/* 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. */ // screen.c -- master for refresh, status bar, console, chat, notify, etc #include "quakedef.h" #include "glquake.h" #include void GLSCR_UpdateScreen (void); extern qboolean scr_drawdialog; extern cvar_t gl_triplebuffer; extern cvar_t scr_fov; extern qboolean scr_initialized; extern float oldsbar; extern qboolean scr_drawloading; extern float oldfov; extern int scr_chatmode; extern cvar_t scr_chatmodecvar; /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. WARNING: be very careful calling this from elsewhere, because the refresh needs almost the entire 256k of stack space! ================== */ void GLSCR_UpdateScreen (void) { extern cvar_t gl_2dscale; static float old2dscale=1; int uimenu; #ifdef TEXTEDITOR extern qboolean editormodal, editoractive; #endif if (block_drawing) return; if (gl_2dscale.modified) { gl_2dscale.modified=false; if (gl_2dscale.value < 0) //lower would be wrong Cvar_Set(&gl_2dscale, "0"); if (gl_2dscale.value > 2) //anything higher is unreadable. Cvar_Set(&gl_2dscale, "2"); old2dscale = gl_2dscale.value; vid.width = vid.conwidth = (glwidth - 320) * gl_2dscale.value + 320; vid.height = vid.conheight = (glheight - 240) * gl_2dscale.value + 240; //pretect against too small resolutions (possibly minimising task switches). if (vid.width<320) { vid.width=320; vid.conwidth=320; } if (vid.height<200) { vid.height=200; vid.conheight=200; } vid.recalc_refdef = true; Con_CheckResize(); #ifdef PLUGINS Plug_ResChanged(); #endif GL_Set2D(); } vid.numpages = 2 + gl_triplebuffer.value; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { /* if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else */ { GL_BeginRendering (&glx, &gly, &glwidth, &glheight); SCR_DrawLoading (); GL_EndRendering (); return; } } if (!scr_initialized || !con_initialized) return; // not initialized yet uimenu = UI_MenuState(); if (oldsbar != cl_sbar.value) { oldsbar = cl_sbar.value; vid.recalc_refdef = true; } GL_BeginRendering (&glx, &gly, &glwidth, &glheight); #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); GLV_UpdatePalette (); #if defined(_WIN32) && defined(RGLQUAKE) Media_RecordFrame(); #endif GLR_BrightenScreen(); GL_EndRendering (); return; } #endif if (Media_ShowFilm()) { M_Draw(0); GLV_UpdatePalette (); #if defined(_WIN32) && defined(RGLQUAKE) Media_RecordFrame(); #endif GLR_BrightenScreen(); GL_EndRendering (); return; } // // determine size of refresh window // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (scr_chatmode != scr_chatmodecvar.value) vid.recalc_refdef = true; if (vid.recalc_refdef || scr_viewsize.modified) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); if (cl.worldmodel && uimenu != 1) V_RenderView (); GL_Set2D (); GLR_BrightenScreen(); // // draw any areas not covered by the refresh // SCR_TileClear (); if (r_netgraph.value) GLR_NetGraph (); if (scr_drawdialog) { #ifdef PLUGINS Plug_SBar (); #endif SCR_ShowPics_Draw(); Draw_FadeScreen (); SCR_DrawNotifyString (); scr_copyeverything = true; } else if (scr_drawloading) { SCR_DrawLoading (); #ifdef PLUGINS Plug_SBar (); #endif SCR_ShowPics_Draw(); } else if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); M_Draw (uimenu); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else if (cl.intermission == 3 && key_dest == key_game) { } else { Draw_Crosshair(); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawFPS (); SCR_DrawUPS (); SCR_DrawTurtle (); SCR_DrawPause (); #ifdef PLUGINS Plug_SBar (); #endif SCR_ShowPics_Draw(); SCR_CheckDrawCenterString (); glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); #ifdef TEXTEDITOR if (editoractive) Editor_Draw(); #endif M_Draw (uimenu); SCR_DrawConsole (false); } GLV_UpdatePalette (); #if defined(_WIN32) && defined(RGLQUAKE) Media_RecordFrame(); #endif GL_EndRendering (); } char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight) { //returns a BZ_Malloced array qbyte *ret = BZ_Malloc(prepadbytes + glwidth*glheight*3); glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes); *truewidth = glwidth; *trueheight = glheight; return ret; }