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raw | patch | inline | side by side (parent: cd1ca85)
raw | patch | inline | side by side (parent: cd1ca85)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Fri, 22 Sep 2017 08:41:56 +0000 (11:41 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Fri, 22 Sep 2017 08:42:16 +0000 (11:42 +0300) |
src/game/g_game.pas | patch | blob | history | |
src/game/g_window.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index f696accdf385baf3a40b56daa97ac22f6f8e678a..15cea720cf088791e89b011ab29d7d93d0632308 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
end;
procedure DrawLoadingStat();
+ procedure drawRect (x, y, w, h: Integer);
+ begin
+ if (w < 1) or (h < 1) then exit;
+ glBegin(GL_QUADS);
+ glVertex2f(x+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+0.375);
+ glVertex2f(x+w+0.375, y+h+0.375);
+ glVertex2f(x+0.375, y+h+0.375);
+ glEnd();
+ end;
+
+ procedure drawPBar (cur, total: Integer);
+ var
+ rectW, rectH: Integer;
+ x0, y0: Integer;
+ wdt: Integer;
+ begin
+ if (total < 1) then exit;
+ if (cur < 1) then exit; // don't blink
+ if (cur >= total) then exit; // don't blink
+ //if (cur < 0) then cur := 0;
+ //if (cur > total) then cur := total;
+
+ rectW := gScreenWidth-64;
+ rectH := 16;
+
+ x0 := (gScreenWidth-rectW) div 2;
+ y0 := gScreenHeight-rectH-64;
+ if (y0 < 2) then y0 := 2;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+
+ //glClearColor(0, 0, 0, 0);
+ //glClear(GL_COLOR_BUFFER_BIT);
+
+ glColor4ub(127, 127, 127, 255);
+ drawRect(x0-2, y0-2, rectW+4, rectH+4);
+
+ glColor4ub(0, 0, 0, 255);
+ drawRect(x0-1, y0-1, rectW+2, rectH+2);
+
+ glColor4ub(127, 127, 127, 255);
+ wdt := rectW*cur div total;
+ if (wdt > rectW) then wdt := rectW;
+ drawRect(x0, y0, wdt, rectH);
+ end;
+
var
ww, hh: Word;
xx, yy, i: Integer;
s: String;
begin
- if Length(LoadingStat.Msgs) = 0 then
- Exit;
+ if (Length(LoadingStat.Msgs) = 0) then exit;
e_CharFont_GetSize(gMenuFont, _lc[I_MENU_LOADING], ww, hh);
yy := (gScreenHeight div 3);
xx := (gScreenWidth div 3);
with LoadingStat do
+ begin
for i := 0 to NextMsg-1 do
- begin
- if (i = (NextMsg-1)) and (MaxValue > 0) then
- s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
- else
- s := Msgs[i];
+ begin
+ if (i = (NextMsg-1)) and (MaxValue > 0) then
+ s := Format('%s: %d/%d', [Msgs[i], CurValue, MaxValue])
+ else
+ s := Msgs[i];
- e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
- yy := yy + LOADING_INTERLINE;
- end;
+ e_CharFont_PrintEx(gMenuSmallFont, xx, yy, s, _RGB(255, 0, 0));
+ yy := yy + LOADING_INTERLINE;
+ drawPBar(CurValue, MaxValue);
+ end;
+ end;
end;
procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
diff --git a/src/game/g_window.pas b/src/game/g_window.pas
index 03b7dd0144192d857d1a5dee7ffec5411daa5ae7..479ffcb16c69fd93924066f95ff3cc1aa442831d 100644 (file)
--- a/src/game/g_window.pas
+++ b/src/game/g_window.pas
uses
utils;
-function SDLMain(): Integer;
-function GetTimer(): Int64;
-procedure ResetTimer();
-function CreateGLWindow(Title: PChar): Boolean;
-procedure KillGLWindow();
-procedure PushExitEvent();
-function ProcessMessage(): Boolean;
+function SDLMain (): Integer;
+function GetTimer (): Int64;
+procedure ResetTimer ();
+function CreateGLWindow (Title: PChar): Boolean;
+procedure KillGLWindow ();
+procedure PushExitEvent ();
+function ProcessMessage (): Boolean;
+procedure ReDrawWindow ();
+procedure SwapBuffers ();
+procedure Sleep (ms: LongWord);
+function GetDisplayModes (dbpp: LongWord; var selres: LongWord): SSArray;
+function g_Window_SetDisplay (preserveGL: Boolean=false): Boolean;
+function g_Window_SetSize (w, h: Word; fullscreen: Boolean): Boolean;
+
procedure ProcessLoading (forceUpdate: Boolean=false);
-procedure ReDrawWindow();
-procedure SwapBuffers();
-procedure Sleep(ms: LongWord);
-function GetDisplayModes(dBPP: DWORD; var SelRes: DWORD): SSArray;
-function g_Window_SetDisplay(PreserveGL: Boolean = False): Boolean;
-function g_Window_SetSize(W, H: Word; FScreen: Boolean): Boolean;
+
var
gwin_dump_extensions: Boolean = false;
g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net,
g_map, g_gfx, g_monsters, g_holmes, xprofiler;
+
+const
+ ProgressUpdateMSecs = 100;
+
var
- h_Wnd: PSDL_Window;
- h_GL: TSDL_GLContext;
+ h_Wnd: PSDL_Window = nil;
+ h_GL: TSDL_GLContext = nil;
wFlags: LongWord = 0;
Time, Time_Delta, Time_Old: Int64;
flag: Boolean;
wTitle: PChar = nil;
- wNeedTimeReset: Boolean = False;
- wMinimized: Boolean = False;
- wLoadingProgress: Boolean = False;
- wLoadingQuit: Boolean = False;
+ wNeedTimeReset: Boolean = false;
+ wMinimized: Boolean = false;
+ wLoadingProgress: Boolean = false;
+ wLoadingQuit: Boolean = false;
{$IFNDEF WINDOWS}
ticksOverflow: Int64 = -1;
lastTicks: Uint32 = 0; // to detect overflow
curMsY: Integer = 0;
{$ENDIF}
-function g_Window_SetDisplay(PreserveGL: Boolean = False): Boolean;
+
+function g_Window_SetDisplay (preserveGL: Boolean = false): Boolean;
+{$IF not DEFINED(HEADLESS)}
var
mode, cmode: TSDL_DisplayMode;
-begin
-{$IFDEF HEADLESS}
- Result := True;
- Exit;
{$ENDIF}
-
- Result := False;
+begin
+{$IF not DEFINED(HEADLESS)}
+ result := false;
e_WriteLog('Setting display mode...', TMsgType.Notify);
if gFullscreen then wFlags := wFlags or SDL_WINDOW_FULLSCREEN;
if gWinMaximized then wFlags := wFlags or SDL_WINDOW_MAXIMIZED;
- if h_Wnd <> nil then
+ if (h_Wnd <> nil) then
begin
SDL_DestroyWindow(h_Wnd);
h_Wnd := nil;
mode.format := 0;
mode.refresh_rate := 0;
mode.driverdata := nil;
- if SDL_GetClosestDisplayMode(0, @mode, @cmode) = nil then
+ if (SDL_GetClosestDisplayMode(0, @mode, @cmode) = nil) then
begin
gScreenWidth := 800;
gScreenHeight := 600;
end;
h_Wnd := SDL_CreateWindow(PChar(wTitle), gWinRealPosX, gWinRealPosY, gScreenWidth, gScreenHeight, wFlags);
- if h_Wnd = nil then Exit;
+ if (h_Wnd = nil) then exit;
SDL_GL_MakeCurrent(h_Wnd, h_GL);
SDL_ShowCursor(SDL_DISABLE);
+{$ENDIF}
- Result := True;
+ result := true;
end;
-procedure ReShowCursor();
-begin
- // TODO: what was this for?
-end;
-function GetDisplayModes(dBPP: DWORD; var SelRes: DWORD): SSArray;
+function GetDisplayModes(dbpp: LongWord; var selres: LongWord): SSArray;
var
mode: TSDL_DisplayMode;
res, i, k, n, pw, ph: Integer;
begin
- SetLength(Result, 0);
- {$IFDEF HEADLESS}Exit;{$ENDIF}
- k := 0; SelRes := 0;
+ SetLength(result, 0);
+ {$IFDEF HEADLESS}exit;{$ENDIF}
+ k := 0; selres := 0;
n := SDL_GetNumDisplayModes(0);
pw := 0; ph := 0;
for i := 0 to n do
if SDL_BITSPERPIXEL(mode.format) = gBPP then continue;
if (mode.w = pw) and (mode.h = ph) then continue;
if (mode.w = gScreenWidth) and (mode.h = gScreenHeight) then
- SelRes := k;
+ selres := k;
Inc(k);
- SetLength(Result, k);
- Result[k-1] := IntToStr(mode.w) + 'x' + IntToStr(mode.h);
+ SetLength(result, k);
+ result[k-1] := IntToStr(mode.w) + 'x' + IntToStr(mode.h);
pw := mode.w; ph := mode.h
end;
e_WriteLog('SDL: Got ' + IntToStr(k) + ' resolutions.', TMsgType.Notify);
end;
-procedure Sleep(ms: LongWord);
+
+procedure Sleep (ms: LongWord);
begin
SDL_Delay(ms);
end;
-procedure ChangeWindowSize();
+
+procedure ChangeWindowSize ();
begin
gWinSizeX := gScreenWidth;
gWinSizeY := gScreenHeight;
- {$IFDEF HEADLESS}Exit;{$ENDIF}
+{$IF not DEFINED(HEADLESS)}
e_ResizeWindow(gScreenWidth, gScreenHeight);
g_Game_SetupScreenSize();
g_Menu_Reset();
g_Game_ClearLoading();
g_Holmes_VidModeChanged();
+{$ENDIF}
end;
-function g_Window_SetSize(W, H: Word; FScreen: Boolean): Boolean;
+
+function g_Window_SetSize (w, h: Word; fullscreen: Boolean): Boolean;
var
- Preserve: Boolean;
+ preserve: Boolean;
begin
- Result := False;
- {$IFDEF HEADLESS}Exit;{$ENDIF}
- Preserve := False;
+ result := false;
+{$IF not DEFINED(HEADLESS)}
+ preserve := false;
- if (gScreenWidth <> W) or (gScreenHeight <> H) then
+ if (gScreenWidth <> w) or (gScreenHeight <> h) then
begin
- Result := True;
- gScreenWidth := W;
- gScreenHeight := H;
+ result := true;
+ gScreenWidth := w;
+ gScreenHeight := h;
end;
- if gFullscreen <> FScreen then
+ if (gFullscreen <> fullscreen) then
begin
- Result := True;
- gFullscreen := FScreen;
- Preserve := True;
+ result := true;
+ gFullscreen := fullscreen;
+ preserve := true;
end;
- if Result then
+ if result then
begin
- g_Window_SetDisplay(Preserve);
+ g_Window_SetDisplay(preserve);
ChangeWindowSize();
end;
+{$ENDIF}
end;
+
procedure resetKMState ();
begin
{$IF not DEFINED(HEADLESS)}
{$ENDIF}
end;
-function WindowEventHandler(ev: TSDL_WindowEvent): Boolean;
+
+function WindowEventHandler (constref ev: TSDL_WindowEvent): Boolean;
var
wActivate, wDeactivate: Boolean;
begin
- Result := False;
- wActivate := False;
- wDeactivate := False;
+ result := false;
+ wActivate := false;
+ wDeactivate := false;
case ev.event of
SDL_WINDOWEVENT_MOVED:
if not wMinimized then
begin
e_ResizeWindow(0, 0);
- wMinimized := True;
-
+ wMinimized := true;
if g_debug_WinMsgs then
begin
g_Console_Add('Now minimized');
e_WriteLog('[DEBUG] WinMsgs: Now minimized', TMsgType.Notify);
end;
- wDeactivate := True;
+ wDeactivate := true;
end;
end;
if wMinimized then
begin
e_ResizeWindow(gScreenWidth, gScreenHeight);
- wMinimized := False;
- wActivate := True;
+ wMinimized := false;
+ wActivate := true;
end;
if not gWinMaximized then
begin
- gWinMaximized := True;
+ gWinMaximized := true;
if g_debug_WinMsgs then
begin
g_Console_Add('Now maximized');
if wMinimized then
begin
e_ResizeWindow(gScreenWidth, gScreenHeight);
- wMinimized := False;
- wActivate := True;
+ wMinimized := false;
+ wActivate := true;
end;
if gWinMaximized then
- gWinMaximized := False;
+ gWinMaximized := false;
if g_debug_WinMsgs then
begin
g_Console_Add('Now restored');
SDL_WINDOWEVENT_FOCUS_GAINED:
begin
resetKMState();
- wActivate := True;
+ wActivate := true;
//e_WriteLog('window gained focus!', MSG_NOTIFY);
g_Holmes_WindowFocused();
end;
SDL_WINDOWEVENT_FOCUS_LOST:
begin
resetKMState();
- wDeactivate := True;
+ wDeactivate := true;
e_UnpressAllKeys();
//e_WriteLog('window lost focus!', MSG_NOTIFY);
g_Holmes_WindowBlured();
if gWinActive then
begin
e_WriteLog('deactivating window', TMsgType.Notify);
- e_EnableInput := False;
+ e_EnableInput := false;
e_ClearInputBuffer();
if gMuteWhenInactive then
begin
//e_WriteLog('deactivating sounds', MSG_NOTIFY);
- e_MuteChannels(True);
+ e_MuteChannels(true);
end;
if g_debug_WinMsgs then
e_WriteLog('[DEBUG] WinMsgs: Now inactive', TMsgType.Notify);
end;
- gWinActive := False;
+ gWinActive := false;
end;
end
else if wActivate then
if not gWinActive then
begin
//e_WriteLog('activating window', MSG_NOTIFY);
- e_EnableInput := True;
+ e_EnableInput := true;
if gMuteWhenInactive then
begin
//e_WriteLog('activating sounds', MSG_NOTIFY);
- e_MuteChannels(False);
+ e_MuteChannels(false);
end;
if g_debug_WinMsgs then
e_WriteLog('[DEBUG] WinMsgs: Now active', TMsgType.Notify);
end;
- gWinActive := True;
+ gWinActive := true;
end;
end;
end;
-function EventHandler(ev: TSDL_Event): Boolean;
+
+function EventHandler (var ev: TSDL_Event): Boolean;
var
key, keychr: Word;
uc: UnicodeChar;
- //joy: Integer;
{$IF not DEFINED(HEADLESS)}
msev: THMouseEvent;
kbev: THKeyEvent;
{$ENDIF}
begin
- Result := False;
+ result := false;
{$IF not DEFINED(HEADLESS)}
updateKBState();
{$ENDIF}
case ev.type_ of
SDL_WINDOWEVENT:
- Result := WindowEventHandler(ev.window);
+ result := WindowEventHandler(ev.window);
SDL_QUITEV:
begin
g_Game_Quit();
end
else
- wLoadingQuit := True;
+ wLoadingQuit := true;
end;
- Result := True;
+ result := true;
end;
SDL_KEYDOWN, SDL_KEYUP:
end;
end;
-procedure SwapBuffers();
+
+procedure SwapBuffers ();
begin
{$IF not DEFINED(HEADLESS)}
SDL_GL_SwapWindow(h_Wnd);
{$ENDIF}
end;
+
procedure KillGLWindow();
begin
- if h_Wnd <> nil then SDL_DestroyWindow(h_Wnd);
- if h_GL <> nil then SDL_GL_DeleteContext(h_GL);
+ if (h_Wnd <> nil) then SDL_DestroyWindow(h_Wnd);
+ if (h_GL <> nil) then SDL_GL_DeleteContext(h_GL);
h_Wnd := nil;
h_GL := nil;
end;
-function CreateGLWindow(Title: PChar): Boolean;
-//var
-// flags: LongWord;
+
+function CreateGLWindow (Title: PChar): Boolean;
begin
- Result := False;
+ result := false;
gWinSizeX := gScreenWidth;
gWinSizeY := gScreenHeight;
exit;
end;
-{$IFNDEF HEADLESS}
+{$IF not DEFINED(HEADLESS)}
h_Gl := SDL_GL_CreateContext(h_Wnd);
- if h_Gl = nil then Exit;
+ if (h_Gl = nil) then exit;
{$ENDIF}
e_ResizeWindow(gScreenWidth, gScreenHeight);
e_InitGL();
- Result := True;
+ result := true;
end;
+
{$IFDEF WINDOWS}
// windoze sux; in headless mode `GetTickCount()` (and SDL) returns shit
-function GetTimer(): Int64;
+function GetTimer (): Int64;
var
F, C: Int64;
begin
QueryPerformanceFrequency(F);
QueryPerformanceCounter(C);
- Result := Round(C/F*1000{000});
+ result := Round(C/F*1000{000});
end;
{$ELSE}
-function GetTimer(): Int64;
+function GetTimer (): Int64;
var
t: Uint32;
tt: Int64;
begin
- t := SDL_GetTicks() {* 1000}; // TODO: do we really need microseconds here? k8: NOPE!
- if ticksOverflow = -1 then
+ t := SDL_GetTicks();
+ if (ticksOverflow = -1) then
begin
ticksOverflow := 0;
lastTicks := t;
end
else
begin
- if lastTicks > t then
+ if (lastTicks > t) then
begin
// overflow, increment overflow ;-)
ticksOverflow := ticksOverflow+(Int64($ffffffff)+Int64(1));
end;
{$ENDIF}
-procedure ResetTimer();
+
+procedure ResetTimer ();
begin
- wNeedTimeReset := True;
+ wNeedTimeReset := true;
end;
-procedure PushExitEvent();
+
+procedure PushExitEvent ();
var
ev: TSDL_Event;
begin
procedure ProcessLoading (forceUpdate: Boolean=false);
var
ev: TSDL_Event;
- ID: DWORD;
+ ID: LongWord;
stt: UInt64;
begin
- FillChar(ev, SizeOf(ev), 0);
- wLoadingProgress := True;
- while SDL_PollEvent(@ev) > 0 do
+ FillChar(ev, sizeof(ev), 0);
+ wLoadingProgress := true;
+
+ while (SDL_PollEvent(@ev) > 0) do
begin
- if (ev.type_ = SDL_QUITEV) then
- break;
+ if (ev.type_ = SDL_QUITEV) then break;
end;
if (ev.type_ = SDL_QUITEV) or (gExit = EXIT_QUIT) then
begin
- wLoadingProgress := False;
+ wLoadingProgress := false;
exit;
end;
else
begin
stt := getTimeMilli();
- if (stt < prevLoadingUpdateTime) or (stt-prevLoadingUpdateTime >= 400) then
+ if (stt < prevLoadingUpdateTime) or (stt-prevLoadingUpdateTime >= ProgressUpdateMSecs) then
begin
prevLoadingUpdateTime := stt;
forceUpdate := true;
begin
if g_Texture_Get('INTER', ID) then
begin
- e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight)
+ e_DrawSize(ID, 0, 0, 0, false, false, gScreenWidth, gScreenHeight)
end
else
begin
DrawLoadingStat();
SwapBuffers();
-
- ReShowCursor();
end;
end;
begin
if (NetMode = NET_CLIENT) and (NetState <> NET_STATE_AUTH) then g_Net_Client_UpdateWhileLoading();
end;
- wLoadingProgress := False;
+
+ wLoadingProgress := false;
end;
-function ProcessMessage(): Boolean;
+
+function ProcessMessage (): Boolean;
var
i, t: Integer;
ev: TSDL_Event;
begin
- Result := False;
+ result := false;
FillChar(ev, SizeOf(ev), 0);
- while SDL_PollEvent(@ev) > 0 do
+ while (SDL_PollEvent(@ev) > 0) do
begin
- Result := EventHandler(ev);
- if ev.type_ = SDL_QUITEV then exit;
+ result := EventHandler(ev);
+ if (ev.type_ = SDL_QUITEV) then exit;
end;
Time := GetTimer();
- Time_Delta := Time - Time_Old;
+ Time_Delta := Time-Time_Old;
- flag := False;
+ flag := false;
if wNeedTimeReset then
begin
Time_Delta := 28;
- wNeedTimeReset := False;
+ wNeedTimeReset := false;
end;
g_Map_ProfilersBegin();
g_Mons_ProfilersBegin();
t := Time_Delta div 28;
- if t > 0 then
+ if (t > 0) then
begin
- flag := True;
+ flag := true;
for i := 1 to t do
begin
- if NetMode = NET_SERVER then g_Net_Host_Update()
- else if NetMode = NET_CLIENT then g_Net_Client_Update();
+ if (NetMode = NET_SERVER) then g_Net_Host_Update()
+ else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
Update();
end;
end
else
begin
- if NetMode = NET_SERVER then g_Net_Host_Update()
- else if NetMode = NET_CLIENT then g_Net_Client_Update();
+ if (NetMode = NET_SERVER) then g_Net_Host_Update()
+ else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
end;
g_Map_ProfilersEnd();
g_Game_Quit();
end;
- if gExit = EXIT_QUIT then
+ if (gExit = EXIT_QUIT) then
begin
- Result := True;
- Exit;
+ result := true;
+ exit;
end;
-// Âðåìÿ ïðåäûäóùåãî îáíîâëåíèÿ:
+ // Âðåìÿ ïðåäûäóùåãî îáíîâëåíèÿ
if flag then
begin
Time_Old := Time-(Time_Delta mod 28);
begin
Draw();
SwapBuffers();
- ReShowCursor();
end;
end
else
- Sleep(1);
+ begin
+ Sleep(1); // release time slice, so we won't eat 100% CPU
+ end;
e_SoundUpdate();
end;
-procedure ReDrawWindow;
+
+procedure ReDrawWindow ();
begin
SwapBuffers();
- ReShowCursor();
end;
-procedure InitOpenGL(VSync: Boolean);
+
+procedure InitOpenGL (vsync: Boolean);
+{$IF not DEFINED(HEADLESS)}
var
v: Byte;
+{$ENDIF}
begin
- {$IFDEF HEADLESS}Exit;{$ENDIF}
- if VSync then v := 1 else v := 0;
+{$IF not DEFINED(HEADLESS)}
+ if vsync then v := 1 else v := 0;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- if gwin_k8_enable_light_experiments then
- begin
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1); // lights; it is enough to have 1-bit stencil buffer for lighting
- end;
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); // lights; it is enough to have 1-bit stencil buffer for lighting, but...
SDL_GL_SetSwapInterval(v);
+{$ENDIF}
end;
-function glHasExtension (name: AnsiString): Boolean;
+
+function glHasExtension (const name: AnsiString): Boolean;
var
exts: PChar;
i: Integer;
extName: ShortString;
begin
result := false;
- if length(name) = 0 then exit;
+ if (Length(name) = 0) then exit;
exts := glGetString(GL_EXTENSIONS);
- if exts = nil then exit;
+ if (exts = nil) then exit;
while (exts[0] <> #0) and (exts[0] = ' ') do Inc(exts);
- while exts[0] <> #0 do
+ while (exts[0] <> #0) do
begin
if gwin_dump_extensions then
begin
found := true;
for i := 0 to length(name)-1 do
begin
- if exts[i] = #0 then begin found := false; break; end;
- if exts[i] <> name[i+1] then begin found := false; break; end;
+ if (exts[i] = #0) then begin found := false; break; end;
+ if (exts[i] <> name[i+1]) then begin found := false; break; end;
end;
- if found and ((exts[length(name)] = #0) or (exts[length(name)] = ' ')) then begin result := true; exit; end;
+ if found and ((exts[Length(name)] = #0) or (exts[Length(name)] = ' ')) then begin result := true; exit; end;
while (exts[0] <> #0) and (exts[0] <> ' ') do Inc(exts);
while (exts[0] <> #0) and (exts[0] = ' ') do Inc(exts);
end;
end;
-function SDLMain(): Integer;
+
+function SDLMain (): Integer;
var
idx: Integer;
{$IF not DEFINED(HEADLESS)}
mdfo: TStream;
begin
{$IFDEF HEADLESS}
- e_NoGraphics := True;
+ e_NoGraphics := true;
{$ENDIF}
idx := 1;
arg := ParamStr(idx);
Inc(idx);
if arg = '--opengl-dump-exts' then gwin_dump_extensions := true;
- if arg = '--twinkletwinkle' then gwin_k8_enable_light_experiments := true;
+ //if arg = '--twinkletwinkle' then gwin_k8_enable_light_experiments := true;
if arg = '--jah' then g_profile_history_size := 100;
if arg = '--no-particles' then gpart_dbg_enabled := false;
if arg = '--no-los' then gmon_dbg_los_enabled := false;
e_WriteLog('Creating GL window', TMsgType.Notify);
if not CreateGLWindow(PChar(Format('Doom 2D: Forever %s', [GAME_VERSION]))) then
begin
- Result := 0;
+ result := 0;
exit;
end;
{EnumDisplayModes();}
- {$IFDEF HEADLESS}
- gwin_k8_enable_light_experiments := false;
+{$IFDEF HEADLESS}
+ //gwin_k8_enable_light_experiments := false;
gwin_has_stencil := false;
glLegacyNPOT := false;
gwin_dump_extensions := false;
- {$ELSE}
- if gwin_k8_enable_light_experiments then
- begin
- SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, @ltmp);
- e_WriteLog(Format('stencil buffer size: %d', [ltmp]), TMsgType.Warning);
- gwin_has_stencil := (ltmp > 0);
- end
- else
- begin
- gwin_has_stencil := false;
- end;
+{$ELSE}
+ SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, @ltmp);
+ e_LogWritefln('stencil buffer size: %s', [ltmp]);
+ gwin_has_stencil := (ltmp > 0);
if not glHasExtension('GL_ARB_texture_non_power_of_two') then
begin
glLegacyNPOT := false;
end;
gwin_dump_extensions := false;
- {$ENDIF}
+{$ENDIF}
Init();
Time_Old := GetTimer();
-// Êîìàíäíàÿ ñòðîêà:
- if ParamCount > 0 then
- g_Game_Process_Params();
+ // Êîìàíäíàÿ ñòðîêà
+ if (ParamCount > 0) then g_Game_Process_Params();
-// Çàïðîñ ÿçûêà:
- if (not gGameOn) and gAskLanguage then
- g_Menu_AskLanguage();
+ // Çàïðîñ ÿçûêà
+ if (not gGameOn) and gAskLanguage then g_Menu_AskLanguage();
e_WriteLog('Entering the main loop', TMsgType.Notify);
- while not ProcessMessage() do
- { Main Loop } ;
+ // main loop
+ while not ProcessMessage() do begin end;
Release();
KillGLWindow();
- Result := 0;
+ result := 0;
end;
+
end.