DEADSOFTWARE

render: remove references to r_playermodel/r_game from game code
[d2df-sdl.git] / src / game / opengl / r_render.pas
index b6bb016f74410f1cf5dd53fa0e57c355ccd35720..2eba7b282439ec1dff864cc11afedfd423ab8311 100644 (file)
@@ -17,27 +17,39 @@ unit r_render;
 
 interface
 
+  uses g_base; // TRectWH
+
   procedure r_Render_Initialize;
   procedure r_Render_Finalize;
 
-  procedure r_Render_Resize (w, h: Integer);
-
   procedure r_Render_Load;
   procedure r_Render_Free;
 
+  procedure r_Render_LoadTextures;
+  procedure r_Render_FreeTextures;
+
   procedure r_Render_Update;
+  procedure r_Render_Draw;
 
+  procedure r_Render_Resize (w, h: Integer);
   procedure r_Render_Apply;
 
+  function r_Render_WriteScreenShot (filename: String): Boolean;
+
+  function r_Render_GetGibRect (m, id: Integer): TRectWH;
+  procedure r_Render_QueueEffect (AnimType, X, Y: Integer);
+
+  procedure r_Render_DrawLoading (force: Boolean); // !!! remove it
+
 implementation
 
   uses
     {$INCLUDE ../../nogl/noGLuses.inc}
     SysUtils, Classes, Math,
-    e_log, g_system,
+    e_log, g_system, utils,
     g_game, g_options, g_console,
-    r_window, r_graphics, r_console, r_playermodel,
-    r_weapons, r_items, r_gfx, r_monsters, r_map, r_player
+    r_window, r_graphics, r_console, r_playermodel, r_textures, r_animations,
+    r_weapons, r_items, r_gfx, r_monsters, r_map, r_player, r_game
   ;
 
   var
@@ -76,8 +88,21 @@ implementation
     end
   end;
 
+  procedure r_Render_LoadTextures;
+  begin
+    r_Game_LoadTextures;
+    r_Map_LoadTextures;
+  end;
+
+  procedure r_Render_FreeTextures;
+  begin
+    r_Map_FreeTextures;
+    r_Game_FreeTextures;
+  end;
+
   procedure r_Render_Load;
   begin
+    r_Game_Load; // load first!
     r_Player_Load;
     r_Map_Load;
     r_PlayerModel_Load;
@@ -96,6 +121,9 @@ implementation
     r_PlayerModel_Free;
     r_Map_Free;
     r_Player_Free;
+    r_Game_Free;
+    g_Texture_DeleteAll;
+    g_Frames_DeleteAll;
   end;
 
   procedure r_Render_Initialize;
@@ -119,8 +147,15 @@ implementation
 
   procedure r_Render_Update;
   begin
+    r_GFX_Update;
     r_Map_Update;
     r_PlayerModel_Update;
+    r_Console_Update;
+  end;
+
+  procedure r_Render_Draw;
+  begin
+    r_Game_Draw;
   end;
 
   procedure r_Render_Resize (w, h: Integer);
@@ -146,7 +181,8 @@ implementation
     gScreenWidth := w;
     gScreenHeight := h;
     e_ResizeWindow(w, h);
-    e_InitGL
+    e_InitGL;
+    r_Game_SetupScreenSize;
   end;
 
   procedure r_Render_Apply;
@@ -158,4 +194,36 @@ implementation
     sys_EnableVSync(gVSync)
   end;
 
+  function r_Render_WriteScreenShot (filename: String): Boolean;
+    var s: TStream;
+  begin
+    Result := False;
+    try
+      s := CreateDiskFile(filename);
+      try
+        e_MakeScreenshot(s, gScreenWidth, gScreenHeight);
+        Result := True;
+      except
+        DeleteFile(filename)
+      end;
+      s.Free;
+    finally
+    end
+  end;
+
+  function r_Render_GetGibRect (m, id: Integer): TRectWH;
+  begin
+    Result := r_PlayerModel_GetGibRect(m, id)
+  end;
+
+  procedure r_Render_QueueEffect (AnimType, X, Y: Integer);
+  begin
+    r_GFX_OnceAnim(AnimType, X, Y)
+  end;
+
+  procedure r_Render_DrawLoading (force: Boolean);
+  begin
+    r_Window_DrawLoading(force)
+  end;
+
 end.