diff --git a/src/game/g_holmes.inc b/src/game/g_holmes.inc
index 8df305c656df3385b9b738cd9be6f839fe93a1a0..c8f2ace0c6dd83b805e28d9366334d587b04434d 100644 (file)
--- a/src/game/g_holmes.inc
+++ b/src/game/g_holmes.inc
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * 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, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * 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, see <http://www.gnu.org/licenses/>.
+ *)
// ////////////////////////////////////////////////////////////////////////// //
// cursor (hi, Death Track!)
const curWidth = 17;
begin
result := 0;
if (Length(s) = 0) then exit;
- if (a < 0) then a := 0;
- if (a > 255) then a := 255;
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
if (r < 0) then r := 0 else if (r > 255) then r := 255;
if (g < 0) then g := 0 else if (g > 255) then g := 255;
if (b < 0) then b := 0 else if (b > 255) then b := 255;
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if (a < 255) then
+ begin
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ end
+ else
+ begin
+ glDisable(GL_BLEND);
+ end;
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_NOTEQUAL, 0.0);
glEnable(GL_TEXTURE_2D);
// color and opacity
glColor4f(r/255.0, g/255.0, b/255.0, a/255.0);
end;
end;
+ glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
// ////////////////////////////////////////////////////////////////////////// //
-procedure shadeRect (x, y, w, h: Integer; a: Integer);
+procedure drawLine (x1, y1, x2, y2: Integer; r, g, b: Integer; a: Integer=255);
+
+ procedure lcor (var x1, y1, x2, y2: Integer);
+ begin
+ if (y2 < y1) then
+ begin
+ x1 := x1 xor x2;
+ x2 := x1 xor x2;
+ x1 := x1 xor x2;
+
+ y1 := y1 xor y2;
+ y2 := y1 xor y2;
+ y1 := y1 xor y2;
+ end;
+
+ if (x1 < x2) then Inc(X2) else Inc(x1);
+ Inc(y2);
+ end;
+
begin
+ lcor(x1, y1, x2, y2);
+
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
+ if (r < 0) then r := 0 else if (r > 255) then r := 255;
+ if (g < 0) then g := 0 else if (g > 255) then g := 255;
+ if (b < 0) then b := 0 else if (b > 255) then b := 255;
+
+ if (a < 255) then
+ begin
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ end
+ else
+ begin
+ glDisable(GL_BLEND);
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glColor4f(r/255.0, g/255.0, b/255.0, a/255.0);
+
+ glLineWidth(1);
+ glPointSize(1);
+
+ glBegin(GL_LINES);
+ glVertex2i(x1, y1);
+ glVertex2i(x2, y2);
+ glEnd();
+
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+end;
+
+
+procedure drawRect (x, y, w, h: Integer; r, g, b: Integer; a: Integer=255);
+begin
+ if (w < 0) or (h < 0) then exit;
+ //if (w = 1) and (h = 1) then begin drawLine(x, y, x, y, r, g, b, a); exit; end;
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
+ if (r < 0) then r := 0 else if (r > 255) then r := 255;
+ if (g < 0) then g := 0 else if (g > 255) then g := 255;
+ if (b < 0) then b := 0 else if (b > 255) then b := 255;
+ {
+ Inc(w);
+ Inc(h);
+ drawLine(x, y, x+w-1, y, r, g, b, a);
+ drawLine(x+w-1, y+1, x+w-1, y+h-1, r, g, b, a);
+ drawLine(x+w-2, y+h-1, x, y+h-1, r, g, b, a);
+ drawLine(x, y+h-2, x, y+1, r, g, b, a);
+ }
+ if (a < 255) then
+ begin
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ end
+ else
+ begin
+ glDisable(GL_BLEND);
+ end;
+ glDisable(GL_TEXTURE_2D);
+ glLineWidth(1);
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POLYGON_SMOOTH);
+ glColor4f(r/255.0, g/255.0, b/255.0, a/255.0);
+ {
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(x+0.37, y+0.37);
+ glVertex2f(x+w-1+0.37, y+0.37);
+ glVertex2f(x+w-1+0.37, y+h-1);
+ glVertex2f(x+0.37, y+h-1+0.37);
+ glEnd();
+ }
+ glBegin(GL_LINES);
+ glVertex2i(x, y); glVertex2i(x+w, y); // top
+ glVertex2i(x, y+h-1); glVertex2i(x+w, y+h-1); // bottom
+ glVertex2f(x+0.37, y+1); glVertex2f(x+0.37, y+h-1); // left
+ glVertex2f(x+w-1+0.37, y+1); glVertex2f(x+w-1+0.37, y+h-1); // right
+ glEnd();
+ //glRect(x, y, x+w, y+h);
+ glColor4f(1, 1, 1, 1);
+ glDisable(GL_BLEND);
+end;
+
+
+procedure darkenRect (x, y, w, h: Integer; a: Integer);
+begin
+ if (w < 0) or (h < 0) then exit;
if (a < 0) then a := 0;
if (a > 255) then a := 255;
glEnable(GL_BLEND);
- glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- //glBlendFunc(GL_ONE, GL_DST_COLOR);
- //glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_TEXTURE_2D);
- glColor4f(0.0, 0.0, a/255.0, 1.0);
+ glColor4f(0.0, 0.0, 0.0, a/255.0);
glBegin(GL_QUADS);
glVertex2i(x, y);
glVertex2i(x+w, y);
glVertex2i(x+w, y+h);
glVertex2i(x, y+h);
glEnd();
+ //glRect(x, y, x+w, y+h);
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
//glBlendEquation(GL_FUNC_ADD);
end;
-// ////////////////////////////////////////////////////////////////////////// //
procedure fillRect (x, y, w, h: Integer; r, g, b: Integer; a: Integer=255);
begin
- if (a < 0) then a := 0;
- if (a > 255) then a := 255;
+ if (w < 0) or (h < 0) then exit;
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
if (r < 0) then r := 0 else if (r > 255) then r := 255;
if (g < 0) then g := 0 else if (g > 255) then g := 255;
if (b < 0) then b := 0 else if (b > 255) then b := 255;
- glEnable(GL_BLEND);
- //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ if (a < 255) then
+ begin
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ end
+ else
+ begin
+ glDisable(GL_BLEND);
+ end;
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_TEXTURE_2D);
glColor4f(r/255.0, g/255.0, b/255.0, a/255.0);
glBegin(GL_QUADS);
- glVertex2i(x, y);
- glVertex2i(x+w, y);
- glVertex2i(x+w, y+h);
- glVertex2i(x, y+h);
+ glVertex2f(x, y);
+ glVertex2f(x+w, y);
+ glVertex2f(x+w, y+h);
+ glVertex2f(x, y+h);
glEnd();
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);