mirror of
https://bitbucket.org/CPMADevs/cnq3
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ccb9827b03
added keycatchgui added VS2019 project files renamed r_swapInterval removed r_speeds fixed r_mode 1 cursor fixed device caps
357 lines
9.1 KiB
C++
357 lines
9.1 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl_scrn.c -- master for refresh, console, chat, notify, etc
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#include "client.h"
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static qbool scr_initialized; // ready to draw
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static qbool scr_updateActive; // are we drawing right now?
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static qbool scr_frameBegun;
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cvar_t *cl_timegraph;
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static cvar_t* cl_graphheight;
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static cvar_t* cl_graphscale;
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static cvar_t* cl_graphshift;
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// adjust for resolution and screen aspect ratio
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void SCR_AdjustFrom640( float *x, float *y, float *w, float *h )
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{
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#if 0
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// adjust for wide screens
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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*x += 0.5 * ( cls.glconfig.vidWidth - ( cls.glconfig.vidHeight * 640 / 480 ) );
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}
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#endif
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// scale for screen sizes
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float xscale = (float)cls.glconfig.vidWidth / SCREEN_WIDTH;
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float yscale = (float)cls.glconfig.vidHeight / SCREEN_HEIGHT;
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if ( x ) {
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*x *= xscale;
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}
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if ( y ) {
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*y *= yscale;
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}
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if ( w ) {
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*w *= xscale;
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}
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if ( h ) {
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*h *= yscale;
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}
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}
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// SCR_ functions operate at native resolution, NOT the virtual 640x480 screen
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void SCR_DrawChar( float x, float y, float cw, float ch, int c )
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{
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const float CELL_TCSIZE = 0.0625;
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c &= 255;
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if ( c == ' ' ) {
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return;
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}
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int xcell = c & 15;
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int ycell = c >> 4;
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float s = xcell * CELL_TCSIZE;
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float t = ycell * CELL_TCSIZE;
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re.DrawStretchPic( x, y, cw, ch, s, t, s + CELL_TCSIZE, t + CELL_TCSIZE, cls.charSetShader );
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}
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// draws a string with a drop shadow, optionally with colorcodes
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void SCR_DrawStringEx( float x, float y, float cw, float ch, const char* string, drawStringColors_t colors, qbool showColorCodes, const float* firstColor )
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{
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float xx;
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const char* s;
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// don't bother if nothing will be visible
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if ( y < -ch ) {
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return;
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}
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// draw the drop shadow
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re.SetColor( colorBlack );
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s = string;
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xx = x + 1;
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while ( *s ) {
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if ( !showColorCodes && Q_IsColorString( s ) ) {
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s += 2;
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continue;
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}
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SCR_DrawChar( xx, y+1, cw, ch, *s );
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xx += cw;
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s++;
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}
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// draw the text, possibly with colors
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s = string;
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xx = x;
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if ( firstColor == NULL )
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firstColor = colors == DSC_CONSOLE ? ConsoleColorFromChar( COLOR_WHITE ) : colorWhite;
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re.SetColor( firstColor );
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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if ( colors == DSC_NORMAL )
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re.SetColor( ColorFromChar( s[1] ) );
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else if ( colors == DSC_CONSOLE )
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re.SetColor( ConsoleColorFromChar( s[1] ) );
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if ( !showColorCodes ) {
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s += 2;
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continue;
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}
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}
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SCR_DrawChar( xx, y, cw, ch, *s );
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xx += cw;
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s++;
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}
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re.SetColor( NULL );
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}
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// draws a string with a drop shadow, optionally with colorcodes
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void SCR_DrawString(float x, float y, float cw, float ch, const char* s, qbool allowColor)
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{
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SCR_DrawStringEx( x, y, cw, ch, s, allowColor ? DSC_NORMAL : DSC_NONE, qfalse, NULL );
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}
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///////////////////////////////////////////////////////////////
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static void SCR_DrawDemoRecording()
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{
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if (!clc.demorecording || !clc.showAnnoyingDemoRecordMessage)
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return;
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int pos = FS_FTell( clc.demofile );
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const char* s = va( "RECORDING %s: %ik", clc.demoName, pos / 1024 );
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float x = 320, y = 20, cw = 8, ch = 8;
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SCR_AdjustFrom640( &x, &y, &cw, &ch );
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SCR_DrawString( x - strlen(s) * cw * 0.5, y, cw, ch, s, qfalse );
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}
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///////////////////////////////////////////////////////////////
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typedef struct
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{
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float value;
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int color;
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} graphsamp_t;
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static int current;
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static graphsamp_t values[1024];
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void SCR_DebugGraph( float value, int color )
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{
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values[current&1023].value = value;
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values[current&1023].color = color;
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current++;
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}
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static void SCR_DrawDebugGraph()
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{
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int a, x, y, w, i, h;
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float v;
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int color;
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w = cls.glconfig.vidWidth;
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x = 0;
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y = cls.glconfig.vidHeight;
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re.SetColor( colorBlack );
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re.DrawStretchPic( x, y - cl_graphheight->integer, w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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for (a=0 ; a<w ; a++)
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{
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i = (current-1-a+1024) & 1023;
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v = values[i].value;
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color = values[i].color;
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v = v * cl_graphscale->integer + cl_graphshift->integer;
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if (v < 0)
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v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer));
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h = (int)v % cl_graphheight->integer;
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re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader );
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}
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}
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///////////////////////////////////////////////////////////////
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void SCR_Init()
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{
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cl_timegraph = Cvar_Get( "timegraph", "0", CVAR_CHEAT );
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cl_graphheight = Cvar_Get( "graphheight", "32", CVAR_CHEAT );
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cl_graphscale = Cvar_Get( "graphscale", "1", CVAR_CHEAT );
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cl_graphshift = Cvar_Get( "graphshift", "0", CVAR_CHEAT );
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scr_initialized = qtrue;
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}
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///////////////////////////////////////////////////////////////
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// this will be called twice if rendering in stereo mode
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static void SCR_DrawScreenField( stereoFrame_t stereoFrame )
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{
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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if ( cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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re.SetColor( colorBlack );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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}
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}
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if ( !uivm ) {
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Com_DPrintf( "draw screen without UI loaded\n" );
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return;
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}
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// if the menu is going to cover the entire screen, we don't need to render anything under it
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if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) ) {
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switch ( cls.state ) {
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default:
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Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
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break;
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case CA_CINEMATIC:
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SCR_DrawCinematic();
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break;
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case CA_DISCONNECTED:
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// force menu up
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S_StopAllSounds();
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VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
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break;
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case CA_CONNECTING:
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case CA_CHALLENGING:
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case CA_CONNECTED:
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// connecting clients will only show the connection dialog
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
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break;
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case CA_LOADING:
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case CA_PRIMED:
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// draw the game information screen and loading progress
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CL_CGameRendering( stereoFrame );
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// also draw the connection information, so it doesn't
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// flash away too briefly on local or lan games
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
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break;
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case CA_ACTIVE:
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CL_CGameRendering( stereoFrame );
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SCR_DrawDemoRecording();
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break;
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}
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}
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// the menu draws next
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if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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}
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// console draws next
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Con_DrawConsole();
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// debug graphs can be drawn on top of anything
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if ( cl_timegraph->integer || cl_debugMove->integer ) {
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SCR_DrawDebugGraph();
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}
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}
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void CL_AbortFrame()
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{
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scr_updateActive = qfalse;
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scr_frameBegun = qfalse;
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}
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// called every frame, and can also be called explicitly to flush text to the screen
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void SCR_UpdateScreen()
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{
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if ( !scr_initialized )
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return;
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if ( !cls.rendererStarted )
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return;
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if ( cls.maxFPS > 0 && Sys_Milliseconds() < cls.nextFrameTimeMS )
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return;
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// there are several cases where this IS called twice in one frame
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// easiest example is: conn to a server, kill the server
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if ( scr_updateActive ) {
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return;
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}
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// Why set to 1 and 0 explicitly?
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// Because the increment/decrement approach doesn't work.
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// One of the calls below might invoke Com_Error, which will in turn
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// call longjmp and "abort" the current frame, meaning the end of this
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// function (or any function for that matter) is not always reached.
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scr_updateActive = qtrue;
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if ( scr_frameBegun ) {
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re.EndFrame( qfalse );
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scr_frameBegun = qfalse;
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}
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re.BeginFrame( STEREO_CENTER );
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scr_frameBegun = qtrue;
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SCR_DrawScreenField( STEREO_CENTER );
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const qbool drawFrame = CL_VideoRecording() || !Sys_IsMinimized();
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re.EndFrame( drawFrame );
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scr_frameBegun = qfalse;
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if ( cls.maxFPS > 0 )
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cls.nextFrameTimeMS = Sys_Milliseconds() + 1000 / cls.maxFPS;
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scr_updateActive = qfalse;
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}
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