fteqw/engine/client/cl_screen.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_screen.c -- master for refresh, status bar, console, chat, notify, etc
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"//would prefer not to have this
#endif
#include "shader.h"
//name of the current backdrop for the loading screen
char levelshotname[MAX_QPATH];
void RSpeedShow(void)
{
int i;
static int samplerspeeds[RSPEED_MAX];
static int samplerquant[RQUANT_MAX];
int savedsamplerquant[RQUANT_MAX]; //so we don't count the r_speeds debug spam in draw counts.
char *RSpNames[RSPEED_MAX];
char *RQntNames[RQUANT_MAX];
char *s;
static int framecount;
int frameinterval = 100;
if (!r_speeds.ival)
return;
memset(RSpNames, 0, sizeof(RSpNames));
RSpNames[RSPEED_TOTALREFRESH] = "Total refresh";
RSpNames[RSPEED_PROTOCOL] = "Protocol";
RSpNames[RSPEED_LINKENTITIES] = "Entity setup";
RSpNames[RSPEED_WORLDNODE] = "World walking";
RSpNames[RSPEED_WORLD] = "World rendering";
RSpNames[RSPEED_DYNAMIC] = "Lightmap updates";
RSpNames[RSPEED_PARTICLES] = "Particle phys/sort";
RSpNames[RSPEED_PARTICLESDRAW] = "Particle drawing";
RSpNames[RSPEED_2D] = "2d elements";
RSpNames[RSPEED_SERVER] = "Server";
RSpNames[RSPEED_DRAWENTITIES] = "Entity rendering";
RSpNames[RSPEED_PALETTEFLASHES] = "Palette flashes";
RSpNames[RSPEED_STENCILSHADOWS] = "Stencil Shadows";
RSpNames[RSPEED_FULLBRIGHTS] = "World fullbrights";
RSpNames[RSPEED_SETUP] = "Setup";
RSpNames[RSPEED_SUBMIT] = "submit/finish";
RSpNames[RSPEED_PRESENT] = "present";
RSpNames[RSPEED_ACQUIRE] = "acquire";
memset(RQntNames, 0, sizeof(RQntNames));
RQntNames[RQUANT_MSECS] = "Microseconds";
RQntNames[RQUANT_PRIMITIVEINDICIES] = "Draw Indicies";
RQntNames[RQUANT_DRAWS] = "Draw Calls";
RQntNames[RQUANT_2DBATCHES] = "2d Batches";
RQntNames[RQUANT_WORLDBATCHES] = "World Batches";
RQntNames[RQUANT_ENTBATCHES] = "Ent Batches";
RQntNames[RQUANT_SHADOWINDICIES] = "Shadow Indicies";
RQntNames[RQUANT_SHADOWEDGES] = "Shadow Edges";
RQntNames[RQUANT_SHADOWSIDES] = "Shadowmap Sides";
RQntNames[RQUANT_LITFACES] = "Lit faces";
RQntNames[RQUANT_RTLIGHT_DRAWN] = "Lights Drawn";
RQntNames[RQUANT_RTLIGHT_CULL_FRUSTUM] = "Lights offscreen";
RQntNames[RQUANT_RTLIGHT_CULL_PVS] = "Lights PVS Culled";
RQntNames[RQUANT_RTLIGHT_CULL_SCISSOR] = "Lights Scissored";
memcpy(savedsamplerquant, rquant, sizeof(savedsamplerquant));
if (r_speeds.ival > 1)
{
for (i = 0; i < RSPEED_MAX; i++)
{
s = va("%g %-20s", samplerspeeds[i]/(float)frameinterval, RSpNames[i]);
Draw_FunString(vid.width-strlen(s)*8, i*8, s);
}
}
for (i = 0; i < RQUANT_MAX; i++)
{
s = va("%u.%.3u %-20s", samplerquant[i]/frameinterval, (samplerquant[i]%100), RQntNames[i]);
Draw_FunString(vid.width-strlen(s)*8, (i+RSPEED_MAX)*8, s);
}
if (r_speeds.ival > 1)
{
s = va("%f %-20s", (frameinterval*1000*1000.0f)/(samplerspeeds[RSPEED_TOTALREFRESH]+samplerspeeds[RSPEED_PRESENT]), "Framerate (refresh only)");
Draw_FunString(vid.width-strlen(s)*8, (i+RSPEED_MAX)*8, s);
}
memcpy(rquant, savedsamplerquant, sizeof(rquant));
if (++framecount>=frameinterval)
{
for (i = 0; i < RSPEED_MAX; i++)
{
samplerspeeds[i] = rspeeds[i];
rspeeds[i] = 0;
}
for (i = 0; i < RQUANT_MAX; i++)
{
samplerquant[i] = rquant[i];
rquant[i] = 0;
}
framecount=0;
}
}
/*
background clear
rendering
turtle/net/ram icons
sbar
centerprint / slow centerprint
notify lines
intermission / finale overlay
loading plaque
console
menu
required background clears
required update regions
syncronous draw mode or async
One off screen buffer, with updates either copied or xblited
Need to double buffer?
async draw will require the refresh area to be cleared, because it will be
xblited, but sync draw can just ignore it.
sync
draw
CenterPrint ()
SlowPrint ()
Screen_Update ();
Con_Printf ();
net
turn off messages option
the refresh is always rendered, unless the console is full screen
console is:
notify lines
half
full
*/
int scr_chatmode;
extern cvar_t scr_chatmodecvar;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
float mousecursor_x, mousecursor_y;
float mousemove_x, mousemove_y;
float multicursor_x[8], multicursor_y[8];
qboolean multicursor_active[8];
float scr_con_current;
float scr_conlines; // lines of console to display
qboolean scr_con_forcedraw;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
extern cvar_t scr_viewsize;
extern cvar_t scr_fov;
extern cvar_t scr_conspeed;
extern cvar_t scr_centertime;
extern cvar_t scr_logcenterprint;
extern cvar_t scr_showturtle;
extern cvar_t scr_turtlefps;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
extern cvar_t scr_showpause;
extern cvar_t scr_printspeed;
extern cvar_t scr_allowsnap;
extern cvar_t scr_sshot_type;
extern cvar_t scr_sshot_prefix;
extern cvar_t scr_sshot_compression;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
extern cvar_t crosshair;
extern cvar_t scr_consize;
cvar_t scr_neticontimeout = CVAR("scr_neticontimeout", "0.3");
qboolean scr_initialized; // ready to draw
mpic_t *scr_net;
mpic_t *scr_turtle;
int clearconsole;
int clearnotify;
viddef_t vid; // global video state
vrect_t scr_vrect;
qboolean scr_disabled_for_loading;
qboolean scr_drawloading;
float scr_disabled_time;
float oldsbar = 0;
cvar_t con_stayhidden = CVARFD("con_stayhidden", "0", CVAR_NOTFROMSERVER, "0: allow console to pounce on the user\n1: console stays hidden unless explicitly invoked\n2:toggleconsole command no longer works\n3: shift+escape key no longer works");
cvar_t show_fps = CVARF("show_fps", "0", CVAR_ARCHIVE);
cvar_t show_fps_x = CVAR("show_fps_x", "-1");
cvar_t show_fps_y = CVAR("show_fps_y", "-1");
cvar_t show_clock = CVAR("cl_clock", "0");
cvar_t show_clock_x = CVAR("cl_clock_x", "0");
cvar_t show_clock_y = CVAR("cl_clock_y", "-1");
cvar_t show_gameclock = CVAR("cl_gameclock", "0");
cvar_t show_gameclock_x = CVAR("cl_gameclock_x", "0");
cvar_t show_gameclock_y = CVAR("cl_gameclock_y", "-1");
cvar_t show_speed = CVAR("show_speed", "0");
cvar_t show_speed_x = CVAR("show_speed_x", "-1");
cvar_t show_speed_y = CVAR("show_speed_y", "-9");
cvar_t scr_loadingrefresh = CVAR("scr_loadingrefresh", "0");
cvar_t scr_showloading = CVAR("scr_showloading", "1");
cvar_t scr_showobituaries = CVAR("scr_showobituaries", "0");
void *scr_curcursor;
static void SCR_CPrint_f(void)
{
if (Cmd_Argc() == 2)
SCR_CenterPrint(0, Cmd_Argv(1), true);
else
SCR_CenterPrint(0, Cmd_Args(), true);
}
extern char cl_screengroup[];
void CLSCR_Init(void)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
int i;
Cmd_AddCommand("cprint", SCR_CPrint_f);
Cvar_Register(&con_stayhidden, cl_screengroup);
Cvar_Register(&scr_loadingrefresh, cl_screengroup);
Cvar_Register(&scr_showloading, cl_screengroup);
Cvar_Register(&show_fps, cl_screengroup);
Cvar_Register(&show_fps_x, cl_screengroup);
Cvar_Register(&show_fps_y, cl_screengroup);
Cvar_Register(&show_clock, cl_screengroup);
Cvar_Register(&show_clock_x, cl_screengroup);
Cvar_Register(&show_clock_y, cl_screengroup);
Cvar_Register(&show_gameclock, cl_screengroup);
Cvar_Register(&show_gameclock_x, cl_screengroup);
Cvar_Register(&show_gameclock_y, cl_screengroup);
Cvar_Register(&show_speed, cl_screengroup);
Cvar_Register(&show_speed_x, cl_screengroup);
Cvar_Register(&show_speed_y, cl_screengroup);
Cvar_Register(&scr_neticontimeout, cl_screengroup);
Cvar_Register(&scr_showobituaries, cl_screengroup);
memset(&key_customcursor, 0, sizeof(key_customcursor));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (i = 0; i < kc_max; i++)
key_customcursor[i].dirty = true;
scr_curcursor = NULL;
if (rf && rf->VID_SetCursor)
rf->VID_SetCursor(scr_curcursor);
}
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
typedef struct {
unsigned int flags;
conchar_t *string;
size_t stringbytes;
char titleimage[MAX_QPATH];
unsigned int charcount;
float time_start; // for slow victory printing
float time_off;
int erase_lines;
int erase_center;
} cprint_t;
cprint_t scr_centerprint[MAX_SPLITS];
// SCR_StringToRGB: takes in "<index>" or "<r> <g> <b>" and converts to an RGB vector
void SCR_StringToRGB (char *rgbstring, float *rgb, float rgbinputscale)
{
char *t;
//hex values
if (!strncmp(rgbstring, "0x", 2))
{
char *end;
unsigned int val = strtoul(rgbstring+2, &end, 16);
if (end == rgbstring + 5)
{
rgb[0] = ((val&0xf00)>>8)/15.0;
rgb[1] = ((val&0x0f0)>>4)/15.0;
rgb[2] = ((val&0x00f)>>0)/15.0;
}
else if (end == rgbstring + 8)
{
rgb[0] = ((val&0xff0000)>>12)/255.0;
rgb[1] = ((val&0x00ff00)>> 8)/255.0;
rgb[2] = ((val&0x0000ff)>> 0)/255.0;
}
else
rgb[0] = rgb[1] = rgb[2] = 1;
return ;
}
t = strstr(rgbstring, " ");
if (!t) // palette index
{
qbyte *pal;
int i = atoi(rgbstring);
i = bound(0, i, 255);
pal = host_basepal;
pal += (i * 3);
// convert r8g8b8 to rgb floats
rgb[0] = (float)(pal[0]);
rgb[1] = (float)(pal[1]);
rgb[2] = (float)(pal[2]);
VectorScale(rgb, 1/255.0, rgb);
}
else // use RGB coloring (input is scaled from 0-rgbinputscale)
{
t++;
rgb[0] = atof(rgbstring);
rgb[1] = atof(t);
t = strstr(t, " "); // find last value
if (t)
rgb[2] = atof(t+1);
else
rgb[2] = 0.0;
rgbinputscale = 1/rgbinputscale;
VectorScale(rgb, rgbinputscale, rgb);
} // i contains the crosshair color
}
/*
==============
SCR_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void SCR_CenterPrint (int pnum, char *str, qboolean skipgamecode)
{
cprint_t *p;
if (!str)
{
if (cl.intermissionmode == IM_NONE)
{
p = &scr_centerprint[pnum];
p->flags = 0;
p->time_off = 0;
}
return;
}
if (!skipgamecode)
{
#ifdef CSQC_DAT
if (CSQC_CenterPrint(pnum, str)) //csqc nabbed it.
return;
#endif
}
if (Cmd_AliasExist("f_centerprint", RESTRICT_LOCAL))
{
cvar_t *var;
var = Cvar_FindVar ("scr_centerprinttext");
if (!var)
Cvar_Get("scr_centerprinttext", "", 0, "Script Notifications");
Cvar_Set(var, str);
Cbuf_AddText("f_centerprint\n", RESTRICT_LOCAL);
}
p = &scr_centerprint[pnum];
p->flags = 0;
p->titleimage[0] = 0;
if (*str != '/')
{
if (cl.intermissionmode != IM_NONE)
{
p->flags |= CPRINT_TYPEWRITER | CPRINT_PERSIST | CPRINT_TALIGN;
if (cl.intermissionmode != IM_NQCUTSCENE)
Q_strncpyz(p->titleimage, "gfx/finale.lmp", sizeof(p->titleimage));
}
}
while (*str == '/')
{
if (str[1] == '.')
{
/* /. means text actually starts after, no more flags */
str+=2;
break;
}
else if (str[1] == 'P')
{
p->flags |= CPRINT_PERSIST | CPRINT_BACKGROUND;
p->flags &= ~CPRINT_TALIGN;
}
else if (str[1] == 'W') //wait between each char
p->flags ^= CPRINT_TYPEWRITER;
else if (str[1] == 'S') //Stay
p->flags ^= CPRINT_PERSIST;
else if (str[1] == 'M') //'Mask' the background so that its readable.
p->flags ^= CPRINT_BACKGROUND;
else if (str[1] == 'O') //Obituaries are shown at the bottom, ish.
p->flags ^= CPRINT_OBITUARTY;
else if (str[1] == 'B')
p->flags ^= CPRINT_BALIGN; //Note: you probably want to add some blank lines...
else if (str[1] == 'T')
p->flags ^= CPRINT_TALIGN;
else if (str[1] == 'L')
p->flags ^= CPRINT_LALIGN;
else if (str[1] == 'R')
p->flags ^= CPRINT_RALIGN;
else if (str[1] == 'F')
{ //'F' is reserved for special handling via svc_finale
if (cl.intermissionmode == IM_NONE)
cl.completed_time = cl.time;
str+=2;
switch(*str++)
{
case 'R': //remove intermission
cl.intermissionmode = IM_NONE;
break;
case 'I': //standard intermission
case 'S': //score board / map stats
cl.intermissionmode = IM_NQSCORES;
break;
case 'F': //finale
cl.intermissionmode = IM_NQFINALE;
break;
case 'f': //finale, but with the view offset properly
cl.intermissionmode = IM_H2FINALE;
break;
case 0:
str--;
break;
default:
break; //no idea. suck it up for compat.
}
continue;
}
else if (str[1] == 'I')
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
char *e;
int l;
str+=2;
e = strchr(str, ':');
if (!e)
e = strchr(str, ' '); //probably an error
if (!e)
e = str + strlen(str)-1; //error
l = e - str;
if (l >= sizeof(p->titleimage))
l = sizeof(p->titleimage)-1;
strncpy(p->titleimage, str, l);
p->titleimage[l] = 0;
str = e+1;
continue;
}
else
break;
str += 2;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (((scr_logcenterprint.ival && !cl.deathmatch) || scr_logcenterprint.ival == 2) && !(p->flags & CPRINT_PERSIST))
{
//don't spam too much.
if (*str && strncmp(cl.lastcenterprint, str, sizeof(cl.lastcenterprint)-1))
{
Q_strncpyz(cl.lastcenterprint, str, sizeof(cl.lastcenterprint));
Con_CenterPrint(str);
}
}
for (;;)
{
p->charcount = COM_ParseFunString(CON_WHITEMASK, str, p->string, p->stringbytes, false) - p->string;
if ((p->charcount+1)*sizeof(*p->string) < p->stringbytes)
break;
else
{
p->stringbytes=p->stringbytes*2+sizeof(*p->string);
Z_Free(p->string);
p->string = Z_Malloc(p->stringbytes);
}
}
p->time_off = scr_centertime.value;
p->time_start = cl.time;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void VARGS Stats_Message(char *msg, ...)
{
va_list argptr;
char str[2048];
cprint_t *p = &scr_centerprint[0];
if (!scr_showobituaries.ival)
return;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (p->time_off >= 0)
return;
va_start (argptr, msg);
vsnprintf (str,sizeof(str)-1, msg, argptr);
va_end (argptr);
p->flags = CPRINT_OBITUARTY;
p->titleimage[0] = 0;
for (;;)
{
p->charcount = COM_ParseFunString(CON_WHITEMASK, str, p->string, p->stringbytes, false) - p->string;
if ((p->charcount+1)*sizeof(*p->string) < p->stringbytes)
break;
else
{
p->stringbytes=p->stringbytes*2+sizeof(*p->string);
Z_Free(p->string);
p->string = Z_Malloc(p->stringbytes);
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
p->time_off = scr_centertime.value;
p->time_start = cl.time;
}
#define MAX_CPRINT_LINES 256
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void SCR_DrawCenterString (vrect_t *rect, cprint_t *p, struct font_s *font)
{
int l;
int y, x;
int left;
int right;
int top;
int bottom;
int remaining;
shader_t *pic;
conchar_t *line_start[MAX_CPRINT_LINES];
conchar_t *line_end[MAX_CPRINT_LINES];
int linecount;
// the finale prints the characters one at a time
if (p->flags & CPRINT_TYPEWRITER)
remaining = scr_printspeed.value * (cl.time - p->time_start);
else
remaining = 9999;
p->erase_center = 0;
if (*p->titleimage)
pic = R2D_SafeCachePic (p->titleimage);
else
pic = NULL;
if (p->flags & CPRINT_BACKGROUND)
{ //hexen2 style plaque.
int w = 320, h=200;
if (pic)
R_GetShaderSizes(pic, &w, &h, false);
if (rect->width > w)
{
rect->x = (rect->x + rect->width/2) - (w / 2);
rect->width = w;
}
if (rect->width < 32)
return;
rect->x += 16;
rect->width -= 32;
/*keep the text inside the image too*/
if (pic)
{
if (rect->height > h)
{
rect->y = (rect->y + rect->height/2) - (h/2);
rect->height = h;
}
rect->y += 16;
rect->height -= 32;
}
}
y = rect->y;
if (pic)
{
//the pic is just a header
if (!(p->flags & CPRINT_BACKGROUND))
{
int w, h;
R_GetShaderSizes(pic, &w, &h, false);
w *= 24.0/h;
h = 24;
y+= 16;
R2D_ScalePic ( (vid.width-w)/2, 16, w, h, pic);
y+= h;
y+= 8;
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Font_BeginString(font, rect->x, y, &left, &top);
Font_BeginString(font, rect->x+rect->width, rect->y+rect->height, &right, &bottom);
linecount = Font_LineBreaks(p->string, p->string + p->charcount, right - left, MAX_CPRINT_LINES, line_start, line_end);
if (p->flags & CPRINT_TALIGN)
y = top;
else if (p->flags & CPRINT_BALIGN)
y = bottom - Font_CharHeight()*linecount;
else if (p->flags & CPRINT_OBITUARTY)
//'obituary' messages appear at the bottom of the screen
y = (bottom-top - Font_CharHeight()*linecount) * 0.65 + top;
else
{
if (linecount <= 5)
{
//small messages appear above and away from the crosshair
y = (bottom-top - Font_CharHeight()*linecount) * 0.35 + top;
}
else
{
//longer messages are fully centered
y = (bottom-top - Font_CharHeight()*linecount) * 0.5 + top;
}
}
if (p->flags & CPRINT_BACKGROUND)
{ //hexen2 style plaque.
int px, py, pw;
px = rect->x;
py = ( y * vid.height) / (float)vid.pixelheight;
pw = rect->width+8;
Font_EndString(font);
if (*p->titleimage)
R2D_ScalePic (rect->x + ((int)rect->width - pic->width)/2, rect->y + ((int)rect->height - pic->height)/2, pic->width, pic->height, pic);
else
Draw_TextBox(px-16, py-8-8, pw/8, linecount+2);
Font_BeginString(font, rect->x, y, &left, &top);
}
for (l = 0; l < linecount; l++, y += Font_CharHeight())
{
if (y >= bottom)
break;
if (p->flags & CPRINT_RALIGN)
{
x = right - Font_LineWidth(line_start[l], line_end[l]);
}
else if (p->flags & CPRINT_LALIGN)
x = left;
else
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
x = left + (right - left - Font_LineWidth(line_start[l], line_end[l]))/2;
}
remaining -= line_end[l]-line_start[l];
if (remaining <= 0)
{
line_end[l] += remaining;
if (line_end[l] <= line_start[l])
break;
}
Font_LineDraw(x, y, line_start[l], line_end[l]);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Font_EndString(font);
}
void SCR_CheckDrawCenterString (void)
{
#ifdef QUAKEHUD
extern qboolean sb_showscores;
#endif
int pnum;
cprint_t *p;
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
p = &scr_centerprint[pnum];
if (p->time_off <= 0 && !(p->flags & CPRINT_PERSIST))
continue; //'/P' prefix doesn't time out
p->time_off -= host_frametime;
if (Key_Dest_Has(~kdm_game)) //don't let progs guis/centerprints interfere with the game menu
continue; //should probably allow the console with a scissor region or something.
#ifdef QUAKEHUD
if (sb_showscores) //this was annoying
continue;
#endif
if (cl.playerview[pnum].gamerectknown == cls.framecount)
SCR_DrawCenterString(&cl.playerview[pnum].gamerect, p, font_default);
}
}
void R_DrawTextField(int x, int y, int w, int h, const char *text, unsigned int defaultmask, unsigned int fieldflags, struct font_s *font, vec2_t fontscale)
{
cprint_t p;
vrect_t r;
conchar_t buffer[16384]; //FIXME: make dynamic.
p.string = buffer;
p.stringbytes = sizeof(buffer);
r.x = x;
r.y = y;
r.width = w;
r.height = h;
p.flags = fieldflags;
p.charcount = COM_ParseFunString(defaultmask, text, p.string, p.stringbytes, false) - p.string;
p.time_off = scr_centertime.value;
p.time_start = cl.time;
*p.titleimage = 0;
SCR_DrawCenterString(&r, &p, font);
}
qboolean SCR_HardwareCursorIsActive(void)
{
if (Key_MouseShouldBeFree())
return !!scr_curcursor;
return false;
}
void SCR_DrawCursor(void)
{
extern cvar_t cl_cursor, cl_cursorbiasx, cl_cursorbiasy, cl_cursorscale, cl_prydoncursor;
mpic_t *p;
char *newc;
int prydoncursornum = 0;
extern qboolean cursor_active;
int cmod = kc_console;
void *oldcurs = NULL;
if (cursor_active && cl_prydoncursor.ival > 0)
prydoncursornum = cl_prydoncursor.ival;
else if (!Key_MouseShouldBeFree())
return;
//choose the cursor based upon the module that has primary focus
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (key_dest_mask & key_dest_absolutemouse & (kdm_console|kdm_cwindows|kdm_editor))
cmod = kc_console;
else if ((key_dest_mask & key_dest_absolutemouse & kdm_emenu))
cmod = kc_console;
else if ((key_dest_mask & key_dest_absolutemouse & kdm_gmenu))
cmod = kc_menu;
else// if (key_dest_mask & key_dest_absolutemouse)
cmod = prydoncursornum?kc_console:kc_game;
if (cmod == kc_console)
{
if (!*cl_cursor.string || prydoncursornum>1)
newc = va("gfx/prydoncursor%03i.lmp", prydoncursornum);
else
newc = cl_cursor.string;
if (strcmp(key_customcursor[kc_console].name, newc) || key_customcursor[kc_console].hotspot[0] != cl_cursorbiasx.value || key_customcursor[kc_console].hotspot[1] != cl_cursorbiasy.value || key_customcursor[kc_console].scale != cl_cursorscale.value)
{
key_customcursor[kc_console].dirty = true;
Q_strncpyz(key_customcursor[cmod].name, newc, sizeof(key_customcursor[cmod].name));
key_customcursor[kc_console].hotspot[0] = cl_cursorbiasx.value;
key_customcursor[kc_console].hotspot[1] = cl_cursorbiasy.value;
key_customcursor[kc_console].scale = cl_cursorscale.value;
}
}
if (key_customcursor[cmod].dirty)
{
if (key_customcursor[cmod].scale <= 0 || !*key_customcursor[cmod].name)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
key_customcursor[cmod].hotspot[0] = cl_cursorbiasx.value;
key_customcursor[cmod].hotspot[1] = cl_cursorbiasy.value;
key_customcursor[cmod].scale = cl_cursorscale.value;
}
key_customcursor[cmod].dirty = false;
oldcurs = key_customcursor[cmod].handle;
if (rf->VID_CreateCursor && strcmp(key_customcursor[cmod].name, "none"))
{
key_customcursor[cmod].handle = NULL;
if (!key_customcursor[cmod].handle && *key_customcursor[cmod].name)
key_customcursor[cmod].handle = rf->VID_CreateCursor(key_customcursor[cmod].name, key_customcursor[cmod].hotspot[0], key_customcursor[cmod].hotspot[1], key_customcursor[cmod].scale);
if (!key_customcursor[cmod].handle)
key_customcursor[cmod].handle = rf->VID_CreateCursor("gfx/cursor.tga", key_customcursor[cmod].hotspot[0], key_customcursor[cmod].hotspot[1], key_customcursor[cmod].scale); //try the fallback
if (!key_customcursor[cmod].handle)
key_customcursor[cmod].handle = rf->VID_CreateCursor("gfx/cursor.png", key_customcursor[cmod].hotspot[0], key_customcursor[cmod].hotspot[1], key_customcursor[cmod].scale); //try the fallback
if (!key_customcursor[cmod].handle)
key_customcursor[cmod].handle = rf->VID_CreateCursor("gfx/cursor.lmp", key_customcursor[cmod].hotspot[0], key_customcursor[cmod].hotspot[1], key_customcursor[cmod].scale); //try the fallback
}
else
key_customcursor[cmod].handle = NULL;
}
if (scr_curcursor != key_customcursor[cmod].handle)
{
scr_curcursor = key_customcursor[cmod].handle;
rf->VID_SetCursor(scr_curcursor);
}
if (oldcurs)
rf->VID_DestroyCursor(oldcurs);
if (scr_curcursor)
return;
//system doesn't support a hardware cursor, so try to draw a software one.
if (!strcmp(key_customcursor[cmod].name, "none"))
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
return;
p = R2D_SafeCachePic(key_customcursor[cmod].name);
if (!p || !R_GetShaderSizes(p, NULL, NULL, false))
p = R2D_SafeCachePic("gfx/cursor.lmp");
if (p && R_GetShaderSizes(p, NULL, NULL, false))
{
R2D_ImageColours(1, 1, 1, 1);
R2D_Image(mousecursor_x-key_customcursor[cmod].hotspot[0], mousecursor_y-key_customcursor[cmod].hotspot[1], p->width*cl_cursorscale.value, p->height*cl_cursorscale.value, 0, 0, 1, 1, p);
}
else
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
float x, y;
Font_BeginScaledString(font_default, mousecursor_x, mousecursor_y, 8, 8, &x, &y);
x -= Font_CharScaleWidth(CON_WHITEMASK, '+' | 0xe000)/2;
y -= Font_CharHeight()/2;
Font_DrawScaleChar(x, y, CON_WHITEMASK, '+' | 0xe000);
Font_EndString(font_default);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
static void SCR_DrawSimMTouchCursor(void)
{
int i;
float x, y;
for (i = 0; i < 8; i++)
{
if (multicursor_active[i])
{
Font_BeginScaledString(font_default, multicursor_x[i], multicursor_y[i], 8, 8, &x, &y);
x -= Font_CharScaleWidth(CON_WHITEMASK, '+' | 0xe000)/2;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
y -= Font_CharHeight()/2;
Font_DrawScaleChar(x, y, CON_WHITEMASK, '+' | 0xe000);
Font_EndString(font_default);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
}
}
////////////////////////////////////////////////////////////////
//TEI_SHOWLMP2 (not 3)
//
typedef struct showpic_s {
struct showpic_s *next;
qbyte zone;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean persist;
short x, y, w, h;
char *name;
char *picname;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char *tcommand;
} showpic_t;
showpic_t *showpics;
static void SP_RecalcXY ( float *xx, float *yy, int origin )
{
int midx, midy;
float x,y;
x = xx[0];
y = yy[0];
midy = vid.height * 0.5;// >>1
midx = vid.width * 0.5;// >>1
switch (origin)
{
//tei's original encoding
case SL_ORG_NW:
break;
case SL_ORG_NE:
x = vid.width - x;//Inv
break;
case SL_ORG_SW:
y = vid.height - y;//Inv
break;
case SL_ORG_SE:
y = vid.height - y;//inv
x = vid.width - x;//Inv
break;
case SL_ORG_CC:
y = midy + (y - 8000);//NegCoded
x = midx + (x - 8000);//NegCoded
break;
case SL_ORG_CN:
x = midx + (x - 8000);//NegCoded
break;
case SL_ORG_CS:
x = midx + (x - 8000);//NegCoded
y = vid.height - y;//Inverse
break;
case SL_ORG_CW:
y = midy + (y - 8000);//NegCoded
break;
case SL_ORG_CE:
y = midy + (y - 8000);//NegCoded
x = vid.height - x; //Inverse
break;
//spike's attempt to provide sane origins that are a little more predictable.
case SL_ORG_TL:
break;
case SL_ORG_TR:
x += vid.width;
break;
case SL_ORG_BL:
y += vid.height;
break;
case SL_ORG_BR:
x += vid.width;
y += vid.height;
break;
case SL_ORG_MM:
x += midx;
y += midy;
break;
case SL_ORG_TM:
x += midx;
break;
case SL_ORG_BM:
x += midx;
y += vid.height;
break;
case SL_ORG_ML:
y += midy;
break;
case SL_ORG_MR:
x += vid.height;
y += midy;
break;
default:
break;
}
xx[0] = x;
yy[0] = y;
}
void SCR_ShowPics_Draw(void)
{
downloadlist_t *failed;
float x, y;
showpic_t *sp;
mpic_t *p;
for (sp = showpics; sp; sp = sp->next)
{
x = sp->x;
y = sp->y;
SP_RecalcXY(&x, &y, sp->zone);
if (!*sp->picname)
continue;
for (failed = cl.faileddownloads; failed; failed = failed->next)
{ //don't try displaying ones that we know to have failed.
if (!strcmp(failed->rname, sp->picname))
break;
}
if (failed)
continue;
p = R2D_SafeCachePic(sp->picname);
if (!p)
continue;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
R2D_ScalePic(x, y, sp->w?sp->w:p->width, sp->h?sp->h:p->height, p);
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char *SCR_ShowPics_ClickCommand(int cx, int cy)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
downloadlist_t *failed;
float x, y, w, h;
showpic_t *sp;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mpic_t *p;
for (sp = showpics; sp; sp = sp->next)
{
if (!sp->tcommand || !*sp->tcommand)
continue;
x = sp->x;
y = sp->y;
w = sp->w;
h = sp->h;
SP_RecalcXY(&x, &y, sp->zone);
if (!w || !h)
{
if (!*sp->picname)
continue;
for (failed = cl.faileddownloads; failed; failed = failed->next)
{ //don't try displaying ones that we know to have failed.
if (!strcmp(failed->rname, sp->picname))
break;
}
if (failed)
continue;
p = R2D_SafeCachePic(sp->picname);
if (!p)
continue;
w = w?w:sp->w;
h = h?h:sp->h;
}
if (cx >= x && cx < x+w)
if (cy >= y && cy < y+h)
return sp->tcommand; //if they overlap, that's your own damn fault.
}
return NULL;
}
//all=false clears only server pics, not ones from configs.
void SCR_ShowPic_ClearAll(qboolean persistflag)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
showpic_t **link, *sp;
int pnum;
for (pnum = 0; pnum < MAX_SPLITS; pnum++)
{
scr_centerprint[pnum].flags = 0;
scr_centerprint[pnum].charcount = 0;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
for (link = &showpics; (sp=*link); )
{
if (sp->persist != persistflag)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
link = &sp->next;
continue;
}
*link = sp->next;
Z_Free(sp->name);
Z_Free(sp->picname);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Z_Free(sp->tcommand);
Z_Free(sp);
}
}
showpic_t *SCR_ShowPic_Find(char *name)
{
showpic_t *sp, *last;
for (sp = showpics; sp; sp = sp->next)
{
if (!strcmp(sp->name, name))
return sp;
}
if (showpics)
{
for (last = showpics; last->next; last = last->next)
;
}
else
last = NULL;
sp = Z_Malloc(sizeof(showpic_t));
if (last)
{
last->next = sp;
sp->next = NULL;
}
else
{
sp->next = showpics;
showpics = sp;
}
sp->name = Z_Malloc(strlen(name)+1);
strcpy(sp->name, name);
sp->picname = Z_Malloc(1);
sp->x = 0;
sp->y = 0;
sp->zone = 0;
return sp;
}
void SCR_ShowPic_Create(void)
{
int zone = MSG_ReadByte();
showpic_t *sp;
char *s;
sp = SCR_ShowPic_Find(MSG_ReadString());
s = MSG_ReadString();
Z_Free(sp->picname);
sp->picname = Z_Malloc(strlen(s)+1);
strcpy(sp->picname, s);
sp->zone = zone;
sp->x = MSG_ReadShort();
sp->y = MSG_ReadShort();
CL_CheckOrEnqueDownloadFile(sp->picname, sp->picname, 0);
}
void SCR_ShowPic_Hide(void)
{
showpic_t *sp, *prev;
sp = SCR_ShowPic_Find(MSG_ReadString());
if (sp == showpics)
showpics = sp->next;
else
{
for (prev = showpics; prev->next != sp; prev = prev->next)
;
prev->next = sp->next;
}
Z_Free(sp->name);
Z_Free(sp->picname);
Z_Free(sp);
}
void SCR_ShowPic_Move(void)
{
int zone = MSG_ReadByte();
showpic_t *sp;
sp = SCR_ShowPic_Find(MSG_ReadString());
sp->zone = zone;
sp->x = MSG_ReadShort();
sp->y = MSG_ReadShort();
}
void SCR_ShowPic_Update(void)
{
showpic_t *sp;
char *s;
sp = SCR_ShowPic_Find(MSG_ReadString());
s = MSG_ReadString();
Z_Free(sp->picname);
sp->picname = Z_Malloc(strlen(s)+1);
strcpy(sp->picname, s);
CL_CheckOrEnqueDownloadFile(sp->picname, sp->picname, 0);
}
static int SCR_ShowPic_MapZone(char *zone)
{
//sane coding scheme
if (!Q_strcasecmp(zone, "tr"))
return SL_ORG_TR;
if (!Q_strcasecmp(zone, "tl"))
return SL_ORG_TL;
if (!Q_strcasecmp(zone, "br"))
return SL_ORG_BR;
if (!Q_strcasecmp(zone, "bl"))
return SL_ORG_BL;
if (!Q_strcasecmp(zone, "mm"))
return SL_ORG_MM;
if (!Q_strcasecmp(zone, "tm"))
return SL_ORG_TM;
if (!Q_strcasecmp(zone, "bm"))
return SL_ORG_BM;
if (!Q_strcasecmp(zone, "mr"))
return SL_ORG_MR;
if (!Q_strcasecmp(zone, "ml"))
return SL_ORG_MR;
//compasy directions (but uses tei's coding scheme...)
if (!Q_strcasecmp(zone, "nw"))
return SL_ORG_NW;
if (!Q_strcasecmp(zone, "ne"))
return SL_ORG_NE;
if (!Q_strcasecmp(zone, "sw"))
return SL_ORG_SW;
if (!Q_strcasecmp(zone, "sw"))
return SL_ORG_SE;
if (!Q_strcasecmp(zone, "cc"))
return SL_ORG_CC;
if (!Q_strcasecmp(zone, "cn"))
return SL_ORG_CN;
if (!Q_strcasecmp(zone, "cs"))
return SL_ORG_CS;
if (!Q_strcasecmp(zone, "cw"))
return SL_ORG_CW;
if (!Q_strcasecmp(zone, "ce"))
return SL_ORG_CE;
return atoi(zone);
}
void SCR_ShowPic_Script_f(void)
{
char *imgname;
char *name;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char *tcommand;
int x, y, w, h;
int zone;
showpic_t *sp;
imgname = Cmd_Argv(1);
name = Cmd_Argv(2);
x = atoi(Cmd_Argv(3));
y = atoi(Cmd_Argv(4));
zone = SCR_ShowPic_MapZone(Cmd_Argv(5));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
w = atoi(Cmd_Argv(6));
h = atoi(Cmd_Argv(7));
tcommand = Cmd_Argv(8);
sp = SCR_ShowPic_Find(name);
Z_Free(sp->picname);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Z_Free(sp->tcommand);
sp->picname = Z_StrDup(imgname);
sp->tcommand = Z_StrDup(tcommand);
sp->zone = zone;
sp->x = x;
sp->y = y;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
sp->w = w;
sp->h = h;
if (!sp->persist)
sp->persist = !Cmd_FromGamecode();
}
void SCR_ShowPic_Remove_f(void)
{
SCR_ShowPic_ClearAll(!Cmd_FromGamecode());
}
//=============================================================================
void QDECL SCR_Fov_Callback (struct cvar_s *var, char *oldvalue)
{
if (var->value < 10)
Cvar_ForceSet(var, "10");
//highs are capped elsewhere. this allows fisheye to use this cvar automatically.
}
void QDECL SCR_Viewsize_Callback (struct cvar_s *var, char *oldvalue)
{
if (var->value < 30)
{
Cvar_ForceSet (var, "30");
return;
}
if (var->value > 120)
{
Cvar_ForceSet (var, "120");
return;
}
}
void QDECL CL_Sbar_Callback(struct cvar_s *var, char *oldvalue)
{
}
void SCR_CrosshairPosition(playerview_t *pview, float *x, float *y)
{
extern cvar_t cl_crossx, cl_crossy, crosshaircorrect, v_viewheight;
vrect_t rect;
rect = r_refdef.vrect;
if (cl.worldmodel && crosshaircorrect.ival)
{
float adj;
trace_t tr;
vec3_t end;
vec3_t start;
vec3_t right, up, fwds;
AngleVectors(pview->simangles, fwds, right, up);
VectorCopy(pview->simorg, start);
start[2]+=16;
VectorMA(start, 100000, fwds, end);
memset(&tr, 0, sizeof(tr));
tr.fraction = 1;
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, start, end, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &tr);
start[2]-=16;
if (tr.fraction != 1)
{
adj=pview->viewheight;
if (v_viewheight.value < -7)
adj+=-7;
else if (v_viewheight.value > 4)
adj+=4;
else
adj+=v_viewheight.value;
start[2]+=adj;
Matrix4x4_CM_Project(tr.endpos, end, pview->simangles, start, r_refdef.fov_x, r_refdef.fov_y);
*x = rect.x+rect.width*end[0] + cl_crossx.value;
*y = rect.y+rect.height*(1-end[1]) + cl_crossy.value;
return;
}
}
*x = rect.x + rect.width/2 + cl_crossx.value;
*y = rect.y + rect.height/2 + cl_crossy.value;
}
/*
=================
SCR_SizeUp_f
Keybinding command
=================
*/
void SCR_SizeUp_f (void)
{
if (Cmd_FromGamecode())
Cvar_ForceSet(&scr_viewsize,va("%i", scr_viewsize.ival+10));
else
Cvar_SetValue (&scr_viewsize,scr_viewsize.value+10);
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
void SCR_SizeDown_f (void)
{
if (Cmd_FromGamecode())
Cvar_ForceSet(&scr_viewsize,va("%i", scr_viewsize.ival-10));
else
Cvar_SetValue (&scr_viewsize,scr_viewsize.value-10);
}
//============================================================================
/*
==============
SCR_DrawTurtle
==============
*/
void SCR_DrawTurtle (void)
{
static int count;
if (!scr_showturtle.ival || !scr_turtle)
return;
if (host_frametime <= 1.0/scr_turtlefps.value)
{
count = 0;
return;
}
count++;
if (count < 3)
return;
R2D_ScalePic (scr_vrect.x, scr_vrect.y, 64, 64, scr_turtle);
}
void SCR_DrawDisk (void)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// if (!draw_disc)
return;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// if (!COM_HasWork())
// return;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// R2D_ScalePic (scr_vrect.x + vid.width-24, scr_vrect.y, 24, 24, draw_disc);
}
/*
==============
SCR_DrawNet
==============
*/
void SCR_DrawNet (void)
{
if (realtime - cls.netchan.last_received < scr_neticontimeout.value)
return;
if (cls.demoplayback || !scr_net)
return;
R2D_ScalePic (scr_vrect.x+64, scr_vrect.y, 64, 64, scr_net);
}
void SCR_StringXY(char *str, float x, float y)
{
char *s2;
int px, py;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
unsigned int codepoint;
int error;
Font_BeginString(font_default, ((x<0)?vid.width:x), ((y<0)?vid.height - sb_lines:y), &px, &py);
if (x < 0)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
for (s2 = str; *s2; )
{
codepoint = unicode_decode(&error, s2, &s2, true);
px -= Font_CharWidth(CON_WHITEMASK, codepoint);
}
}
if (y < 0)
py += y*Font_CharHeight();
while (*str)
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
codepoint = unicode_decode(&error, str, &str, true);
px = Font_DrawChar(px, py, CON_WHITEMASK, codepoint);
}
Font_EndString(font_default);
}
void SCR_DrawFPS (void)
{
extern cvar_t show_fps;
static double lastupdatetime;
static double lastsystemtime;
double t;
extern int fps_count;
static float lastfps;
static double deviationtimes[64];
static int deviationframe;
char str[80];
int sfps, frame;
qboolean usemsecs = false;
float frametime;
if (!show_fps.ival)
return;
t = Sys_DoubleTime();
if ((t - lastupdatetime) >= 1.0)
{
lastfps = fps_count/(t - lastupdatetime);
fps_count = 0;
lastupdatetime = t;
}
frametime = t - lastsystemtime;
lastsystemtime = t;
sfps = show_fps.ival;
if (sfps < 0)
{
sfps = -sfps;
usemsecs = true;
}
switch (sfps)
{
case 2: // lowest FPS, highest MS encountered
if (lastfps > 1/frametime)
{
lastfps = 1/frametime;
fps_count = 0;
lastupdatetime = t;
}
break;
case 3: // highest FPS, lowest MS encountered
if (lastfps < 1/frametime)
{
lastfps = 1/frametime;
fps_count = 0;
lastupdatetime = t;
}
break;
case 4: // immediate FPS/MS
lastfps = 1/frametime;
lastupdatetime = t;
break;
case 5:
R_FrameTimeGraph((int)(1000.0*2*frametime));
break;
case 7:
R_FrameTimeGraph((int)(1000.0*1*frametime));
break;
case 6:
{
float mean, deviation;
deviationtimes[deviationframe++&63] = frametime*1000;
mean = 0;
for (frame = 0; frame < 64; frame++)
{
mean += deviationtimes[frame];
}
mean /= 64;
deviation = 0;
for (frame = 0; frame < 64; frame++)
{
deviation += (deviationtimes[frame] - mean)*(deviationtimes[frame] - mean);
}
deviation /= 64;
deviation = sqrt(deviation);
SCR_StringXY(va("%f deviation", deviation), show_fps_x.value, show_fps_y.value-8);
}
break;
case 8:
if (cls.timedemo)
Con_Printf("%f\n", frametime);
break;
}
if (usemsecs)
sprintf(str, "%4.1f MS", 1000.0/lastfps);
else
sprintf(str, "%3.1f FPS", lastfps);
SCR_StringXY(str, show_fps_x.value, show_fps_y.value);
}
void SCR_DrawClock(void)
{
struct tm *newtime;
time_t long_time;
char str[16];
if (!show_clock.ival)
return;
time( &long_time );
newtime = localtime( &long_time );
if (show_clock.ival == 2)
strftime( str, sizeof(str)-1, "%I:%M %p ", newtime);
else
strftime( str, sizeof(str)-1, "%H:%M ", newtime);
SCR_StringXY(str, show_clock_x.value, show_clock_y.value);
}
void SCR_DrawGameClock(void)
{
#ifdef QUAKESTATS
float showtime;
int minutes;
int seconds;
char str[16];
int flags;
float timelimit;
if (!show_gameclock.ival)
return;
flags = (show_gameclock.value-1);
if (flags & 1)
timelimit = 60 * atof(Info_ValueForKey(cl.serverinfo, "timelimit"));
else
timelimit = 0;
if (cl.matchstate == MATCH_STANDBY)
showtime = cl.servertime;
else if (cl.playerview[0].statsf[STAT_MATCHSTARTTIME])
showtime = timelimit - (cl.servertime - cl.playerview[0].statsf[STAT_MATCHSTARTTIME]/1000);
else
showtime = timelimit - (cl.servertime - cl.matchgametimestart);
if (showtime < 0)
showtime *= -1;
minutes = showtime/60;
seconds = (int)showtime - (minutes*60);
sprintf(str, "%02i:%02i", minutes, seconds);
SCR_StringXY(str, show_gameclock_x.value, show_gameclock_y.value);
#endif
}
/*
==============
DrawPause
==============
*/
void SCR_DrawPause (void)
{
mpic_t *pic;
if (!scr_showpause.ival) // turn off for screenshots
return;
if (!cl.paused)
return;
#ifndef CLIENTONLY
if (sv.active && sv.paused == PAUSE_AUTO)
return;
#endif
if (Key_Dest_Has(kdm_emenu) || Key_Dest_Has(kdm_gmenu))
return;
pic = R2D_SafeCachePic ("gfx/pause.lmp");
if (pic)
{
R2D_ScalePic ( (vid.width - pic->width)/2,
(vid.height - 48 - pic->height)/2, pic->width, pic->height, pic);
}
else
Draw_FunString((vid.width-strlen("Paused")*8)/2, (vid.height-8)/2, "Paused");
}
/*
==============
SCR_DrawLoading
==============
*/
int total_loading_size, current_loading_size, loading_stage;
char *loadingfile;
int CL_DownloadRate(void);
int SCR_GetLoadingStage(void)
{
return loading_stage;
}
void SCR_SetLoadingStage(int stage)
{
switch(stage)
{
case LS_NONE:
if (loadingfile)
Z_Free(loadingfile);
loadingfile = NULL;
break;
case LS_CONNECTION:
SCR_SetLoadingFile("waiting for connection...");
break;
case LS_SERVER:
if (scr_con_current > vid.height*scr_consize.value)
scr_con_current = vid.height*scr_consize.value;
SCR_SetLoadingFile("starting server...");
break;
case LS_CLIENT:
SCR_SetLoadingFile("receiving map info");
break;
}
loading_stage = stage;
}
void SCR_SetLoadingFile(char *str)
{
if (loadingfile && !strcmp(loadingfile, str))
return;
if (loadingfile)
Z_Free(loadingfile);
loadingfile = Z_Malloc(strlen(str)+1);
strcpy(loadingfile, str);
if (scr_loadingrefresh.ival)
{
SCR_UpdateScreen();
}
}
void SCR_DrawLoading (qboolean opaque)
{
int sizex, x, y, w, h;
mpic_t *pic;
char *s;
int qdepth;
int h2depth;
if (CSQC_UseGamecodeLoadingScreen())
return; //will be drawn as part of the regular screen updates
#ifdef MENU_DAT
if (MP_UsingGamecodeLoadingScreen())
{
if (opaque)
MP_Draw();
return; //menuqc should have just drawn whatever overlays it wanted.
}
#endif
//int mtype = M_GameType(); //unused variable
y = vid.height/2;
if (*levelshotname)
{
pic = R2D_SafeCachePic (levelshotname);
R_GetShaderSizes(pic, NULL, NULL, true);
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic (0, 0, vid.width, vid.height, pic);
}
else if (opaque)
R2D_ConsoleBackground (0, vid.height, true);
if (scr_showloading.ival)
{
qdepth = COM_FDepthFile("gfx/loading.lmp", true);
h2depth = COM_FDepthFile("gfx/menu/loading.lmp", true);
if (qdepth < h2depth || h2depth > 0xffffff)
{ //quake files
pic = R2D_SafeCachePic ("gfx/loading.lmp");
if (R_GetShaderSizes(pic, &w, &h, true))
{
x = (vid.width - w)/2;
y = (vid.height - 48 - h)/2;
R2D_ScalePic (x, y, w, h, pic);
x = (vid.width/2) - 96;
y += h + 8;
}
else
{
x = (vid.width/2) - 96;
y = (vid.height/2) - 8;
Draw_FunString((vid.width-7*8)/2, y-16, "Loading");
}
if (!total_loading_size)
total_loading_size = 1;
if (loading_stage > LS_CONNECTION)
{
sizex = current_loading_size * 192 / total_loading_size;
if (loading_stage == LS_SERVER)
{
R2D_ImageColours(1.0, 0.0, 0.0, 1.0);
R2D_FillBlock(x, y, sizex, 16);
R2D_ImageColours(0.0, 0.0, 0.0, 1.0);
R2D_FillBlock(x+sizex, y, 192-sizex, 16);
}
else
{
R2D_ImageColours(1.0, 1.0, 0.0, 1.0);
R2D_FillBlock(x, y, sizex, 16);
R2D_ImageColours(1.0, 0.0, 0.0, 1.0);
R2D_FillBlock(x+sizex, y, 192-sizex, 16);
}
R2D_ImageColours(1, 1, 1, 1);
Draw_FunString(x+8, y+4, va("Loading %s... %i%%",
(loading_stage == LS_SERVER) ? "server" : "client",
current_loading_size * 100 / total_loading_size));
}
y += 16;
if (loadingfile)
{
Draw_FunString(x+8, y+4, loadingfile);
y+=8;
}
}
else
{ //hexen2 files
pic = R2D_SafeCachePic ("gfx/menu/loading.lmp");
if (R_GetShaderSizes(pic, &w, &h, true))
{
int size, count, offset;
if (!scr_drawloading && loading_stage == 0)
return;
offset = (vid.width - w)/2;
R2D_ScalePic (offset, 0, w, h, pic);
if (loading_stage == LS_NONE)
return;
if (total_loading_size)
size = current_loading_size * 106 / total_loading_size;
else
size = 0;
if (loading_stage == LS_CLIENT)
count = size;
else
count = 106;
R2D_ImagePaletteColour (136, 1.0);
R2D_FillBlock (offset+42, 87, count, 1);
R2D_FillBlock (offset+42, 87+5, count, 1);
R2D_ImagePaletteColour (138, 1.0);
R2D_FillBlock (offset+42, 87+1, count, 4);
if (loading_stage == LS_SERVER)
count = size;
else
count = 0;
R2D_ImagePaletteColour(168, 1.0);
R2D_FillBlock (offset+42, 97, count, 1);
R2D_FillBlock (offset+42, 97+5, count, 1);
R2D_ImagePaletteColour(170, 1.0);
R2D_FillBlock (offset+42, 97+1, count, 4);
y = 104;
}
}
}
R2D_ImageColours(1, 1, 1, 1);
if (cl.downloadlist || cls.download)
{
unsigned int fcount;
qofs_t tsize;
qboolean sizeextra;
x = vid.width/2 - 160;
CL_GetDownloadSizes(&fcount, &tsize, &sizeextra);
//downloading files?
if (cls.download)
Draw_FunString(x+8, y+4, va("Downloading %s... %i%%",
cls.download->localname,
(int)cls.download->percent));
if (tsize > 1024*1024*16)
{
Draw_FunString(x+8, y+8+4, va("%5ukbps %8umb%s remaining (%i files)",
(unsigned int)(CL_DownloadRate()/1000.0f),
(unsigned int)(tsize/(1024*1024)),
sizeextra?"+":"",
fcount));
}
else
{
Draw_FunString(x+8, y+8+4, va("%5ukbps %8ukb%s remaining (%i files)",
(unsigned int)(CL_DownloadRate()/1000.0f),
(unsigned int)(tsize/1024),
sizeextra?"+":"",
fcount));
}
y+= 16+8;
}
else if (CL_TryingToConnect())
{
char dots[4];
s = CL_TryingToConnect();
x = (vid.width - (strlen(s)+15)*8) / 2;
dots[0] = '.';
dots[1] = '.';
dots[2] = '.';
dots[(int)realtime & 3] = 0;
Draw_FunString(x, y+4, va("Connecting to: %s%s", s, dots));
}
}
void SCR_BeginLoadingPlaque (void)
{
if (cls.state != ca_active && cls.protocol != CP_QUAKE3)
return;
if (!scr_initialized)
return;
// if (key_dest == key_console) //not really appropriate if client is to show it on a remote server.
// return;
// redraw with no console and the loading plaque
if (!scr_disabled_for_loading)
{
Sbar_Changed ();
scr_drawloading = true;
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
}
scr_disabled_time = Sys_DoubleTime(); //realtime tends to change... Hmmm....
}
void SCR_EndLoadingPlaque (void)
{
// if (!scr_initialized)
// return;
scr_disabled_for_loading = false;
*levelshotname = '\0';
SCR_SetLoadingStage(0);
scr_drawloading = false;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
void SCR_ImageName (const char *mapname)
{
strcpy(levelshotname, "levelshots/");
COM_FileBase(mapname, levelshotname + strlen(levelshotname), sizeof(levelshotname)-strlen(levelshotname));
if (qrenderer)
{
R_LoadHiResTexture(levelshotname, NULL, IF_NOWORKER|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP);
if (!R_GetShaderSizes(R2D_SafeCachePic (levelshotname), NULL, NULL, true))
{
*levelshotname = '\0';
if (scr_disabled_for_loading)
return;
}
}
else
{
*levelshotname = '\0';
if (scr_disabled_for_loading)
return;
}
if (!scr_disabled_for_loading)
{
Sbar_Changed ();
scr_drawloading = true;
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
}
else
{
scr_disabled_for_loading = false;
scr_drawloading = true;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
SCR_DrawLoading(false);
SCR_SetUpToDrawConsole();
if (Key_Dest_Has(kdm_console) || !*levelshotname)
SCR_DrawConsole(!!*levelshotname);
}
#endif
}
scr_drawloading = false;
scr_disabled_time = Sys_DoubleTime(); //realtime tends to change... Hmmm....
scr_disabled_for_loading = true;
}
//=============================================================================
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void SCR_SetUpToDrawConsole (void)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
extern int startuppending; //true if we're downloading media or something and have not yet triggered the startup action (read: main menu or cinematic)
if (scr_drawloading)
return; // never a console with loading plaque
// decide on the height of the console
if (!scr_disabled_for_loading)
{
float fullscreenpercent = 1;
#ifdef ANDROID
//android has an onscreen imm that we don't want to obscure
fullscreenpercent = scr_consize.value;
#endif
if (!con_stayhidden.ival && (!Key_Dest_Has(~(kdm_console|kdm_game))) && (!cl.sendprespawn && cl.worldmodel && cl.worldmodel->loadstate != MLS_LOADED))
{
//force console to fullscreen if we're loading stuff
// Key_Dest_Add(kdm_console);
scr_conlines = scr_con_current = vid.height * fullscreenpercent;
}
else if (!startuppending && !Key_Dest_Has(kdm_emenu|kdm_gmenu) && (!Key_Dest_Has(~((!con_stayhidden.ival?kdm_console:0)|kdm_game))) && SCR_GetLoadingStage() == LS_NONE && cls.state < ca_active && !Media_PlayingFullScreen() && !CSQC_UnconnectedOkay(false))
{
//go fullscreen if we're not doing anything
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (con_curwindow && !cls.state)
{
Key_Dest_Add(kdm_cwindows);
scr_conlines = 0;
}
#ifdef VM_UI
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else if (UI_MenuState() || UI_OpenMenu())
scr_con_current = scr_conlines = 0;
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
{
if (cls.state < ca_demostart)
{
if (con_stayhidden.ival)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
extern int startuppending;
scr_conlines = 0;
if (SCR_GetLoadingStage() == LS_NONE)
{
if (CL_TryingToConnect()) //if we're trying to connect, make sure there's a loading/connecting screen showing instead of forcing the menu visible
SCR_SetLoadingStage(LS_CONNECTION);
else if (!m_state && !startuppending) //don't force anything until the startup stuff has been done
M_ToggleMenu_f();
}
}
else
Key_Dest_Add(kdm_console);
}
}
if (!con_stayhidden.ival && !startuppending && Key_Dest_Has(kdm_console))
scr_con_current = scr_conlines = vid.height * fullscreenpercent;
else
scr_conlines = 0;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else if ((Key_Dest_Has(kdm_console) || scr_chatmode))
{
//go half-screen if we're meant to have the console visible
scr_conlines = vid.height*scr_consize.value; // half screen
if (scr_conlines < 32)
scr_conlines = 32; //prevent total loss of console.
else if (scr_conlines>vid.height)
scr_conlines = vid.height;
}
else
scr_conlines = 0; // none visible
if (scr_conlines < scr_con_current)
{
scr_con_current -= scr_conspeed.value*host_frametime * (vid.height/320.0f);
if (scr_conlines > scr_con_current)
scr_con_current = scr_conlines;
}
else if (scr_conlines > scr_con_current)
{
scr_con_current += scr_conspeed.value*host_frametime * (vid.height/320.0f);
if (scr_conlines < scr_con_current)
scr_con_current = scr_conlines;
}
}
if (scr_con_current>vid.height)
scr_con_current = vid.height;
if (clearconsole++ < vid.numpages)
{
Sbar_Changed ();
}
else if (clearnotify++ < vid.numpages)
{
}
}
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (qboolean noback)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!scr_con_current)
{
if (!Key_Dest_Has(kdm_console|kdm_gmenu|kdm_emenu))
Con_DrawNotify (); // only draw notify in game
}
Con_DrawConsole (scr_con_current, noback);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (scr_con_current || Key_Dest_Has(kdm_cwindows))
clearconsole = 0;
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
#if defined(AVAIL_JPEGLIB) && !defined(NO_JPEG)
qboolean screenshotJPEG(char *filename, enum fs_relative fsroot, int compression, qbyte *screendata, int screenwidth, int screenheight, enum uploadfmt fmt);
#endif
#ifdef AVAIL_PNGLIB
int Image_WritePNG (char *filename, enum fs_relative fsroot, int compression, void **buffers, int numbuffers, int width, int height, enum uploadfmt fmt);
#endif
void WriteBMPFile(char *filename, enum fs_relative fsroot, qbyte *in, int width, int height);
qboolean WriteTGA(char *filename, enum fs_relative fsroot, qbyte *rgb_buffer, int width, int height, enum uploadfmt fmt)
{
size_t c, i;
vfsfile_t *vfs;
if (fmt != TF_BGRA32 && fmt != TF_RGB24 && fmt != TF_RGBA32 && fmt != TF_BGR24)
return false;
FS_CreatePath(filename, fsroot);
vfs = FS_OpenVFS(filename, "wb", fsroot);
if (vfs)
{
unsigned char header[18];
memset (header, 0, 18);
header[2] = 2; // uncompressed type
header[12] = width&255;
header[13] = width>>8;
header[14] = height&255;
header[15] = height>>8;
header[16] = 24; // pixel size
if (fmt == TF_BGRA32)
{
#if 0
header[16] = 32;
#else
qbyte tmp[3];
// compact+swap
c = width*height;
for (i=0 ; i<c ; i++)
{
tmp[0] = rgb_buffer[i*4+0];
tmp[1] = rgb_buffer[i*4+1];
tmp[2] = rgb_buffer[i*4+2];
rgb_buffer[i*3+0] = tmp[0];
rgb_buffer[i*3+1] = tmp[1];
rgb_buffer[i*3+2] = tmp[2];
}
c *= 3;
#endif
}
else if (fmt == TF_BGR24)
c = width*height*3;
else if (fmt == TF_RGBA32)
{
int s = 3;
qbyte tmp[3];
#if 0
s = 4;
header[16] = s*8;
#endif
// compact+swap
c = width*height;
for (i=0 ; i<c ; i++)
{
tmp[0] = rgb_buffer[i*4+0];
tmp[1] = rgb_buffer[i*4+1];
tmp[2] = rgb_buffer[i*4+2];
rgb_buffer[i*s+0] = tmp[2];
rgb_buffer[i*s+1] = tmp[1];
rgb_buffer[i*s+2] = tmp[0];
}
c *= s;
}
else if (fmt == TF_RGB24)
{
qbyte temp;
// swap r+b in place
c = width*height*3;
for (i=0 ; i<c ; i+=3)
{
temp = rgb_buffer[i];
rgb_buffer[i] = rgb_buffer[i+2];
rgb_buffer[i+2] = temp;
}
}
else
c = 0;
VFS_WRITE(vfs, header, sizeof(header));
VFS_WRITE(vfs, rgb_buffer, c);
VFS_CLOSE(vfs);
}
return true;
}
/*
Find closest color in the palette for named color
*/
int MipColor(int r, int g, int b)
{
int i;
float dist;
int best=15;
float bestdist;
int r1, g1, b1;
static int lr = -1, lg = -1, lb = -1;
static int lastbest;
if (r == lr && g == lg && b == lb)
return lastbest;
bestdist = 256*256*3;
for (i = 0; i < 256; i++) {
r1 = host_basepal[i*3] - r;
g1 = host_basepal[i*3+1] - g;
b1 = host_basepal[i*3+2] - b;
dist = r1*r1 + g1*g1 + b1*b1;
if (dist < bestdist) {
bestdist = dist;
best = i;
}
}
lr = r; lg = g; lb = b;
lastbest = best;
return best;
}
qboolean SCR_ScreenShot (char *filename, enum fs_relative fsroot, void **buffer, int numbuffers, int width, int height, enum uploadfmt fmt)
{
#if defined(AVAIL_PNGLIB) || defined(AVAIL_JPEGLIB)
extern cvar_t scr_sshot_compression;
#endif
char ext[8];
COM_FileExtension(filename, ext, sizeof(ext));
#ifdef AVAIL_PNGLIB
if (!Q_strcasecmp(ext, "png") || !Q_strcasecmp(ext, "pns"))
{
//png can do bgr+rgb
//rgba bgra will result in an extra alpha chan
//actual stereo is also supported. huzzah.
return Image_WritePNG(filename, fsroot, scr_sshot_compression.value, buffer, numbuffers, width, height, fmt);
}
else
#endif
#ifdef AVAIL_JPEGLIB
if (!Q_strcasecmp(ext, "jpeg") || !Q_strcasecmp(ext, "jpg"))
{
return screenshotJPEG(filename, fsroot, scr_sshot_compression.value, buffer[0], width, height, fmt);
}
else
#endif
/* if (!Q_strcasecmp(ext, "bmp"))
{
return WriteBMPFile(pcxname, buffer[0], width, height);
}
else*/
if (!Q_strcasecmp(ext, "pcx"))
{
int y, x, s;
qbyte *src, *dest;
qbyte *newbuf = buffer[0];
if (fmt == TF_RGB24 || fmt == TF_RGBA32)
{
s = (fmt == TF_RGB24)?3:4;
// convert in-place to eight bit
for (y = 0; y < height; y++)
{
src = newbuf + (width * s * y);
dest = newbuf + (width * y);
for (x = 0; x < width; x++) {
*dest++ = MipColor(src[0], src[1], src[2]);
src += s;
}
}
}
else if (fmt == TF_BGR24 || fmt == TF_BGRA32)
{
s = (fmt == TF_BGR24)?3:4;
// convert in-place to eight bit
for (y = 0; y < height; y++)
{
src = newbuf + (width * s * y);
dest = newbuf + (width * y);
for (x = 0; x < width; x++) {
*dest++ = MipColor(src[2], src[1], src[0]);
src += s;
}
}
}
else
return false;
WritePCXfile (filename, fsroot, newbuf, width, height, width, host_basepal, false);
}
else if (!Q_strcasecmp(ext, "tga")) //tga
return WriteTGA(filename, fsroot, buffer[0], width, height, fmt);
else //extension / type not recognised.
return false;
return true;
}
/*
==================
SCR_ScreenShot_f
==================
*/
static void SCR_ScreenShot_f (void)
{
char sysname[1024];
char pcxname[MAX_QPATH];
int i;
vfsfile_t *vfs;
void *rgbbuffer;
int width, height;
enum uploadfmt fmt;
if (!VID_GetRGBInfo)
{
Con_Printf("Screenshots are not supported with the current renderer\n");
return;
}
if (Cmd_Argc() == 2)
{
Q_strncpyz(pcxname, Cmd_Argv(1), sizeof(pcxname));
if (strstr (pcxname, "..") || strchr(pcxname, ':') || *pcxname == '.' || *pcxname == '/')
{
Con_Printf("Screenshot name refused\n");
return;
}
COM_DefaultExtension (pcxname, scr_sshot_type.string, sizeof(pcxname));
}
else
{
int stop = 1000;
char date[MAX_QPATH];
time_t tm = time(NULL);
strftime(date, sizeof(date), "%Y%m%d%H%M%S", localtime(&tm));
//
// find a file name to save it to
//
for (i=0 ; i<stop ; i++)
{
Q_snprintfz(pcxname, sizeof(pcxname), "%s%s-%i.%s", scr_sshot_prefix.string, date, i, scr_sshot_type.string);
if (!(vfs = FS_OpenVFS(pcxname, "rb", FS_GAMEONLY)))
break; // file doesn't exist
VFS_CLOSE(vfs);
}
if (i==stop)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create sequentially named file\n");
return;
}
}
FS_NativePath(pcxname, FS_GAMEONLY, sysname, sizeof(sysname));
rgbbuffer = VID_GetRGBInfo(&width, &height, &fmt);
if (rgbbuffer)
{
if (SCR_ScreenShot(pcxname, FS_GAMEONLY, &rgbbuffer, 1, width, height, fmt))
{
Con_Printf ("Wrote %s\n", sysname);
BZ_Free(rgbbuffer);
return;
}
BZ_Free(rgbbuffer);
}
Con_Printf (CON_ERROR "Couldn't write %s\n", sysname);
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
static void *SCR_ScreenShot_Capture(int fbwidth, int fbheight, enum uploadfmt *fmt)
{
int width, height;
void *buf;
qboolean okay = false;
Q_strncpyz(r_refdef.rt_destcolour[0].texname, "megascreeny", sizeof(r_refdef.rt_destcolour[0].texname));
R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, fbwidth, fbheight, 1, RT_IMAGEFLAGS);
BE_RenderToTextureUpdate2d(true);
R2D_FillBlock(0, 0, vid.fbvwidth, vid.fbvheight);
#ifdef VM_CG
if (!okay && CG_Refresh())
okay = true;
#endif
#ifdef CSQC_DAT
if (!okay && CSQC_DrawView())
okay = true;
// if (!*r_refdef.rt_destcolour[0].texname)
{ //csqc protects its own. lazily.
Q_strncpyz(r_refdef.rt_destcolour[0].texname, "megascreeny", sizeof(r_refdef.rt_destcolour[0].texname));
BE_RenderToTextureUpdate2d(true);
}
#endif
if (!okay && r_worldentity.model)
{
V_RenderView ();
okay = true;
}
//fixme: add a way to get+save the depth values too
if (!okay)
{
buf = NULL;
width = height = 0;
*fmt = TF_INVALID;
}
else
buf = VID_GetRGBInfo(&width, &height, fmt);
R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, 0, 0, 0, RT_IMAGEFLAGS);
Q_strncpyz(r_refdef.rt_destcolour[0].texname, "", sizeof(r_refdef.rt_destcolour[0].texname));
BE_RenderToTextureUpdate2d(true);
if (!buf || width != fbwidth || height != fbheight)
{
*fmt = TF_INVALID;
BZ_Free(buf);
return NULL;
}
return buf;
}
static void SCR_ScreenShot_Mega_f(void)
{
int width[2];
int height[2];
void *buffers[2];
enum uploadfmt fmt[2];
int numbuffers = 0;
int buf;
char filename[MAX_QPATH];
stereomethod_t osm = r_refdef.stereomethod;
//massage the rendering code to redraw the screen with an fbo forced.
//this allows us to generate screenshots which are not otherwise possible to actually draw.
//this includes larger resolutions (although the lack of stiching leaves us subject to gpu limits of about 16k)
char *screenyname = Cmd_Argv(1);
unsigned int fbwidth = strtoul(Cmd_Argv(2), NULL, 0);
unsigned int fbheight = strtoul(Cmd_Argv(3), NULL, 0);
char ext[8];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (Cmd_IsInsecure())
return;
if (qrenderer <= QR_HEADLESS)
{
Con_Printf("No renderer active\n");
return;
}
if (!fbwidth)
fbwidth = sh_config.texture_maxsize;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
fbwidth = bound(1, fbwidth, sh_config.texture_maxsize);
if (!fbheight)
fbheight = (fbwidth * 3)/4;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
fbheight = bound(1, fbheight, sh_config.texture_maxsize);
if (strstr (screenyname, "..") || strchr(screenyname, ':') || *screenyname == '.' || *screenyname == '/')
screenyname = "";
if (!*screenyname)
{
screenyname = "megascreeny";
Q_snprintfz(filename, sizeof(filename), "%s%s", scr_sshot_prefix.string, screenyname);
}
else
{
char *mangle;
Q_snprintfz(filename, sizeof(filename), "%s", scr_sshot_prefix.string);
mangle = COM_SkipPath(filename);
Q_snprintfz(mangle, sizeof(filename) - (mangle-filename), "%s", screenyname);
}
if (!strcmp(Cmd_Argv(0), "screenshot_stereo"))
COM_DefaultExtension (filename, "png", sizeof(filename));
else
COM_DefaultExtension (filename, scr_sshot_type.string, sizeof(filename));
COM_FileExtension(filename, ext, sizeof(ext));
if (!strcmp(Cmd_Argv(0), "screenshot_stereo") || !strcmp(ext, "pns") || osm == STEREO_QUAD)
numbuffers = 2; //stereo png
else
numbuffers = 1;
if (numbuffers == 2 && Q_strcasecmp(ext, "png") && Q_strcasecmp(ext, "pns"))
{
Con_Printf("Only png format is supported for stereo screenshots\n");
return;
}
for(buf = 0; buf < numbuffers; buf++)
{
if (numbuffers == 2)
{
if (buf)
r_refdef.stereomethod = STEREO_RIGHTONLY;
else
r_refdef.stereomethod = STEREO_LEFTONLY;
}
buffers[buf] = SCR_ScreenShot_Capture(fbwidth, fbheight, &fmt[buf]);
width[buf] = fbwidth;
height[buf] = fbheight;
if (width[buf] != width[0] || height[buf] != height[0] || fmt[buf] != fmt[0])
{ //invalid is better than unmatched.
BZ_Free(buffers[buf]);
buffers[buf] = NULL;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
}
if (numbuffers == 2 && !buffers[1])
numbuffers = 1;
//okay, we drew something, we're good to save a screeny.
if (buffers[0])
{
if (SCR_ScreenShot(filename, FS_GAMEONLY, buffers, numbuffers, width[0], height[0], fmt[0]))
{
char sysname[1024];
FS_NativePath(filename, FS_GAMEONLY, sysname, sizeof(sysname));
Con_Printf ("Wrote %s\n", sysname);
}
}
else
Con_Printf("Unable to capture screenshot\n");
for(buf = 0; buf < numbuffers; buf++)
BZ_Free(buffers[buf]);
r_refdef.stereomethod = osm;
}
static void SCR_ScreenShot_VR_f(void)
{
char *screenyname = Cmd_Argv(1);
int width = atoi(Cmd_Argv(2));
//we spin the camera around, taking slices from equirectangular screenshots
char filename[MAX_QPATH];
int height; //equirectangular 360 * 180 gives a nice clean ratio
int px = 4;
int step = atof(Cmd_Argv(3));
void *left_buffer, *right_buffer, *buf;
enum uploadfmt fmt;
int lx, rx, x, y;
vec3_t baseang;
float ang;
qboolean fail = false;
extern cvar_t r_projection, r_stereo_separation, r_stereo_convergence;;
VectorCopy(r_refdef.viewangles, baseang);
if (width <= 2)
width = 2048;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
if (width > sh_config.texture_maxsize)
width = sh_config.texture_maxsize;
height = width/2;
if (step <= 0)
step = 5;
left_buffer = BZF_Malloc (width*height*2*px);
right_buffer = (qbyte*)left_buffer + width*height*px;
if (strstr (screenyname, "..") || strchr(screenyname, ':') || *screenyname == '.' || *screenyname == '/')
screenyname = "";
if (!*screenyname)
{
screenyname = "vr";
Q_snprintfz(filename, sizeof(filename), "%s%s", scr_sshot_prefix.string, screenyname);
}
else
{
char *mangle;
Q_snprintfz(filename, sizeof(filename), "%s", scr_sshot_prefix.string);
mangle = COM_SkipPath(filename);
Q_snprintfz(mangle, sizeof(filename) - (mangle-filename), "%s", screenyname);
}
COM_DefaultExtension (filename, scr_sshot_type.string, sizeof(filename));
if (!left_buffer)
{
Con_Printf("out of memory\n");
return;
}
r_projection.ival = PROJ_EQUIRECTANGULAR;
for (lx = 0; lx < width; lx = rx)
{
rx = lx + step;
if (rx > width)
rx = width;
r_refdef.stereomethod = STEREO_OFF;
cl.playerview->simangles[0] = 0; //pitch is BAD
cl.playerview->simangles[1] = baseang[1] + r_stereo_convergence.value*0.5;
cl.playerview->simangles[2] = 0; //roll is BAD
VectorCopy(cl.playerview->simangles, cl.playerview->viewangles);
//FIXME: it should be possible to do this more inteligently, and get both strips with a single render.
ang = M_PI*2*(baseang[1]/360.0 + (lx+0.5*(rx-lx))/width);
r_refdef.eyeoffset[0] = sin(ang) * r_stereo_separation.value * 0.5;
r_refdef.eyeoffset[1] = cos(ang) * r_stereo_separation.value * 0.5;
r_refdef.eyeoffset[2] = 0;
buf = SCR_ScreenShot_Capture(width, height, &fmt);
switch(fmt)
{
case TF_BGRA32:
for (y = 0; y < height; y++)
for (x = lx; x < rx; x++)
((unsigned int*)left_buffer)[y*width + x] = ((unsigned int*)buf)[y*width + x];
break;
case TF_RGB24:
for (y = 0; y < height; y++)
for (x = lx; x < rx; x++)
{
((qbyte*)left_buffer)[(y*width + x)*4+0] = ((qbyte*)buf)[(y*width + x)*3+2];
((qbyte*)left_buffer)[(y*width + x)*4+1] = ((qbyte*)buf)[(y*width + x)*3+1];
((qbyte*)left_buffer)[(y*width + x)*4+2] = ((qbyte*)buf)[(y*width + x)*3+0];
((qbyte*)left_buffer)[(y*width + x)*4+3] = 255;
}
break;
default:
fail = true;
break;
}
BZ_Free(buf);
cl.playerview->simangles[0] = 0; //pitch is BAD
cl.playerview->simangles[1] = baseang[1] - r_stereo_convergence.value*0.5;
cl.playerview->simangles[2] = 0; //roll is BAD
VectorCopy(cl.playerview->simangles, cl.playerview->viewangles);
r_refdef.eyeoffset[0] *= -1;
r_refdef.eyeoffset[1] *= -1;
r_refdef.eyeoffset[2] = 0;
buf = SCR_ScreenShot_Capture(width, height, &fmt);
switch(fmt)
{
case TF_BGRA32:
for (y = 0; y < height; y++)
for (x = lx; x < rx; x++)
((unsigned int*)right_buffer)[y*width + x] = ((unsigned int*)buf)[y*width + x];
break;
case TF_RGB24:
for (y = 0; y < height; y++)
for (x = lx; x < rx; x++)
{
((qbyte*)right_buffer)[(y*width + x)*4+0] = ((qbyte*)buf)[(y*width + x)*3+2];
((qbyte*)right_buffer)[(y*width + x)*4+1] = ((qbyte*)buf)[(y*width + x)*3+1];
((qbyte*)right_buffer)[(y*width + x)*4+2] = ((qbyte*)buf)[(y*width + x)*3+0];
((qbyte*)right_buffer)[(y*width + x)*4+3] = 255;
}
break;
default:
fail = true;
break;
}
BZ_Free(buf);
}
if (fail)
Con_Printf ("Unable to capture suitable screen image\n");
else if (SCR_ScreenShot(filename, FS_GAMEONLY, &left_buffer, 1, width, height*2, TF_BGRA32))
{
char sysname[1024];
FS_NativePath(filename, FS_GAMEONLY, sysname, sizeof(sysname));
Con_Printf ("Wrote %s\n", sysname);
}
BZ_Free(left_buffer);
r_projection.ival = r_projection.value;
VectorCopy(baseang, r_refdef.viewangles);
VectorClear(r_refdef.eyeoffset);
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
void SCR_ScreenShot_Cubemap_f(void)
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
void *buffer;
int fbwidth, fbheight;
uploadfmt_t fmt;
char filename[MAX_QPATH];
char *fname = Cmd_Argv(1);
int i;
const struct
{
vec3_t angle;
const char *postfix;
} sides[] =
{
{{0, 0, 0}, "_px"},
{{0, 180, 0}, "_nx"},
{{0, 90, 0}, "_py"},
{{0, 270, 0}, "_ny"},
{{90, 0, 0}, "_pz"},
{{-90, 0, 0}, "_nz"}
};
r_refdef.stereomethod = STEREO_OFF;
fbheight = atoi(Cmd_Argv(2));
if (fbheight < 1)
fbheight = 512;
fbwidth = fbheight;
for (i = 0; i < countof(sides); i++)
{
Q_snprintfz(filename, sizeof(filename), "cubemaps/%s%s", fname, sides[i].postfix);
COM_DefaultExtension (filename, scr_sshot_type.string, sizeof(filename));
buffer = SCR_ScreenShot_Capture(fbwidth, fbheight, &fmt);
if (buffer)
{
char sysname[1024];
if (SCR_ScreenShot(filename, FS_GAMEONLY, &buffer, 1, fbwidth, fbheight, fmt))
{
FS_NativePath(filename, FS_GAMEONLY, sysname, sizeof(sysname));
Con_Printf ("Wrote %s\n", sysname);
}
else
{
FS_NativePath(filename, FS_GAMEONLY, sysname, sizeof(sysname));
Con_Printf ("Failed to write %s\n", sysname);
}
BZ_Free(buffer);
}
}
}
// from gl_draw.c
qbyte *draw_chars; // 8*8 graphic characters
static void SCR_DrawCharToSnap (int num, qbyte *dest, int width)
{
int row, col;
qbyte *source;
int drawline;
int x;
if (!draw_chars)
{
size_t lumpsize;
draw_chars = W_SafeGetLumpName("conchars", &lumpsize);
if (!draw_chars || lumpsize != 128*128)
return;
}
row = num>>4;
col = num&15;
source = draw_chars + (row<<10) + (col<<3);
drawline = 8;
while (drawline--)
{
for (x=0 ; x<8 ; x++)
if (source[x] && source[x]!=255)
dest[x] = source[x];
source += 128;
dest -= width;
}
}
static void SCR_DrawStringToSnap (const char *s, qbyte *buf, int x, int y, int width)
{
qbyte *dest;
const unsigned char *p;
dest = buf + ((y * width) + x);
p = (const unsigned char *)s;
while (*p) {
SCR_DrawCharToSnap(*p++, dest, width);
dest += 8;
}
}
/*
==================
SCR_RSShot
==================
*/
qboolean SCR_RSShot (void)
{
int truewidth;
int trueheight;
int x, y;
unsigned char *src, *dest;
unsigned char *newbuf;
int w, h;
int dx, dy, dex, dey, nx;
int r, b, g;
int count;
float fracw, frach;
char st[80];
time_t now;
enum uploadfmt fmt;
int src_size;
int src_red;
int src_green;
int src_blue;
if (!scr_allowsnap.ival)
return false;
if (CL_IsUploading())
return false; // already one pending
if (cls.state < ca_onserver)
return false; // gotta be connected
if (!VID_GetRGBInfo || !scr_initialized)
{
return false;
}
Con_Printf("Remote screen shot requested.\n");
//
// save the pcx file
//
newbuf = VID_GetRGBInfo(&truewidth, &trueheight, &fmt);
if (fmt == TF_INVALID)
return false;
switch(fmt)
{
case TF_RGB24:
case TF_RGBA32:
src_size = (fmt==TF_RGB24)?3:4;
src_red = 0;
src_green = 1;
src_blue = 2;
break;
case TF_BGR24:
case TF_BGRA32:
src_size = (fmt==TF_BGR24)?3:4;
src_red = 2;
src_green = 1;
src_blue = 0;
break;
default:
BZ_Free(newbuf);
return false;
}
//FIXME: bgra
w = RSSHOT_WIDTH;
h = RSSHOT_HEIGHT;
fracw = (float)truewidth / (float)w;
frach = (float)trueheight / (float)h;
//scale down first.
for (y = 0; y < h; y++) {
dest = newbuf + (w*src_size * y);
for (x = 0; x < w; x++) {
r = g = b = 0;
dx = x * fracw;
dex = (x + 1) * fracw;
if (dex == dx) dex++; // at least one
dy = y * frach;
dey = (y + 1) * frach;
if (dey == dy) dey++; // at least one
count = 0;
for (/* */; dy < dey; dy++) {
src = newbuf + (truewidth * src_size * dy) + dx * src_size;
for (nx = dx; nx < dex; nx++) {
r += src[src_red];
g += src[src_green];
b += src[src_blue];
src += src_size;
count++;
}
}
r /= count;
g /= count;
b /= count;
*dest++ = r;
*dest++ = g;
*dest++ = b;
}
}
// convert to eight bit
for (y = 0; y < h; y++) {
src = newbuf + (w * src_size * y);
dest = newbuf + (w * y);
for (x = 0; x < w; x++) {
*dest++ = MipColor(src[0], src[1], src[2]);
src += src_size;
}
}
time(&now);
strcpy(st, ctime(&now));
st[strlen(st) - 1] = 0;
SCR_DrawStringToSnap (st, newbuf, w - strlen(st)*8, h - 1, w);
Q_strncpyz(st, cls.servername, sizeof(st));
SCR_DrawStringToSnap (st, newbuf, w - strlen(st)*8, h - 11, w);
Q_strncpyz(st, name.string, sizeof(st));
SCR_DrawStringToSnap (st, newbuf, w - strlen(st)*8, h - 21, w);
WritePCXfile ("snap.pcx", FS_GAMEONLY, newbuf, w, h, w, host_basepal, true);
BZ_Free(newbuf);
return true;
}
//=============================================================================
//=============================================================================
/*
===============
SCR_BringDownConsole
Brings the console down and fades the palettes back to normal
================
*/
void SCR_BringDownConsole (void)
{
int pnum;
for (pnum = 0; pnum < cl.splitclients; pnum++)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
{
scr_centerprint[pnum].charcount = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
cl.playerview[pnum].cshifts[CSHIFT_CONTENTS].percent = 0; // no area contents palette on next frame
}
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
void SCR_TileClear (int skipbottom)
{
if (r_refdef.vrect.width < r_refdef.grect.width)
{
float w;
// left
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
R2D_TileClear (r_refdef.grect.x, r_refdef.grect.y, r_refdef.vrect.x-r_refdef.grect.x, r_refdef.grect.height - skipbottom);
// right
w = (r_refdef.grect.x+r_refdef.grect.width) - (r_refdef.vrect.x+r_refdef.vrect.width);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
R2D_TileClear ((r_refdef.grect.x+r_refdef.grect.width) - (w), r_refdef.grect.y, w, r_refdef.grect.height - skipbottom);
}
if (r_refdef.vrect.height < r_refdef.grect.height)
{
// top
R2D_TileClear (r_refdef.vrect.x, r_refdef.grect.y,
r_refdef.vrect.width,
r_refdef.vrect.y - r_refdef.grect.y);
// bottom
R2D_TileClear (r_refdef.vrect.x,
r_refdef.vrect.y + r_refdef.vrect.height,
r_refdef.vrect.width,
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
(r_refdef.grect.y+r_refdef.grect.height) - skipbottom - (r_refdef.vrect.y + r_refdef.vrect.height));
}
}
// The 2d refresh stuff.
void SCR_DrawTwoDimensional(int uimenu, qboolean nohud)
{
qboolean consolefocused = !!Key_Dest_Has(kdm_console|kdm_cwindows);
RSpeedMark();
r_refdef.playerview = &cl.playerview[0];
R2D_ImageColours(1, 1, 1, 1);
//
// draw any areas not covered by the refresh
//
if (r_netgraph.value)
R_NetGraph ();
if (scr_drawloading || loading_stage)
{
SCR_DrawLoading(false);
SCR_ShowPics_Draw();
if (!scr_disabled_for_loading)
consolefocused = false;
}
else if (nohud)
{
SCR_DrawFPS ();
SCR_CheckDrawCenterString ();
}
else if (cl.intermissionmode == IM_NQFINALE || cl.intermissionmode == IM_NQCUTSCENE || cl.intermissionmode == IM_H2FINALE)
{
SCR_CheckDrawCenterString ();
}
else if (cl.intermissionmode != IM_NONE)
{
Sbar_IntermissionOverlay ();
}
else
{
SCR_DrawNet ();
SCR_DrawDisk();
SCR_DrawFPS ();
SCR_DrawClock();
SCR_DrawGameClock();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_ShowPics_Draw();
SCR_CheckDrawCenterString ();
}
//#ifdef TEXTEDITOR
// if (editoractive)
// Editor_Draw();
//#endif
//if the console is not focused, show it scrolling back up behind the menu
if (!consolefocused)
SCR_DrawConsole (false);
#ifdef MENU_DAT
MP_Draw();
#endif
M_Draw (uimenu);
//but if the console IS focused, then always show it infront.
if (consolefocused)
SCR_DrawConsole (false);
SCR_DrawCursor();
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
SCR_DrawSimMTouchCursor();
if (R2D_Flush)
R2D_Flush();
RSpeedEnd(RSPEED_2D);
}
/*
==================
SCR_Init
==================
*/
void SCR_Init (void)
{
//
// register our commands
//
Cmd_AddCommandD ("screenshot_mega",SCR_ScreenShot_Mega_f, "screenshot_mega <name> [width] [height]\nTakes a screenshot with explicit sizes that are not tied to the size of your monitor, allowing for true monstrosities.");
Cmd_AddCommandD ("screenshot_stereo",SCR_ScreenShot_Mega_f, "screenshot_stereo <name> [width] [height]\nTakes a simple stereo screenshot.");
Cmd_AddCommandD ("screenshot_vr",SCR_ScreenShot_VR_f, "screenshot_vr <name> [width]\nTakes a spherical stereoscopic panorama image, for viewing with VR displays.");
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
Cmd_AddCommandD ("screenshot_cubemap",SCR_ScreenShot_Cubemap_f, "screenshot_cubemap <name> [size]\nTakes 6 screenshots forming a single cubemap.");
Cmd_AddCommandD ("envmap",SCR_ScreenShot_Cubemap_f, "Legacy name for the screenshot_cubemap command."); //legacy
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
scr_net = R2D_SafePicFromWad ("net");
scr_turtle = R2D_SafePicFromWad ("turtle");
scr_initialized = true;
}
void SCR_DeInit (void)
{
int i;
if (scr_curcursor)
{
rf->VID_SetCursor(scr_curcursor);
scr_curcursor = NULL;
}
for (i = 0; i < countof(key_customcursor); i++)
{
if (key_customcursor[i].handle)
{
rf->VID_DestroyCursor(key_customcursor[i].handle);
key_customcursor[i].handle = NULL;
}
key_customcursor[i].dirty = true;
}
for (i = 0; i < countof(scr_centerprint); i++)
{
Z_Free(scr_centerprint[i].string);
memset(&scr_centerprint[i], 0, sizeof(scr_centerprint[i]));
}
if (scr_initialized)
{
scr_initialized = false;
Cmd_RemoveCommand ("screenshot");
Cmd_RemoveCommand ("screenshot_mega");
Cmd_RemoveCommand ("screenshot_stereo");
Cmd_RemoveCommand ("screenshot_vr");
Cmd_RemoveCommand ("envmap");
Cmd_RemoveCommand ("sizeup");
Cmd_RemoveCommand ("sizedown");
}
}