mirror of
https://github.com/dhewm/dhewm3.git
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1169 lines
30 KiB
C++
1169 lines
30 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/geometry/DrawVert.h"
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#include "ui/DeviceContext.h"
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idVec4 idDeviceContext::colorPurple;
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idVec4 idDeviceContext::colorOrange;
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idVec4 idDeviceContext::colorYellow;
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idVec4 idDeviceContext::colorGreen;
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idVec4 idDeviceContext::colorBlue;
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idVec4 idDeviceContext::colorRed;
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idVec4 idDeviceContext::colorBlack;
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idVec4 idDeviceContext::colorWhite;
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idVec4 idDeviceContext::colorNone;
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idCVar gui_smallFontLimit( "gui_smallFontLimit", "0.30", CVAR_GUI | CVAR_ARCHIVE, "" );
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idCVar gui_mediumFontLimit( "gui_mediumFontLimit", "0.60", CVAR_GUI | CVAR_ARCHIVE, "" );
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idList<fontInfoEx_t> idDeviceContext::fonts;
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int idDeviceContext::FindFont( const char *name ) {
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int c = fonts.Num();
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for (int i = 0; i < c; i++) {
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if (idStr::Icmp(name, fonts[i].name) == 0) {
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return i;
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}
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}
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// If the font was not found, try to register it
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idStr fileName = name;
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fileName.Replace("fonts", va("fonts/%s", fontLang.c_str()) );
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fontInfoEx_t fontInfo = {}; // DG: initialize this
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int index = fonts.Append( fontInfo );
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if ( renderSystem->RegisterFont( fileName, fonts[index] ) ){
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idStr::Copynz( fonts[index].name, name, sizeof( fonts[index].name ) );
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return index;
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} else {
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common->Printf( "Could not register font %s [%s]\n", name, fileName.c_str() );
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return -1;
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}
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}
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void idDeviceContext::SetupFonts() {
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fonts.SetGranularity( 1 );
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fontLang = cvarSystem->GetCVarString( "sys_lang" );
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// western european languages can use the english font
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if ( fontLang == "french" || fontLang == "german" || fontLang == "spanish" || fontLang == "italian" ) {
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fontLang = "english";
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}
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// Default font has to be added first
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FindFont( "fonts" );
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}
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void idDeviceContext::SetFont( int num ) {
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if ( num >= 0 && num < fonts.Num() ) {
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activeFont = &fonts[num];
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} else {
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activeFont = &fonts[0];
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}
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}
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void idDeviceContext::Init() {
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xScale = 0.0;
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SetSize(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
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whiteImage = declManager->FindMaterial("guis/assets/white.tga");
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whiteImage->SetSort( SS_GUI );
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mbcs = false;
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SetupFonts();
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activeFont = &fonts[0];
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colorPurple = idVec4(1, 0, 1, 1);
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colorOrange = idVec4(1, 1, 0, 1);
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colorYellow = idVec4(0, 1, 1, 1);
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colorGreen = idVec4(0, 1, 0, 1);
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colorBlue = idVec4(0, 0, 1, 1);
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colorRed = idVec4(1, 0, 0, 1);
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colorWhite = idVec4(1, 1, 1, 1);
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colorBlack = idVec4(0, 0, 0, 1);
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colorNone = idVec4(0, 0, 0, 0);
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cursorImages[CURSOR_ARROW] = declManager->FindMaterial("ui/assets/guicursor_arrow.tga");
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cursorImages[CURSOR_HAND] = declManager->FindMaterial("ui/assets/guicursor_hand.tga");
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scrollBarImages[SCROLLBAR_HBACK] = declManager->FindMaterial("ui/assets/scrollbarh.tga");
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scrollBarImages[SCROLLBAR_VBACK] = declManager->FindMaterial("ui/assets/scrollbarv.tga");
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scrollBarImages[SCROLLBAR_THUMB] = declManager->FindMaterial("ui/assets/scrollbar_thumb.tga");
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scrollBarImages[SCROLLBAR_RIGHT] = declManager->FindMaterial("ui/assets/scrollbar_right.tga");
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scrollBarImages[SCROLLBAR_LEFT] = declManager->FindMaterial("ui/assets/scrollbar_left.tga");
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scrollBarImages[SCROLLBAR_UP] = declManager->FindMaterial("ui/assets/scrollbar_up.tga");
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scrollBarImages[SCROLLBAR_DOWN] = declManager->FindMaterial("ui/assets/scrollbar_down.tga");
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cursorImages[CURSOR_ARROW]->SetSort( SS_GUI );
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cursorImages[CURSOR_HAND]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_HBACK]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_VBACK]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_THUMB]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_RIGHT]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_LEFT]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_UP]->SetSort( SS_GUI );
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scrollBarImages[SCROLLBAR_DOWN]->SetSort( SS_GUI );
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cursor = CURSOR_ARROW;
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enableClipping = true;
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overStrikeMode = true;
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mat.Identity();
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origin.Zero();
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initialized = true;
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// DG: this is used for the "make sure menus are rendered as 4:3" hack
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fixScaleForMenu.Set(1, 1);
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fixOffsetForMenu.Set(0, 0);
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}
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void idDeviceContext::Shutdown() {
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fontName.Clear();
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clipRects.Clear();
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fonts.Clear();
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Clear();
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}
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void idDeviceContext::Clear() {
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initialized = false;
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useFont = NULL;
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activeFont = NULL;
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mbcs = false;
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}
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idDeviceContext::idDeviceContext() {
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Clear();
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}
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void idDeviceContext::SetTransformInfo(const idVec3 &org, const idMat3 &m) {
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origin = org;
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mat = m;
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}
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//
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// added method
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void idDeviceContext::GetTransformInfo(idVec3& org, idMat3& m )
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{
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m = mat;
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org = origin;
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}
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//
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void idDeviceContext::PopClipRect() {
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if (clipRects.Num()) {
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clipRects.RemoveIndex(clipRects.Num()-1);
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}
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}
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void idDeviceContext::PushClipRect(idRectangle r) {
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clipRects.Append(r);
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}
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void idDeviceContext::PushClipRect(float x, float y, float w, float h) {
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clipRects.Append(idRectangle(x, y, w, h));
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}
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bool idDeviceContext::ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2) {
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if ( enableClipping == false || clipRects.Num() == 0 ) {
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return false;
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}
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int c = clipRects.Num();
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while( --c > 0 ) {
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idRectangle *clipRect = &clipRects[c];
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float ox = *x;
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float oy = *y;
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float ow = *w;
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float oh = *h;
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if ( ow <= 0.0f || oh <= 0.0f ) {
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break;
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}
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if (*x < clipRect->x) {
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*w -= clipRect->x - *x;
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*x = clipRect->x;
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} else if (*x > clipRect->x + clipRect->w) {
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*x = *w = *y = *h = 0;
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}
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if (*y < clipRect->y) {
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*h -= clipRect->y - *y;
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*y = clipRect->y;
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} else if (*y > clipRect->y + clipRect->h) {
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*x = *w = *y = *h = 0;
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}
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if (*w > clipRect->w) {
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*w = clipRect->w - *x + clipRect->x;
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} else if (*x + *w > clipRect->x + clipRect->w) {
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*w = clipRect->Right() - *x;
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}
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if (*h > clipRect->h) {
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*h = clipRect->h - *y + clipRect->y;
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} else if (*y + *h > clipRect->y + clipRect->h) {
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*h = clipRect->Bottom() - *y;
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}
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if ( s1 && s2 && t1 && t2 && ow > 0.0f ) {
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float ns1, ns2, nt1, nt2;
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// upper left
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float u = ( *x - ox ) / ow;
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ns1 = *s1 * ( 1.0f - u ) + *s2 * ( u );
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// upper right
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u = ( *x + *w - ox ) / ow;
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ns2 = *s1 * ( 1.0f - u ) + *s2 * ( u );
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// lower left
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u = ( *y - oy ) / oh;
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nt1 = *t1 * ( 1.0f - u ) + *t2 * ( u );
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// lower right
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u = ( *y + *h - oy ) / oh;
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nt2 = *t1 * ( 1.0f - u ) + *t2 * ( u );
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// set values
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*s1 = ns1;
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*s2 = ns2;
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*t1 = nt1;
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*t2 = nt2;
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}
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}
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return (*w == 0 || *h == 0) ? true : false;
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}
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// DG: this is used for the "make sure menus are rendered as 4:3" hack
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void idDeviceContext::SetMenuScaleFix(bool enable) {
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if(enable) {
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float w = renderSystem->GetScreenWidth();
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float h = renderSystem->GetScreenHeight();
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float aspectRatio = w/h;
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static const float virtualAspectRatio = float(VIRTUAL_WIDTH)/float(VIRTUAL_HEIGHT); // 4:3
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if(aspectRatio > 1.4f) {
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// widescreen (4:3 is 1.333 3:2 is 1.5, 16:10 is 1.6, 16:9 is 1.7778)
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// => we need to scale and offset X
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// All the coordinates here assume 640x480 (VIRTUAL_WIDTH x VIRTUAL_HEIGHT)
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// screensize, so to fit a 4:3 menu into 640x480 stretched to a widescreen,
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// we need do decrease the width to something smaller than 640 and center
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// the result with an offset
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float scaleX = virtualAspectRatio/aspectRatio;
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float offsetX = (1.0f-scaleX)*(VIRTUAL_WIDTH*0.5f); // (640 - scale*640)/2
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fixScaleForMenu.Set(scaleX, 1);
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fixOffsetForMenu.Set(offsetX, 0);
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} else if(aspectRatio < 1.24f) {
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// portrait-mode, "thinner" than 5:4 (which is 1.25)
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// => we need to scale and offset Y
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// it's analogue to the other case, but inverted and with height and Y
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float scaleY = aspectRatio/virtualAspectRatio;
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float offsetY = (1.0f - scaleY)*(VIRTUAL_HEIGHT*0.5f); // (480 - scale*480)/2
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fixScaleForMenu.Set(1, scaleY);
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fixOffsetForMenu.Set(0, offsetY);
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}
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} else {
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fixScaleForMenu.Set(1, 1);
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fixOffsetForMenu.Set(0, 0);
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}
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}
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void idDeviceContext::AdjustCoords(float *x, float *y, float *w, float *h) {
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if (x) {
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*x *= xScale;
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*x *= fixScaleForMenu.x; // DG: for "render menus as 4:3" hack
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*x += fixOffsetForMenu.x;
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}
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if (y) {
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*y *= yScale;
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*y *= fixScaleForMenu.y; // DG: for "render menus as 4:3" hack
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*y += fixOffsetForMenu.y;
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}
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if (w) {
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*w *= xScale;
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*w *= fixScaleForMenu.x; // DG: for "render menus as 4:3" hack
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}
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if (h) {
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*h *= yScale;
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*h *= fixScaleForMenu.y; // DG: for "render menus as 4:3" hack
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}
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}
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// DG: same as AdjustCoords, but ignore fixupMenus because for the cursor that must be handled seperately
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void idDeviceContext::AdjustCursorCoords(float *x, float *y, float *w, float *h) {
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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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void idDeviceContext::DrawStretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *shader) {
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idDrawVert verts[4];
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glIndex_t indexes[6];
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indexes[0] = 3;
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indexes[1] = 0;
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indexes[2] = 2;
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indexes[3] = 2;
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indexes[4] = 0;
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indexes[5] = 1;
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verts[0].xyz[0] = x;
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verts[0].xyz[1] = y;
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verts[0].xyz[2] = 0;
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verts[0].st[0] = s1;
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verts[0].st[1] = t1;
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verts[0].normal[0] = 0;
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verts[0].normal[1] = 0;
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verts[0].normal[2] = 1;
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verts[0].tangents[0][0] = 1;
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verts[0].tangents[0][1] = 0;
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verts[0].tangents[0][2] = 0;
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verts[0].tangents[1][0] = 0;
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verts[0].tangents[1][1] = 1;
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verts[0].tangents[1][2] = 0;
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verts[1].xyz[0] = x + w;
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verts[1].xyz[1] = y;
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verts[1].xyz[2] = 0;
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verts[1].st[0] = s2;
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verts[1].st[1] = t1;
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verts[1].normal[0] = 0;
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verts[1].normal[1] = 0;
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verts[1].normal[2] = 1;
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verts[1].tangents[0][0] = 1;
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verts[1].tangents[0][1] = 0;
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verts[1].tangents[0][2] = 0;
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verts[1].tangents[1][0] = 0;
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verts[1].tangents[1][1] = 1;
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verts[1].tangents[1][2] = 0;
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verts[2].xyz[0] = x + w;
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verts[2].xyz[1] = y + h;
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verts[2].xyz[2] = 0;
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verts[2].st[0] = s2;
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verts[2].st[1] = t2;
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verts[2].normal[0] = 0;
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verts[2].normal[1] = 0;
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verts[2].normal[2] = 1;
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verts[2].tangents[0][0] = 1;
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verts[2].tangents[0][1] = 0;
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verts[2].tangents[0][2] = 0;
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verts[2].tangents[1][0] = 0;
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verts[2].tangents[1][1] = 1;
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verts[2].tangents[1][2] = 0;
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verts[3].xyz[0] = x;
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verts[3].xyz[1] = y + h;
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verts[3].xyz[2] = 0;
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verts[3].st[0] = s1;
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verts[3].st[1] = t2;
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verts[3].normal[0] = 0;
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verts[3].normal[1] = 0;
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verts[3].normal[2] = 1;
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verts[3].tangents[0][0] = 1;
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verts[3].tangents[0][1] = 0;
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verts[3].tangents[0][2] = 0;
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verts[3].tangents[1][0] = 0;
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verts[3].tangents[1][1] = 1;
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verts[3].tangents[1][2] = 0;
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bool ident = !mat.IsIdentity();
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if ( ident ) {
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verts[0].xyz -= origin;
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verts[0].xyz *= mat;
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verts[0].xyz += origin;
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verts[1].xyz -= origin;
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verts[1].xyz *= mat;
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verts[1].xyz += origin;
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verts[2].xyz -= origin;
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verts[2].xyz *= mat;
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verts[2].xyz += origin;
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verts[3].xyz -= origin;
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verts[3].xyz *= mat;
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verts[3].xyz += origin;
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}
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renderSystem->DrawStretchPic( &verts[0], &indexes[0], 4, 6, shader, ident );
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}
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void idDeviceContext::DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex, float scaley) {
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renderSystem->SetColor(color);
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float s0, s1, t0, t1;
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//
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// handle negative scales as well
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if ( scalex < 0 )
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{
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w *= -1;
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scalex *= -1;
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}
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if ( scaley < 0 )
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{
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h *= -1;
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scaley *= -1;
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}
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//
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if( w < 0 ) { // flip about vertical
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w = -w;
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s0 = 1 * scalex;
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s1 = 0;
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}
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else {
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s0 = 0;
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s1 = 1 * scalex;
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}
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if( h < 0 ) { // flip about horizontal
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h = -h;
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t0 = 1 * scaley;
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t1 = 0;
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}
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else {
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t0 = 0;
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t1 = 1 * scaley;
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}
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if ( ClippedCoords( &x, &y, &w, &h, &s0, &t0, &s1, &t1 ) ) {
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return;
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}
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AdjustCoords(&x, &y, &w, &h);
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DrawStretchPic( x, y, w, h, s0, t0, s1, t1, mat);
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}
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void idDeviceContext::DrawMaterialRotated(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex, float scaley, float angle) {
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|
|
|
renderSystem->SetColor(color);
|
|
|
|
float s0, s1, t0, t1;
|
|
//
|
|
// handle negative scales as well
|
|
if ( scalex < 0 )
|
|
{
|
|
w *= -1;
|
|
scalex *= -1;
|
|
}
|
|
if ( scaley < 0 )
|
|
{
|
|
h *= -1;
|
|
scaley *= -1;
|
|
}
|
|
//
|
|
if( w < 0 ) { // flip about vertical
|
|
w = -w;
|
|
s0 = 1 * scalex;
|
|
s1 = 0;
|
|
}
|
|
else {
|
|
s0 = 0;
|
|
s1 = 1 * scalex;
|
|
}
|
|
|
|
if( h < 0 ) { // flip about horizontal
|
|
h = -h;
|
|
t0 = 1 * scaley;
|
|
t1 = 0;
|
|
}
|
|
else {
|
|
t0 = 0;
|
|
t1 = 1 * scaley;
|
|
}
|
|
|
|
if ( angle == 0.0f && ClippedCoords( &x, &y, &w, &h, &s0, &t0, &s1, &t1 ) ) {
|
|
return;
|
|
}
|
|
|
|
AdjustCoords(&x, &y, &w, &h);
|
|
|
|
DrawStretchPicRotated( x, y, w, h, s0, t0, s1, t1, mat, angle);
|
|
}
|
|
|
|
void idDeviceContext::DrawStretchPicRotated(float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *shader, float angle) {
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|
|
idDrawVert verts[4];
|
|
glIndex_t indexes[6];
|
|
indexes[0] = 3;
|
|
indexes[1] = 0;
|
|
indexes[2] = 2;
|
|
indexes[3] = 2;
|
|
indexes[4] = 0;
|
|
indexes[5] = 1;
|
|
verts[0].xyz[0] = x;
|
|
verts[0].xyz[1] = y;
|
|
verts[0].xyz[2] = 0;
|
|
verts[0].st[0] = s1;
|
|
verts[0].st[1] = t1;
|
|
verts[0].normal[0] = 0;
|
|
verts[0].normal[1] = 0;
|
|
verts[0].normal[2] = 1;
|
|
verts[0].tangents[0][0] = 1;
|
|
verts[0].tangents[0][1] = 0;
|
|
verts[0].tangents[0][2] = 0;
|
|
verts[0].tangents[1][0] = 0;
|
|
verts[0].tangents[1][1] = 1;
|
|
verts[0].tangents[1][2] = 0;
|
|
verts[1].xyz[0] = x + w;
|
|
verts[1].xyz[1] = y;
|
|
verts[1].xyz[2] = 0;
|
|
verts[1].st[0] = s2;
|
|
verts[1].st[1] = t1;
|
|
verts[1].normal[0] = 0;
|
|
verts[1].normal[1] = 0;
|
|
verts[1].normal[2] = 1;
|
|
verts[1].tangents[0][0] = 1;
|
|
verts[1].tangents[0][1] = 0;
|
|
verts[1].tangents[0][2] = 0;
|
|
verts[1].tangents[1][0] = 0;
|
|
verts[1].tangents[1][1] = 1;
|
|
verts[1].tangents[1][2] = 0;
|
|
verts[2].xyz[0] = x + w;
|
|
verts[2].xyz[1] = y + h;
|
|
verts[2].xyz[2] = 0;
|
|
verts[2].st[0] = s2;
|
|
verts[2].st[1] = t2;
|
|
verts[2].normal[0] = 0;
|
|
verts[2].normal[1] = 0;
|
|
verts[2].normal[2] = 1;
|
|
verts[2].tangents[0][0] = 1;
|
|
verts[2].tangents[0][1] = 0;
|
|
verts[2].tangents[0][2] = 0;
|
|
verts[2].tangents[1][0] = 0;
|
|
verts[2].tangents[1][1] = 1;
|
|
verts[2].tangents[1][2] = 0;
|
|
verts[3].xyz[0] = x;
|
|
verts[3].xyz[1] = y + h;
|
|
verts[3].xyz[2] = 0;
|
|
verts[3].st[0] = s1;
|
|
verts[3].st[1] = t2;
|
|
verts[3].normal[0] = 0;
|
|
verts[3].normal[1] = 0;
|
|
verts[3].normal[2] = 1;
|
|
verts[3].tangents[0][0] = 1;
|
|
verts[3].tangents[0][1] = 0;
|
|
verts[3].tangents[0][2] = 0;
|
|
verts[3].tangents[1][0] = 0;
|
|
verts[3].tangents[1][1] = 1;
|
|
verts[3].tangents[1][2] = 0;
|
|
|
|
bool ident = !mat.IsIdentity();
|
|
if ( ident ) {
|
|
verts[0].xyz -= origin;
|
|
verts[0].xyz *= mat;
|
|
verts[0].xyz += origin;
|
|
verts[1].xyz -= origin;
|
|
verts[1].xyz *= mat;
|
|
verts[1].xyz += origin;
|
|
verts[2].xyz -= origin;
|
|
verts[2].xyz *= mat;
|
|
verts[2].xyz += origin;
|
|
verts[3].xyz -= origin;
|
|
verts[3].xyz *= mat;
|
|
verts[3].xyz += origin;
|
|
}
|
|
|
|
//Generate a translation so we can translate to the center of the image rotate and draw
|
|
idVec3 origTrans;
|
|
origTrans.x = x+(w/2);
|
|
origTrans.y = y+(h/2);
|
|
origTrans.z = 0;
|
|
|
|
|
|
//Rotate the verts about the z axis before drawing them
|
|
idMat4 rotz;
|
|
rotz.Identity();
|
|
float sinAng = idMath::Sin(angle);
|
|
float cosAng = idMath::Cos(angle);
|
|
rotz[0][0] = cosAng;
|
|
rotz[0][1] = sinAng;
|
|
rotz[1][0] = -sinAng;
|
|
rotz[1][1] = cosAng;
|
|
for(int i = 0; i < 4; i++) {
|
|
//Translate to origin
|
|
verts[i].xyz -= origTrans;
|
|
|
|
//Rotate
|
|
verts[i].xyz = rotz * verts[i].xyz;
|
|
|
|
//Translate back
|
|
verts[i].xyz += origTrans;
|
|
}
|
|
|
|
|
|
renderSystem->DrawStretchPic( &verts[0], &indexes[0], 4, 6, shader, (angle == 0.0) ? false : true );
|
|
}
|
|
|
|
void idDeviceContext::DrawFilledRect( float x, float y, float w, float h, const idVec4 &color) {
|
|
|
|
if ( color.w == 0.0f ) {
|
|
return;
|
|
}
|
|
|
|
renderSystem->SetColor(color);
|
|
|
|
if (ClippedCoords(&x, &y, &w, &h, NULL, NULL, NULL, NULL)) {
|
|
return;
|
|
}
|
|
|
|
AdjustCoords(&x, &y, &w, &h);
|
|
DrawStretchPic( x, y, w, h, 0, 0, 0, 0, whiteImage);
|
|
}
|
|
|
|
|
|
void idDeviceContext::DrawRect( float x, float y, float w, float h, float size, const idVec4 &color) {
|
|
|
|
if ( color.w == 0.0f ) {
|
|
return;
|
|
}
|
|
|
|
renderSystem->SetColor(color);
|
|
|
|
if (ClippedCoords(&x, &y, &w, &h, NULL, NULL, NULL, NULL)) {
|
|
return;
|
|
}
|
|
|
|
AdjustCoords(&x, &y, &w, &h);
|
|
DrawStretchPic( x, y, size, h, 0, 0, 0, 0, whiteImage );
|
|
DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, whiteImage );
|
|
DrawStretchPic( x, y, w, size, 0, 0, 0, 0, whiteImage );
|
|
DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, whiteImage );
|
|
}
|
|
|
|
void idDeviceContext::DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color) {
|
|
|
|
if ( color.w == 0.0f ) {
|
|
return;
|
|
}
|
|
|
|
renderSystem->SetColor(color);
|
|
DrawMaterial( x, y, size, h, mat, color );
|
|
DrawMaterial( x + w - size, y, size, h, mat, color );
|
|
DrawMaterial( x, y, w, size, mat, color );
|
|
DrawMaterial( x, y + h - size, w, size, mat, color );
|
|
}
|
|
|
|
|
|
void idDeviceContext::SetCursor(int n) {
|
|
cursor = (n < CURSOR_ARROW || n >= CURSOR_COUNT) ? CURSOR_ARROW : n;
|
|
}
|
|
|
|
void idDeviceContext::DrawCursor(float *x, float *y, float size) {
|
|
if (*x < 0) {
|
|
*x = 0;
|
|
}
|
|
|
|
if (*x >= vidWidth) {
|
|
*x = vidWidth;
|
|
}
|
|
|
|
if (*y < 0) {
|
|
*y = 0;
|
|
}
|
|
|
|
if (*y >= vidHeight) {
|
|
*y = vidHeight;
|
|
}
|
|
|
|
renderSystem->SetColor(colorWhite);
|
|
|
|
// DG: I use this instead of plain AdjustCursorCoords and the following lines
|
|
// to scale menus and other fullscreen GUIs to 4:3 aspect ratio
|
|
AdjustCursorCoords(x, y, &size, &size);
|
|
float sizeW = size * fixScaleForMenu.x;
|
|
float sizeH = size * fixScaleForMenu.y;
|
|
float fixedX = *x * fixScaleForMenu.x + fixOffsetForMenu.x;
|
|
float fixedY = *y * fixScaleForMenu.y + fixOffsetForMenu.y;
|
|
|
|
DrawStretchPic(fixedX, fixedY, sizeW, sizeH, 0, 0, 1, 1, cursorImages[cursor]);
|
|
}
|
|
/*
|
|
=======================================================================================================================
|
|
=======================================================================================================================
|
|
*/
|
|
|
|
void idDeviceContext::PaintChar(float x,float y,float width,float height,float scale,float s,float t,float s2,float t2,const idMaterial *hShader) {
|
|
float w, h;
|
|
w = width * scale;
|
|
h = height * scale;
|
|
|
|
if (ClippedCoords(&x, &y, &w, &h, &s, &t, &s2, &t2)) {
|
|
return;
|
|
}
|
|
|
|
AdjustCoords(&x, &y, &w, &h);
|
|
DrawStretchPic(x, y, w, h, s, t, s2, t2, hShader);
|
|
}
|
|
|
|
|
|
void idDeviceContext::SetFontByScale(float scale) {
|
|
if (scale <= gui_smallFontLimit.GetFloat()) {
|
|
useFont = &activeFont->fontInfoSmall;
|
|
activeFont->maxHeight = activeFont->maxHeightSmall;
|
|
activeFont->maxWidth = activeFont->maxWidthSmall;
|
|
} else if (scale <= gui_mediumFontLimit.GetFloat()) {
|
|
useFont = &activeFont->fontInfoMedium;
|
|
activeFont->maxHeight = activeFont->maxHeightMedium;
|
|
activeFont->maxWidth = activeFont->maxWidthMedium;
|
|
} else {
|
|
useFont = &activeFont->fontInfoLarge;
|
|
activeFont->maxHeight = activeFont->maxHeightLarge;
|
|
activeFont->maxWidth = activeFont->maxWidthLarge;
|
|
}
|
|
}
|
|
|
|
int idDeviceContext::DrawText(float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor) {
|
|
int len, count;
|
|
idVec4 newColor;
|
|
const glyphInfo_t *glyph;
|
|
float useScale;
|
|
SetFontByScale(scale);
|
|
useScale = scale * useFont->glyphScale;
|
|
count = 0;
|
|
if ( text && color.w != 0.0f ) {
|
|
const unsigned char *s = (const unsigned char*)text;
|
|
renderSystem->SetColor(color);
|
|
memcpy(&newColor[0], &color[0], sizeof(idVec4));
|
|
len = strlen(text);
|
|
if (limit > 0 && len > limit) {
|
|
len = limit;
|
|
}
|
|
|
|
while (s && *s && count < len) {
|
|
if ( *s < GLYPH_START || *s > GLYPH_END ) {
|
|
s++;
|
|
continue;
|
|
}
|
|
glyph = &useFont->glyphs[*s];
|
|
|
|
//
|
|
// int yadj = Assets.textFont.glyphs[text[i]].bottom +
|
|
// Assets.textFont.glyphs[text[i]].top; float yadj = scale *
|
|
// (Assets.textFont.glyphs[text[i]].imageHeight -
|
|
// Assets.textFont.glyphs[text[i]].height);
|
|
//
|
|
if ( idStr::IsColor((const char*)s) ) {
|
|
if ( *(s+1) == C_COLOR_DEFAULT ) {
|
|
newColor = color;
|
|
} else {
|
|
newColor = idStr::ColorForIndex( *(s+1) );
|
|
newColor[3] = color[3];
|
|
}
|
|
if (cursor == count || cursor == count+1) {
|
|
float partialSkip = ((glyph->xSkip * useScale) + adjust) / 5.0f;
|
|
if ( cursor == count ) {
|
|
partialSkip *= 2.0f;
|
|
} else {
|
|
renderSystem->SetColor(newColor);
|
|
}
|
|
DrawEditCursor(x - partialSkip, y, scale);
|
|
}
|
|
renderSystem->SetColor(newColor);
|
|
s += 2;
|
|
count += 2;
|
|
continue;
|
|
} else {
|
|
float yadj = useScale * glyph->top;
|
|
PaintChar(x,y - yadj,glyph->imageWidth,glyph->imageHeight,useScale,glyph->s,glyph->t,glyph->s2,glyph->t2,glyph->glyph);
|
|
|
|
if (cursor == count) {
|
|
DrawEditCursor(x, y, scale);
|
|
}
|
|
x += (glyph->xSkip * useScale) + adjust;
|
|
s++;
|
|
count++;
|
|
}
|
|
}
|
|
if (cursor == len) {
|
|
DrawEditCursor(x, y, scale);
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void idDeviceContext::SetSize(float width, float height) {
|
|
vidWidth = VIRTUAL_WIDTH;
|
|
vidHeight = VIRTUAL_HEIGHT;
|
|
xScale = yScale = 0.0f;
|
|
if ( width != 0.0f && height != 0.0f ) {
|
|
xScale = vidWidth * ( 1.0f / width );
|
|
yScale = vidHeight * ( 1.0f / height );
|
|
}
|
|
}
|
|
|
|
int idDeviceContext::CharWidth( const char c, float scale ) {
|
|
glyphInfo_t *glyph;
|
|
float useScale;
|
|
SetFontByScale(scale);
|
|
fontInfo_t *font = useFont;
|
|
useScale = scale * font->glyphScale;
|
|
glyph = &font->glyphs[(const unsigned char)c];
|
|
return idMath::FtoiFast( glyph->xSkip * useScale );
|
|
}
|
|
|
|
int idDeviceContext::TextWidth( const char *text, float scale, int limit ) {
|
|
int i, width;
|
|
|
|
SetFontByScale( scale );
|
|
const glyphInfo_t *glyphs = useFont->glyphs;
|
|
|
|
if ( text == NULL ) {
|
|
return 0;
|
|
}
|
|
|
|
width = 0;
|
|
if ( limit > 0 ) {
|
|
for ( i = 0; text[i] != '\0' && i < limit; i++ ) {
|
|
if ( idStr::IsColor( text + i ) ) {
|
|
i++;
|
|
} else {
|
|
width += glyphs[((const unsigned char *)text)[i]].xSkip;
|
|
}
|
|
}
|
|
} else {
|
|
for ( i = 0; text[i] != '\0'; i++ ) {
|
|
if ( idStr::IsColor( text + i ) ) {
|
|
i++;
|
|
} else {
|
|
width += glyphs[((const unsigned char *)text)[i]].xSkip;
|
|
}
|
|
}
|
|
}
|
|
return idMath::FtoiFast( scale * useFont->glyphScale * width );
|
|
}
|
|
|
|
int idDeviceContext::TextHeight(const char *text, float scale, int limit) {
|
|
int len, count;
|
|
float max;
|
|
glyphInfo_t *glyph;
|
|
float useScale;
|
|
const char *s = text;
|
|
SetFontByScale(scale);
|
|
fontInfo_t *font = useFont;
|
|
|
|
useScale = scale * font->glyphScale;
|
|
max = 0;
|
|
if (text) {
|
|
len = strlen(text);
|
|
if (limit > 0 && len > limit) {
|
|
len = limit;
|
|
}
|
|
|
|
count = 0;
|
|
while (s && *s && count < len) {
|
|
if ( idStr::IsColor(s) ) {
|
|
s += 2;
|
|
continue;
|
|
}
|
|
else {
|
|
glyph = &font->glyphs[*(const unsigned char*)s];
|
|
if (max < glyph->height) {
|
|
max = glyph->height;
|
|
}
|
|
|
|
s++;
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return idMath::FtoiFast( max * useScale );
|
|
}
|
|
|
|
int idDeviceContext::MaxCharWidth(float scale) {
|
|
SetFontByScale(scale);
|
|
float useScale = scale * useFont->glyphScale;
|
|
return idMath::FtoiFast( activeFont->maxWidth * useScale );
|
|
}
|
|
|
|
int idDeviceContext::MaxCharHeight(float scale) {
|
|
SetFontByScale(scale);
|
|
float useScale = scale * useFont->glyphScale;
|
|
return idMath::FtoiFast( activeFont->maxHeight * useScale );
|
|
}
|
|
|
|
const idMaterial *idDeviceContext::GetScrollBarImage(int index) {
|
|
if (index >= SCROLLBAR_HBACK && index < SCROLLBAR_COUNT) {
|
|
return scrollBarImages[index];
|
|
}
|
|
return scrollBarImages[SCROLLBAR_HBACK];
|
|
}
|
|
|
|
// this only supports left aligned text
|
|
idRegion *idDeviceContext::GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart) {
|
|
#if 0
|
|
const char *p, *textPtr, *newLinePtr;
|
|
char buff[1024];
|
|
int len, textWidth, newLine, newLineWidth;
|
|
float y;
|
|
|
|
float charSkip = MaxCharWidth(textScale) + 1;
|
|
float lineSkip = MaxCharHeight(textScale);
|
|
|
|
textWidth = 0;
|
|
newLinePtr = NULL;
|
|
#endif
|
|
return NULL;
|
|
/*
|
|
if (text == NULL) {
|
|
return;
|
|
}
|
|
|
|
textPtr = text;
|
|
if (*textPtr == '\0') {
|
|
return;
|
|
}
|
|
|
|
y = lineSkip + rectDraw.y + yStart;
|
|
len = 0;
|
|
buff[0] = '\0';
|
|
newLine = 0;
|
|
newLineWidth = 0;
|
|
p = textPtr;
|
|
|
|
textWidth = 0;
|
|
while (p) {
|
|
if (*p == ' ' || *p == '\t' || *p == '\n' || *p == '\0') {
|
|
newLine = len;
|
|
newLinePtr = p + 1;
|
|
newLineWidth = textWidth;
|
|
}
|
|
|
|
if ((newLine && textWidth > rectDraw.w) || *p == '\n' || *p == '\0') {
|
|
if (len) {
|
|
|
|
float x = rectDraw.x ;
|
|
|
|
buff[newLine] = '\0';
|
|
DrawText(x, y, textScale, color, buff, 0, 0, 0);
|
|
if (!wrap) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (*p == '\0') {
|
|
break;
|
|
}
|
|
|
|
y += lineSkip + 5;
|
|
p = newLinePtr;
|
|
len = 0;
|
|
newLine = 0;
|
|
newLineWidth = 0;
|
|
continue;
|
|
}
|
|
|
|
buff[len++] = *p++;
|
|
buff[len] = '\0';
|
|
textWidth = TextWidth( buff, textScale, -1 );
|
|
}
|
|
*/
|
|
}
|
|
|
|
void idDeviceContext::DrawEditCursor( float x, float y, float scale ) {
|
|
if ( (int)( com_ticNumber >> 4 ) & 1 ) {
|
|
return;
|
|
}
|
|
SetFontByScale(scale);
|
|
float useScale = scale * useFont->glyphScale;
|
|
const glyphInfo_t *glyph2 = &useFont->glyphs[overStrikeMode ? int('_') : int('|')];
|
|
float yadj = useScale * glyph2->top;
|
|
PaintChar(x, y - yadj,glyph2->imageWidth,glyph2->imageHeight,useScale,glyph2->s,glyph2->t,glyph2->s2,glyph2->t2,glyph2->glyph);
|
|
}
|
|
|
|
int idDeviceContext::DrawText( const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor, bool calcOnly, idList<int> *breaks, int limit ) {
|
|
const char *p, *textPtr, *newLinePtr;
|
|
char buff[1024];
|
|
int len, newLine, newLineWidth, count;
|
|
float y;
|
|
float textWidth;
|
|
|
|
float charSkip = MaxCharWidth( textScale ) + 1;
|
|
float lineSkip = MaxCharHeight( textScale );
|
|
|
|
float cursorSkip = ( cursor >= 0 ? charSkip : 0 );
|
|
|
|
bool lineBreak, wordBreak;
|
|
|
|
SetFontByScale( textScale );
|
|
|
|
textWidth = 0;
|
|
newLinePtr = NULL;
|
|
|
|
if (!calcOnly && !(text && *text)) {
|
|
if (cursor == 0) {
|
|
renderSystem->SetColor(color);
|
|
DrawEditCursor(rectDraw.x, lineSkip + rectDraw.y, textScale);
|
|
}
|
|
return idMath::FtoiFast( rectDraw.w / charSkip );
|
|
}
|
|
|
|
textPtr = text;
|
|
|
|
y = lineSkip + rectDraw.y;
|
|
len = 0;
|
|
buff[0] = '\0';
|
|
newLine = 0;
|
|
newLineWidth = 0;
|
|
p = textPtr;
|
|
|
|
if ( breaks ) {
|
|
breaks->Append(0);
|
|
}
|
|
count = 0;
|
|
textWidth = 0;
|
|
lineBreak = false;
|
|
wordBreak = false;
|
|
while (p) {
|
|
|
|
if ( *p == '\n' || *p == '\r' || *p == '\0' ) {
|
|
lineBreak = true;
|
|
if ((*p == '\n' && *(p + 1) == '\r') || (*p == '\r' && *(p + 1) == '\n')) {
|
|
p++;
|
|
}
|
|
}
|
|
|
|
int nextCharWidth = ( idStr::CharIsPrintable(*p) ? CharWidth( *p, textScale ) : cursorSkip );
|
|
// FIXME: this is a temp hack until the guis can be fixed not not overflow the bounding rectangles
|
|
// the side-effect is that list boxes and edit boxes will draw over their scroll bars
|
|
// The following line and the !linebreak in the if statement below should be removed
|
|
nextCharWidth = 0;
|
|
|
|
if ( !lineBreak && ( textWidth + nextCharWidth ) > rectDraw.w ) {
|
|
// The next character will cause us to overflow, if we haven't yet found a suitable
|
|
// break spot, set it to be this character
|
|
if ( len > 0 && newLine == 0 ) {
|
|
newLine = len;
|
|
newLinePtr = p;
|
|
newLineWidth = textWidth;
|
|
}
|
|
wordBreak = true;
|
|
} else if ( lineBreak || ( wrap && (*p == ' ' || *p == '\t') ) ) {
|
|
// The next character is in view, so if we are a break character, store our position
|
|
newLine = len;
|
|
newLinePtr = p + 1;
|
|
newLineWidth = textWidth;
|
|
}
|
|
|
|
if ( lineBreak || wordBreak ) {
|
|
float x = rectDraw.x;
|
|
|
|
if (textAlign == ALIGN_RIGHT) {
|
|
x = rectDraw.x + rectDraw.w - newLineWidth;
|
|
} else if (textAlign == ALIGN_CENTER) {
|
|
x = rectDraw.x + (rectDraw.w - newLineWidth) / 2;
|
|
}
|
|
|
|
if ( wrap || newLine > 0 ) {
|
|
buff[newLine] = '\0';
|
|
|
|
// This is a special case to handle breaking in the middle of a word.
|
|
// if we didn't do this, the cursor would appear on the end of this line
|
|
// and the beginning of the next.
|
|
if ( wordBreak && cursor >= newLine && newLine == len ) {
|
|
cursor++;
|
|
}
|
|
}
|
|
|
|
if (!calcOnly) {
|
|
count += DrawText(x, y, textScale, color, buff, 0, 0, 0, cursor);
|
|
}
|
|
|
|
if ( cursor < newLine ) {
|
|
cursor = -1;
|
|
} else if ( cursor >= 0 ) {
|
|
cursor -= ( newLine + 1 );
|
|
}
|
|
|
|
if ( !wrap ) {
|
|
return newLine;
|
|
}
|
|
|
|
if ( ( limit && count > limit ) || *p == '\0' ) {
|
|
break;
|
|
}
|
|
|
|
y += lineSkip + 5;
|
|
|
|
if ( !calcOnly && y > rectDraw.Bottom() ) {
|
|
break;
|
|
}
|
|
|
|
p = newLinePtr;
|
|
|
|
if (breaks) {
|
|
breaks->Append(p - text);
|
|
}
|
|
|
|
len = 0;
|
|
newLine = 0;
|
|
newLineWidth = 0;
|
|
textWidth = 0;
|
|
lineBreak = false;
|
|
wordBreak = false;
|
|
continue;
|
|
}
|
|
|
|
buff[len++] = *p++;
|
|
buff[len] = '\0';
|
|
// update the width
|
|
if ( *( buff + len - 1 ) != C_COLOR_ESCAPE && (len <= 1 || *( buff + len - 2 ) != C_COLOR_ESCAPE)) {
|
|
textWidth += textScale * useFont->glyphScale * useFont->glyphs[ (const unsigned char)*( buff + len - 1 ) ].xSkip;
|
|
}
|
|
}
|
|
|
|
return idMath::FtoiFast( rectDraw.w / charSkip );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
idRectangle::String
|
|
=============
|
|
*/
|
|
char *idRectangle::String( void ) const {
|
|
static int index = 0;
|
|
static char str[ 8 ][ 48 ];
|
|
char *s;
|
|
|
|
// use an array so that multiple toString's won't collide
|
|
s = str[ index ];
|
|
index = (index + 1)&7;
|
|
|
|
sprintf( s, "%.2f %.2f %.2f %.2f", x, y, w, h );
|
|
|
|
return s;
|
|
}
|