 2; // repeat after delay
time_before_repeat = SDL_GetTicks() + 500; // 500ms before starting to repeat
} else if ((wait_before_repeat == 2) && (SDL_GetTicks() > time_before_repeat)) { // repeat apply
knob_at = max(lower_range, min(upper_range, knob_at + delta));
SDL_Delay(50); // 50ms interval between 2 repeats
}
}
knob_offset_x = (knob_at - lower_range) * knob_step_size;
}
game_status = old_game_status;
return (!escape_button_was_pressed ? knob_at : 0);
}; // int do_graphical_number_selection_in_range ( int lower_range , int upper_range )
/**
* Return the pixel value at (x, y).
*
* NOTE: The surface must be locked before calling this!
*
* @param surf The surface where we want to retrieve the pixel.
* @param x The X position of the pixel.
* @param y The Y position of the pixel.
* @return The pixel value at (x, y) on success, zero on failure.
*/
uint32_t sdl_get_pixel(SDL_Surface *surf, int x, int y)
{
int bpp = surf->format->BytesPerPixel;
uint8_t *p = (uint8_t *)surf->pixels + y * surf->pitch + x * bpp;
switch (bpp) {
case 1:
return *p;
break;
case 2:
return *(uint16_t *)p;
break;
case 3:
if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
break;
case 4:
return *(uint32_t *)p;
break;
default:
/* shouldn't happen, but avoids warnings */
return 0;
}
}
void sdl_put_pixel(SDL_Surface *surf, int x, int y, uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha)
{
int bpp = surf->format->BytesPerPixel;
uint32_t color;
uint8_t *p;
if ((x < 0) || (y < 0) || (x >= surf->w) || (y >= surf->h))
return;
color = SDL_MapRGBA(surf->format, red, green, blue, alpha);
p = (Uint8 *) surf->pixels + y * surf->pitch + x * bpp;
switch (bpp) {
case 1:
*p = color;
break;
case 2:
*(Uint16 *) p = color;
break;
case 3:
if (SDL_BYTEORDER == SDL_BIG_ENDIAN) {
p[0] = (color >> 16) & 0xff;
p[1] = (color >> 8) & 0xff;
p[2] = color & 0xff;
} else {
p[0] = color & 0xff;
p[1] = (color >> 8) & 0xff;
p[2] = (color >> 16) & 0xff;
}
break;
case 4:
*(Uint32 *) p = color;
break;
}
}
static Uint8 add_val_to_component(Uint8 component, int value)
{
int tmp;
// Calculate the new value and check overflow/underflow.
tmp = component + value;
tmp = (tmp > 255) ? 255 : tmp;
tmp = (tmp < 0) ? 0 : tmp;
return (Uint8)tmp;
}
static void get_components(SDL_Surface *surf, int x, int y, uint8_t *r, uint8_t *g, uint8_t *b, uint8_t *a)
{
SDL_PixelFormat *fmt = surf->format;
SDL_LockSurface(surf);
Uint32 pixel = *((Uint32 *) (((Uint8 *) (surf->pixels)) + (x + y * surf->w) * surf->format->BytesPerPixel));
SDL_UnlockSurface(surf);
*r = (pixel >> fmt->Rshift) & 0xFF;
*g = (pixel >> fmt->Gshift) & 0xFF;
*b = (pixel >> fmt->Bshift) & 0xFF;
*a = (pixel >> fmt->Ashift) & 0xFF;
}
SDL_Surface *sdl_create_colored_surface(SDL_Surface *surf, float r, float g, float b, float a, int highlight)
{
uint8_t red, green, blue, alpha;
SDL_Surface *colored_surf;
int x, y;
colored_surf = SDL_DisplayFormatAlpha(surf);
for (y = 0; y < surf->h; y++) {
for (x = 0; x < surf->w; x++) {
get_components(surf, x, y, &red, &green, &blue, &alpha);
if (r != 1.0)
red *= r;
if (g != 1.0)
green *= g;
if (b != 1.0)
blue *= b;
if (a != 1.0)
alpha *= a;
if (highlight) {
red = add_val_to_component(red, 64);
green = add_val_to_component(green, 64);
blue = add_val_to_component(blue, 64);
}
sdl_put_pixel(colored_surf, x, y, red, green, blue, alpha);
}
}
return colored_surf;
}
/* -----------------------------------------------------------------
* This function does all the bitmap initialisation, so that you
* later have the bitmaps in perfect form in memory, ready for blitting
* them to the screen.
* ----------------------------------------------------------------- */
void InitPictures(void)
{
// Loading all these pictures might take a while...
// and we do not want do deal with huge frametimes, which
// could box the influencer out of the ship....
Activate_Conservative_Frame_Computation();
load_floor_tiles();
next_startup_percentage(19);
load_all_obstacles(TRUE);
if (!GameConfig.lazyload) {
load_all_items();
load_all_enemy_graphics();
}
Load_Blast_Surfaces();
next_startup_percentage(5);
Load_Mouse_Move_Cursor_Surfaces();
iso_load_bullet_surfaces();
next_startup_percentage(3);
}
/**
* This function initializes the timer subsystem.
*/
void init_timer(void)
{
// Now SDL_TIMER is initialized here:
//
if (SDL_InitSubSystem(SDL_INIT_TIMER) == -1) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
Terminate(EXIT_FAILURE);
}
}
/**
* This function checks if the availability of OpenGL libraries (at compile
* time) and request of OpenGL graphics output are compatible with each
* other... If not, we just disable OpenGL output method...
*/
static void check_open_gl_libraries_present(void)
{
// Here we introduce some warning output in case open_gl output is
// requested while the game was compiled without having the GL libs...
//
// The solution in this case is to force open_gl switch off again and
// to (forcefully) print out a warning message about this!
//
if (use_open_gl) {
#ifndef HAVE_LIBGL
DebugPrintf(-100, "\n**********************************************************************\
\n*\
\n* W A R N I N G ! ! ! \
\n*\
\n* You have requested OpenGL output via command line switch (-o parameter)\
\n* but you (or someone else) compiled this version of FreedroidRPG without\
\n* having the necessary OpenGL libraries on your (his/her) system. \
\n*\
\n* FreedroidRPG will now fallback to normal SDL output (which might be a\
\n* lot slower than the OpenGL method.\n\
\n*\
\n* You might try setting appropriate speed optimization parameters in the\
\n* 'performance tweaks' menu, in case you run into speed trouble.\
\n*\
\n* If you prefer to use OpenGL output, please make sure that you have \
\n* libGL installed on your system and recompile FreedroidRPG.\
\n*\
\n***********************************************************************\
\n");
use_open_gl = FALSE;
#endif
}
}; // void check_open_gl_libraries_present ( void )
/**
* This function should display the driver info obtained from the OpenGL
* libraries. This should be in a function of it's own (like now) to
* make sure that the OpenGL error checks in the video mode set functions
* and that seem to be occurring so frequently are not coming from this
* chunk of code.
*/
#ifdef HAVE_LIBGL
static void show_open_gl_driver_info(void)
{
// Since we want to use openGl, it might be good to check the OpenGL vendor string
// provided by the graphics driver. Let's see...
//
DebugPrintf(1, stderr, "\n-OpenGL--------------------------------------------------------------------------");
DebugPrintf(1, stderr, "\nVendor : %s", glGetString(GL_VENDOR));
open_gl_check_error_status(__FUNCTION__);
DebugPrintf(1, stderr, "\nRenderer : %s", glGetString(GL_RENDERER));
open_gl_check_error_status(__FUNCTION__);
DebugPrintf(1, stderr, "\nVersion : %s", glGetString(GL_VERSION));
open_gl_check_error_status(__FUNCTION__);
DebugPrintf(1, stderr, "\nExtensions : %s", glGetString(GL_EXTENSIONS));
open_gl_check_error_status(__FUNCTION__);
DebugPrintf(1, stderr, "\n\n");
}
#endif
/**
* This function sets the OpenGL double buffering attribute. We do this
* in a separate function, so that eventual errors (and bug reports) from
* the OpenGL error checking can be attributed to a source more easily.
*/
#ifdef HAVE_LIBGL
static void set_double_buffering_attribute(void)
{
if (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1)) {
error_message(__FUNCTION__, "\
Unable to set SDL_GL_DOUBLEBUFFER attribute!", PLEASE_INFORM | IS_FATAL);
}
// Since the OpenGL stuff hasn't been initialized yet, it's normal
// to get an GL_INVALID_OPERATION here, if we would really do the
// check. So better refrain from OpenGL error checking here...
//
// open_gl_check_error_status ( __FUNCTION__ );
}
#endif
/**
* This function is supposed to set the video mode in the case that
* OpenGL is used for graphics output. The function is highly split up
* into subfunctions now, so that the OpenGL error checking will be more
* precise. Typically it's in here that most problems occur when there
* is a peculiar OpenGL driver used, mostly under the Windows operating
* system.
*/
static void set_video_mode_for_open_gl(void)
{
#ifdef HAVE_LIBGL
Uint32 video_flags = 0; // flags for SDL video mode
int video_mode_ok_check_result;
int buffer_size, depth_size, red_size, green_size, blue_size, alpha_size;
// We need OpenGL double buffering, so we request it. If we
// can't get it, something must be wrong, maybe an extremely bad
// card/driver is present or some bad emulation. Anyway, we'll
// break off...
//
set_double_buffering_attribute();
// Now we start setting up the proper OpenGL flags to pass to the
// SDL for creating the initial output window...
//
video_flags = SDL_OPENGL; /* Enable OpenGL in SDL */
// Now according to the document http://sdldoc.csn.ul.ie/guidevideoopengl.php
// we do need the SDL_GL_SetAttribute ( SDL_GL_DOUBLEBUFFER, 1 ) and NOT
// this here...
//
if (GameConfig.fullscreen_on)
video_flags |= SDL_FULLSCREEN;
if (vid_info->hw_available)
video_flags |= SDL_HWSURFACE;
else
video_flags |= SDL_SWSURFACE;
if (vid_info->blit_hw)
video_flags |= SDL_HWACCEL;
// We have 24 bit (or 32 bit) color depth in some of the graphics used,
// like e.g. backgrounds produced by Basse, so we try to get close to
// a target color depth of 24, or 32.
//
vid_bpp = 32;
// First we check to see if the mode we wish to set is really supported. If it
// isn't supported, then we cancel the whole operation...
//
video_mode_ok_check_result = SDL_VideoModeOK(GameConfig.screen_width, GameConfig.screen_height, vid_bpp, video_flags);
switch (video_mode_ok_check_result) {
case 0:
error_message(__FUNCTION__,
"SDL reported that the video mode (%d x %d) mentioned above is not supported\n"
"To see all possible resolutions please run 'freedroidRPG -r99'\n"
"Resetting to current resolution (%d x %d)...",
NO_REPORT,
GameConfig.screen_width, GameConfig.screen_height,
vid_info->current_w, vid_info->current_h);
//resetting configuration file to current (desktop) settings
GameConfig.screen_width = vid_info->current_w;
GameConfig.screen_height = vid_info->current_h;
GameConfig.next_time_width_of_screen = GameConfig.screen_width;
GameConfig.next_time_height_of_screen = GameConfig.screen_height;
break;
default:
DebugPrintf(1, "\nTesting if color depth %d bits is available... ", vid_bpp);
if (video_mode_ok_check_result == vid_bpp) {
DebugPrintf(1, "YES.");
} else {
DebugPrintf(1, "NO! \nThe closest we will get is %d bits per pixel.", video_mode_ok_check_result);
/*
ErrorMessage ( __FUNCTION__ , "\
SDL reported, that the video mode mentioned \nabove is not supported UNDER THE COLOR DEPTH MENTIONED ABOVE!\n\
We'll be using the alternate color depth given above instead...",
PLEASE_INFORM );
*/
vid_bpp = video_mode_ok_check_result;
}
}
// Now that we know which mode to go for, we can give it a try and get the
// output surface we want. Of course, some extra checking will be done, so
// that we know that the surface we're expecting is really there...
//
Screen = SDL_SetVideoMode(GameConfig.screen_width, GameConfig.screen_height, vid_bpp, video_flags);
if (!Screen) {
fprintf(stderr, "\nVideo mode set failed: %s\n", SDL_GetError());
Terminate(EXIT_FAILURE);
} else {
SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &buffer_size);
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &red_size);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &green_size);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &blue_size);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &alpha_size);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth_size);
DebugPrintf(1, stderr, "\nvideo mode set (bpp=%d RGBA=%d%d%d%d depth=%d)",
buffer_size, red_size, green_size, blue_size, alpha_size, depth_size);
SDL_PixelFormat *fmt = Screen->format;
fprintf(stderr, "\npixel format (shift/mask) : red: %d/0x%.8x, green: %d/0x%.8x, blue: %d/0x%.8x, alpha: %d/0x%.8x\n",
fmt->Rshift, fmt->Rmask, fmt->Gshift, fmt->Gmask, fmt->Bshift, fmt->Bmask, fmt->Ashift, fmt->Amask);
}
show_open_gl_driver_info();
init_open_gl();
// Maybe resize the window to standard size?
//
// resizeWindow( GameConfig . screen_width, GameConfig . screen_height );
//
// Now under win32 we're running into problems, because there seems to be some
// garbage in ONE OF THE TWO BUFFERS from the double-buffering. Maybe cleaning
// that out solves part of the problem. Well, not all, since there is still the
// dialog background not visible. But anyway, let's just clear the two buffers
// for now...
//
clear_screen();
our_SDL_flip_wrapper();
clear_screen();
our_SDL_flip_wrapper();
#endif
}
/**
* This function initialises the video display and opens up a
* window for graphics display.
*/
void init_video(void)
{
// Tell SDL to center the window once we make it
putenv("SDL_VIDEO_CENTERED=1");
// We check if the program has been compiled with OpenGL libraries present
// and take care of the case OpenGL output requested when compiled without
// those libs...
//
check_open_gl_libraries_present();
// We note the screen resolution used.
//
DebugPrintf(1, "\nUsing screen resolution %d x %d.\n", GameConfig.screen_width, GameConfig.screen_height);
// We query the available video configuration on this system.
//
vid_info = SDL_GetVideoInfo();
if (!vid_info) {
fprintf(stderr, "Could not obtain video info via SDL: %s\n", SDL_GetError());
Terminate(EXIT_FAILURE);
}
if (use_open_gl) {
set_video_mode_for_open_gl();
} else {
Uint32 video_flags = 0; // flags for SDL video mode
if (GameConfig.fullscreen_on)
video_flags |= SDL_FULLSCREEN;
if (!SDL_VideoModeOK(GameConfig.screen_width, GameConfig.screen_height, 32, video_flags))
{
error_message(__FUNCTION__,
"SDL reported that the video mode (%d x %d) mentioned above is not supported\n"
"To see all possible resolutions please run 'freedroidRPG -r99'\n"
"Resetting to current resolution (%d x %d)...",
NO_REPORT,
GameConfig.screen_width, GameConfig.screen_height,
vid_info->current_w, vid_info->current_h);
//resetting configuration file to current (desktop) settings
GameConfig.screen_width = vid_info->current_w;
GameConfig.screen_height = vid_info->current_h;
GameConfig.next_time_width_of_screen = GameConfig.screen_width;
GameConfig.next_time_height_of_screen = GameConfig.screen_height;
}
if (!(Screen = SDL_SetVideoMode(GameConfig.screen_width, GameConfig.screen_height, 0, video_flags))) {
fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
Terminate(EXIT_FAILURE);
}
}
vid_bpp = 32; /* start with the simplest */
// End of possibly open-gl dependent initialisation stuff...
//
if (vid_info->wm_available) { /* if there's a window-manager */
char window_title_string[200];
sprintf(window_title_string, "FreedroidRPG %s", VERSION);
SDL_WM_SetCaption(window_title_string, "");
char fpath[PATH_MAX];
if (find_file(fpath, GUI_DIR, ICON_FILE, NULL, PLEASE_INFORM)) {
SDL_Surface *icon = IMG_Load(fpath);
SDL_WM_SetIcon(icon, NULL);
SDL_FreeSurface(icon);
}
}
init_fonts();
blit_background("startup1.jpg");
our_SDL_flip_wrapper();
mouse_cursor = MOUSE_CURSOR_NORMAL;
SDL_ShowCursor(SDL_DISABLE);
SDL_initFramerate(&SDL_FPSmanager);
SDL_setFramerate(&SDL_FPSmanager, GameConfig.framerate_limit);
}
/**
* Draw a colored rectangle on screen with alpha blending in SDL.
*
* @param rect The rectangular area.
* @param r The red color value.
* @param g The green color value.
* @param b The blue color value.
* @param a The alpha color value.
*/
void sdl_draw_rectangle(SDL_Rect *rect, int r, int g, int b, int a)
{
// boxRGBA from SDL_gfx will do the same in a single call, alas, it's slower due to
// being more generic.
SDL_PixelFormat *fmt = Screen->format;
SDL_Surface *surface;
// SDL_FillRect and SDL_BlitSurface clip the rectangle to fit on the surface, but
// callers of sdl_draw_rectangle expect it to be unchanged, so store it.
SDL_Rect old_rect = (*rect);
if (a == SDL_ALPHA_OPAQUE) {
// Do a rectangle fill operation if the input rectangle is opaque.
SDL_FillRect(Screen, rect, SDL_MapRGB(Screen->format, r, g, b));
// Restore the old rectangle.
(*rect) = old_rect;
return;
}
// Create an empty surface with 32 bits per pixel in video memory. This will
// allow SDL to take advantage of video.
surface = SDL_CreateRGBSurface(SDL_HWSURFACE, rect->w, rect->h, 32, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
// Perform a fast fill of the whole rectangle with color.
SDL_FillRect(surface, NULL, SDL_MapRGB(Screen->format, r, g, b));
// Adjust the alpha properties of a surface and active the acceleration.
SDL_SetAlpha(surface, SDL_SRCALPHA | SDL_RLEACCEL, a);
// Blit the surface on screen and free it.
SDL_BlitSurface(surface, NULL, Screen, rect);
SDL_FreeSurface(surface);
// Restore the old rectangle.
(*rect) = old_rect;
}
/**
* Draw a rectangle on screen, axes aligned to the screen (unlike draw_quad).
*/
void draw_rectangle(SDL_Rect *rect, int r, int g, int b, int a)
{
if (use_open_gl) {
struct point vertices[] = {
{ rect->x, rect->y },
{ rect->x, rect->y + rect->h },
{ rect->x + rect->w, rect->y + rect->h },
{ rect->x + rect->w, rect->y }
};
gl_draw_quad(vertices, r, g, b, a);
} else {
sdl_draw_rectangle(rect, r, g, b, a);
}
}
static void sdl_draw_quad(const struct point vertices[4], int r, int g, int b, int a)
{
Sint16 vx[] = { vertices[0].x, vertices[1].x, vertices[2].x, vertices[3].x };
Sint16 vy[] = { vertices[0].y, vertices[1].y, vertices[2].y, vertices[3].y };
filledPolygonRGBA(Screen, vx, vy, 4, r, g, b, a);
}
/**
* Pay attention when you use this function because we must not use it when you
* are inside a start_image_batch()/end_image_batch() operation but at the moment,
* we do not have the choice.
*/
void draw_quad(const struct point vertices[4], int r, int g, int b, int a)
{
if (use_open_gl) {
gl_draw_quad(vertices, r, g, b, a);
} else {
sdl_draw_quad(vertices, r, g, b, a);
}
}
/**
* This function draws a transparent black rectangle over a specified
* area on the screen.
*/
void draw_shadowing_rectangle(SDL_Rect area)
{
draw_rectangle(&area, 0, 0, 0, 150);
}
/**
* This function draws a transparent white rectangle over a specified
* area on the screen.
*/
void draw_highlight_rectangle(SDL_Rect area)
{
draw_rectangle(&area, 255, 255, 255, 100);
}
/*
* Draw an 'expanded' pixel.
* Used to draw thick lines.
*/
static void draw_expanded_pixel(int x, int y, int xincr, int yincr, uint8_t r, uint8_t g, uint8_t b, int thickness)
{
int i;
sdl_put_pixel(Screen, x, y, r, g, b, 255);
if (thickness <= 1)
return;
for (i = x + xincr; i != x + thickness * xincr; i += xincr) {
sdl_put_pixel(Screen, i, y, r, g, b, 255);
}
for (i = y + yincr; i != y + thickness * yincr; i += yincr) {
sdl_put_pixel(Screen, x, i, r, g, b, 255);
}
}
/**
* This function draws a line in SDL mode.
* Classical Bresenham algorithm
*/
static void draw_line_sdl(int x1, int y1, int x2, int y2, uint8_t r, uint8_t g, uint8_t b, int thickness)
{
if (use_open_gl)
return;
int delta_x, incr_x;
int delta_y, incr_y;
int error_accum;
// Algorithm initialization
delta_x = x2 - x1;
incr_x = 1;
if (delta_x < 0) {
delta_x = -delta_x;
incr_x = -1;
}
delta_y = y2 - y1;
incr_y = 1;
if (delta_y < 0) {
delta_y = -delta_y;
incr_y = -1;
}
// Incremental line drawing
if (delta_y < delta_x) {
error_accum = delta_x >> 1;
while (x1 != x2) {
draw_expanded_pixel(x1, y1, incr_x, incr_y, r, g, b, thickness);
error_accum += delta_y;
if (error_accum > delta_x) {
error_accum -= delta_x;
y1 += incr_y;
}
x1 += incr_x;
}
draw_expanded_pixel(x1, y1, incr_x, incr_y, r, g, b, thickness);
} else {
error_accum = delta_y >> 1;
while (y1 != y2) {
draw_expanded_pixel(x1, y1, incr_x, incr_y, r, g, b, thickness);
error_accum += delta_x;
if (error_accum > delta_y) {
error_accum -= delta_y;
x1 += incr_x;
}
y1 += incr_y;
}
draw_expanded_pixel(x1, y1, incr_x, incr_y, r, g, b, thickness);
}
}
/**
* This function draws a line in OpenGL mode.
*/
static void draw_line_opengl(int x1, int y1, int x2, int y2, uint8_t r, uint8_t g, uint8_t b, int width)
{
#ifdef HAVE_LIBGL
use_shader(NO_SHADER);
glLineWidth(width);
glColor3ub(r, g, b);
glBegin(GL_LINES);
glVertex2i(x1, y1);
glVertex2i(x2, y2);
glEnd();
glColor3ub(255, 255, 255);
#endif
}
void draw_line(int x1, int y1, int x2, int y2, uint8_t r, uint8_t g, uint8_t b, int width)
{
if (!use_open_gl) {
draw_line_sdl(x1, y1, x2, y2, r, g, b, width);
} else {
draw_line_opengl(x1, y1, x2, y2, r, g, b, width);
}
}
void draw_line_on_map(float x1, float y1, float x2, float y2, uint8_t r, uint8_t g, uint8_t b, int width)
{
int c1, c2, r1, r2;
translate_map_point_to_screen_pixel(x1, y1, &r1, &c1);
translate_map_point_to_screen_pixel(x2, y2, &r2, &c2);
draw_line(r1, c1, r2, c2, r, g, b, width);
}
/**
* This function saves a screenshot of the current game, scaled to the width number of pixels.
* If width is set to 0, then no scaling is used.
*/
void save_screenshot(const char *filename, int width)
{
Activate_Conservative_Frame_Computation();
float scale_factor = width ? (float) width / GameConfig.screen_width : 1.0;
SDL_Surface *screenshot = NULL;
#ifdef HAVE_LIBGL
if (use_open_gl) {
void *imgdata = malloc(GameConfig.screen_width * GameConfig.screen_height * 3);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, GameConfig.screen_width, GameConfig.screen_height, GL_RGB, GL_UNSIGNED_BYTE, imgdata);
// Now we need to make a real SDL surface from the raw image data we
// have just extracted.
//
SDL_Surface *screen_surf =
SDL_CreateRGBSurfaceFrom(imgdata, GameConfig.screen_width, GameConfig.screen_height, 24, 3 * GameConfig.screen_width,
bmask, gmask, rmask, 0);
screenshot = zoomSurface(screen_surf, scale_factor, scale_factor, 0);
SDL_FreeSurface(screen_surf);
free(imgdata);
}
#endif
if (!use_open_gl)
screenshot = zoomSurface(Screen, scale_factor, scale_factor, 0);
if (screenshot == NULL) {
error_message(__FUNCTION__, "Cannot save image: %s", PLEASE_INFORM, filename);
return;
}
#ifdef HAVE_LIBGL
if (use_open_gl) {
flip_image_vertically(screenshot);
}
#endif
png_save_surface(filename, screenshot);
SDL_FreeSurface(screenshot);
}
void free_graphics(void)
{
free_floor_tiles();
free_obstacle_graphics();
// Free all items graphics. Graphics will be loaded when needed.
free_item_graphics();
// Free all enemies graphics. Graphics for an enemy will be loaded
// when the enemy is encountered.
free_enemy_graphics();
}
void reload_graphics(void)
{
free_graphics();
load_floor_tiles();
load_all_obstacles(FALSE);
reload_tux_graphics();
}
/**
* Clear the screen.
* This function will use either the glClear() or the SDL_FillRect()
* depending on the current output method.
*/
void clear_screen(void)
{
#ifdef HAVE_LIBGL
if (use_open_gl) {
glClear(GL_COLOR_BUFFER_BIT);
return;
}
#endif
SDL_FillRect(Screen, NULL, SDL_MapRGB(Screen->format, 0, 0, 0));
}
#undef _graphics_c
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