unit tappytuxdrawer; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Controls, Graphics, LCLType, IntfGraphics, fpimage, Math, tappytuxgamedata, tappytuxconfig; type TTappyTuxAnimation = class CurrentStep: Integer; FinalStep: Integer; constructor Create; procedure DrawToIntfImg(AIntfImg: TLazIntfImage); virtual; abstract; procedure ExecuteFinal; virtual; abstract; end; { TFireAnimation } TFireAnimation = class(TTappyTuxAnimation) public procedure DrawToIntfImg(AIntfImg: TLazIntfImage); override; procedure ExecuteFinal; override; end; { TTappyTuxDrawer } TTappyTuxDrawer = class(TCustomControl) private imgSomething: TPortableNetworkGraphic; FAnimationList: TFPList; public constructor Create(AOwner: TComponent); override; procedure EraseBackground(DC: HDC); override; procedure Paint; override; procedure DrawToCanvas(ACanvas: TCanvas); procedure DrawImageWithTransparentColor( ADest: TLazIntfImage; const ADestX, ADestY: Integer; AColor: TFPColor; AImage: TFPImageBitmap); function GetChessTileImage(ATile: TChessTile): TPortableNetworkGraphic; procedure LoadImages(); procedure HandleMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer); procedure HandleMouseUp(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); procedure HandleMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); procedure HandleOnTimer(Sender: TObject); procedure AddAnimation(AAnimation: TTappyTuxAnimation); end; var vTappyTuxDrawer: TTappyTuxDrawer; implementation { TFireAnimation } procedure TFireAnimation.DrawToIntfImg(AIntfImg: TLazIntfImage); var lTileBmp: TPortableNetworkGraphic; X, Y, SourceX, SourceY, DestX, DestY: integer; dx, dy: Integer; t: Double; lTile: TChessTile; begin { // Draw the moving tile //WriteLn(Format('[TChessMoveAnimation.DrawToIntfImg] Afrom=%d,%d', [AFrom.X, AFrom.Y])); lTile := vChessGame.Board[AFrom.X][AFrom.Y]; lTileBmp := vChessDrawer.GetChessTileImage(lTile); if lTileBmp = nil then Exit; SourceX := (AFrom.X - 1) * INT_CHESSTILE_SIZE; SourceY := (8 - AFrom.Y) * INT_CHESSTILE_SIZE; DestX := (ATo.X - 1) * INT_CHESSTILE_SIZE; DestY := (8 - ATo.Y) * INT_CHESSTILE_SIZE; t := CurrentStep / FinalStep; X := Round(t * DestX + (1-t) * SourceX); Y := Round(t * DestY + (1-t) * SourceY); vChessDrawer.DrawImageWithTransparentColor(AIntfImg, X, Y, FPCOLOR_TRANSPARENT_TILE, lTileBmp);} end; procedure TFireAnimation.ExecuteFinal; begin vChessGame.MovePiece(AFrom, ATo); end; { TTappyTuxAnimation } constructor TTappyTuxAnimation.Create; begin inherited Create; CurrentStep := 0; FinalStep := 20; end; constructor TTappyTuxDrawer.Create(AOwner: TComponent); begin inherited Create(AOwner); { imgBoard := TPortableNetworkGraphic.Create; imgWPawn := TPortableNetworkGraphic.Create; imgWKnight := TPortableNetworkGraphic.Create; imgWBishop := TPortableNetworkGraphic.Create; imgWRook := TPortableNetworkGraphic.Create; imgWQueen := TPortableNetworkGraphic.Create; imgWKing := TPortableNetworkGraphic.Create; imgBPawn := TPortableNetworkGraphic.Create; imgBKnight := TPortableNetworkGraphic.Create; imgBBishop := TPortableNetworkGraphic.Create; imgBRook := TPortableNetworkGraphic.Create; imgBQueen := TPortableNetworkGraphic.Create; imgBKing := TPortableNetworkGraphic.Create;} // Events OnMouseMove := @HandleMouseMove; OnMouseUp := @HandleMouseUp; OnMouseDown := @HandleMouseDown; end; procedure TTappyTuxDrawer.EraseBackground(DC: HDC); begin // Uncomment this to enable default background erasing //inherited EraseBackground(DC); end; procedure TTappyTuxDrawer.Paint; var x, y: integer; Bitmap: TBitmap; begin Bitmap := TBitmap.Create; try // Initializes the Bitmap Size Bitmap.Height := Height; Bitmap.Width := Width; DrawToCanvas(Bitmap.Canvas); Canvas.Draw(0, 0, Bitmap); finally Bitmap.Free; end; // inherited Paint; end; procedure TTappyTuxDrawer.DrawToCanvas(ACanvas: TCanvas); var col, row: integer; lIntfImage: TLazIntfImage; lTmpBmp: TBitmap; lTileBmp: TPortableNetworkGraphic; X, Y: integer; begin lIntfImage := TLazIntfImage.Create(0, 0); lTmpBmp := TBitmap.Create; try // First draw the board lIntfImage.LoadFromBitmap(imgBoard.Handle, 0{bmpBoard.MaskHandle}); // Now all pieces for col := 1 to 8 do for row := 1 to 8 do begin // Check if the animation wants us to skip drawing this piece if Assigned(FAnimation) and FAnimation.SkipDrawingPiece(col, row) then Continue; lTileBmp := GetChessTileImage(vChessGame.Board[col][row]); if lTileBmp = nil then Continue; X := (col - 1) * INT_CHESSTILE_SIZE; Y := (8 - row) * INT_CHESSTILE_SIZE; DrawImageWithTransparentColor(lIntfImage, X, Y, FPCOLOR_TRANSPARENT_TILE, lTileBmp); end; // Now animations if Assigned(FAnimation) then FAnimation.DrawToIntfImg(lIntfImage); lTmpBmp.LoadFromIntfImage(lIntfImage); ACanvas.Draw(0, 0, lTmpBmp); finally lTmpBmp.Free; lIntfImage.Free; end; end; procedure TTappyTuxDrawer.DrawImageWithTransparentColor(ADest: TLazIntfImage; const ADestX, ADestY: Integer; AColor: TFPColor; AImage: TFPImageBitmap); var x, y, CurX, CurY: Integer; IntfImage: TLazIntfImage; lDrawWidth, lDrawHeight: Integer; CurColor: TFPColor; lCurColorDiv, lTranspColorDiv: Byte; begin IntfImage := TLazIntfImage.Create(0,0); try IntfImage.LoadFromBitmap(AImage.Handle, AImage.MaskHandle); // Take care not to draw outside the destination area lDrawWidth := Min(ADest.Width - ADestX, AImage.Width); lDrawHeight := Min(ADest.Height - ADestY, AImage.Height); for y := 0 to lDrawHeight - 1 do begin for x := 0 to lDrawWidth - 1 do begin CurX := ADestX + x; CurY := ADestY + y; // Never draw outside the destination if (CurX < 0) or (CurY < 0) then Continue; CurColor := IntfImage.Colors[x, y]; // Good for debugging lCurColorDiv := CurColor.Green div $FF; lTranspColorDiv := AColor.Green div $FF; if lCurColorDiv <> lTranspColorDiv then ADest.Colors[CurX, CurY] := IntfImage.Colors[x, y]; end; end; finally IntfImage.Free; end; end; function TTappyTuxDrawer.GetChessTileImage(ATile: TChessTile): TPortableNetworkGraphic; begin { case ATile of ctWPawn: Result := imgWPawn; ctWKnight: Result := imgWKnight; ctWBishop: Result := imgWBishop; ctWRook: Result := imgWRook; ctWQueen: Result := imgWQueen; ctWKing: Result := imgWKing; ctBPawn: Result := imgBPawn; ctBKnight: Result := imgBKnight; ctBBishop: Result := imgBBishop; ctBRook: Result := imgBRook; ctBQueen: Result := imgBQueen; ctBKing: Result := imgBKing; else Result := nil; end;} end; procedure TTappyTuxDrawer.LoadImages(); var lDir: string; begin lDir := vChessConfig.GetCurrentSkinDir(); { imgBoard.LoadFromFile(lDir + 'base.png'); imgWPawn.LoadFromFile(lDir + 'wpawn.png'); imgWKnight.LoadFromFile(lDir + 'wknight.png'); imgWBishop.LoadFromFile(lDir + 'wbishop.png'); imgWRook.LoadFromFile(lDir + 'wrook.png'); imgWQueen.LoadFromFile(lDir + 'wqueen.png'); imgWKing.LoadFromFile(lDir + 'wking.png'); imgBPawn.LoadFromFile(lDir + 'bpawn.png'); imgBKnight.LoadFromFile(lDir + 'bknight.png'); imgBBishop.LoadFromFile(lDir + 'bbishop.png'); imgBRook.LoadFromFile(lDir + 'brook.png'); imgBQueen.LoadFromFile(lDir + 'bqueen.png'); imgBKing.LoadFromFile(lDir + 'bking.png');} end; procedure TTappyTuxDrawer.HandleMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer); begin { if Assigned(FDelegate) and (FDrawerState in [dsIdle, dsDragging]) then FDelegate.HandleMouseMove(Sender, Shift, X, Y);} end; procedure TTappyTuxDrawer.HandleMouseUp(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); begin { if Assigned(FDelegate) and (FDrawerState in [dsIdle, dsDragging]) then FDelegate.HandleMouseUp(Sender, Button, Shift, X, Y);} end; procedure TTappyTuxDrawer.HandleMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer); begin { if Assigned(FDelegate) and (FDrawerState in [dsIdle, dsDragging]) then FDelegate.HandleMouseDown(Sender, Button, Shift, X, Y);} end; procedure TTappyTuxDrawer.HandleOnTimer(Sender: TObject); begin { if FDrawerState = dsRunningAnimation then begin Inc(FAnimation.CurrentStep); if FAnimation.CurrentStep >= FAnimation.FinalStep then begin FAnimation.ExecuteFinal; FAnimation.Free; FAnimation := nil; FDrawerState := dsIdle; end; Invalidate(); end;} end; procedure TTappyTuxDrawer.AddAnimation(AAnimation: TChessAnimation); begin { FDrawerState := dsRunningAnimation; FAnimation := AAnimation;} end; end.