33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
122 lines
3.8 KiB
C
122 lines
3.8 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.h
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extern float scr_con_current;
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extern float scr_conlines; // lines of console to display
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extern int sb_lines;
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extern int clearnotify; // set to 0 whenever notify text is drawn
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extern qboolean scr_disabled_for_loading;
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extern cvar_t scr_fov;
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extern cvar_t scr_viewsize;
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extern cvar_t scr_viewsize;
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qboolean scr_skipupdate;
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qboolean SCR_RSShot (void);
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//void SCR_DrawConsole (qboolean noback);
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//void SCR_SetUpToDrawConsole (void);
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//void SCR_BeginLoadingPlaque (void);
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//void SCR_EndLoadingPlaque (void);
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//void SCR_Init (void);
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//void SCR_UpdateScreen (void);
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#if defined(GLQUAKE)
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void GLSCR_UpdateScreen (void);
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#endif
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void SCR_ImageName (char *mapname);
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//this stuff is internal to the screen systems.
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void RSpeedShow(void);
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void SCR_CrosshairPosition(int pnum, int *x, int *y);
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void SCR_DrawLoading (void);
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void SCR_CalcRefdef (void);
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void SCR_TileClear (void);
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void SCR_DrawNotifyString (void);
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void SCR_CheckDrawCenterString (void);
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void SCR_DrawNet (void);
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void SCR_DrawTurtle (void);
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void SCR_DrawPause (void);
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void SCR_VRectForPlayer(vrect_t *vrect, int pnum); //returns a region for the player's view
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void SCR_DrawCursor(int prydoncursornum);
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void CLSCR_Init(void); //basically so I can register a few friendly cvars.
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//TEI_SHOWLMP2 stuff
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void SCR_ShowPics_Draw(void);
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void SCR_ShowPic_Create(void);
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void SCR_ShowPic_Hide(void);
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void SCR_ShowPic_Move(void);
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void SCR_ShowPic_Update(void);
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void SCR_ShowPic_Clear(void);
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//a header is better than none...
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void Draw_TextBox (int x, int y, int width, int lines);
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qboolean SCR_ScreenShot (char *filename);
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void SCR_DrawTwoDimensional(int uimenu, qboolean nohud);
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enum
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{
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LS_NONE,
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LS_CONNECTION,
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LS_SERVER,
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LS_CLIENT,
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};
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int SCR_GetLoadingStage(void);
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void SCR_SetLoadingStage(int stage);
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void SCR_SetLoadingFile(char *str);
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/*fonts*/
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void Font_Init(void);
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void Font_Shutdown(void);
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struct font_s *Font_LoadFont(int height, char *fontfilename);
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void Font_Free(struct font_s *f);
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void Font_BeginString(struct font_s *font, int vx, int vy, int *px, int *py);
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void Font_BeginScaledString(struct font_s *font, float vx, float vy, float *px, float *py); /*avoid using*/
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void Font_Transform(int vx, int vy, int *px, int *py);
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int Font_CharHeight(void);
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int Font_CharWidth(unsigned int charcode);
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int Font_CharEndCoord(struct font_s *font, int x, unsigned int charcode);
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int Font_DrawChar(int px, int py, unsigned int charcode);
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float Font_DrawScaleChar(float px, float py, float cw, float ch, unsigned int charcode); /*avoid using*/
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void Font_EndString(struct font_s *font);
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void Font_ForceColour(float r, float g, float b, float a); //This colour will be applied while the char mask remains WHITE. If you print char by char, make sure to include the mask.
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void Font_InvalidateColour(void);
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/*these three functions deal with formatted blocks of text (including tabs and new lines)*/
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int Font_LineBreaks(conchar_t *start, conchar_t *end, int maxpixelwidth, int maxlines, conchar_t **starts, conchar_t **ends);
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int Font_LineWidth(conchar_t *start, conchar_t *end);
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void Font_LineDraw(int x, int y, conchar_t *start, conchar_t *end);
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extern struct font_s *font_conchar;
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extern struct font_s *font_tiny;
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/*end fonts*/
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