st/code/client/cl_scrn.c
2008-04-04 00:00:00 +00:00

416 lines
10 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2007 HermitWorks Entertainment Corporation
This file is part of the Space Trader source code.
The Space Trader source code 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.
The Space Trader source code 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 the Space Trader source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
#include "client.h"
qboolean scr_initialized; // ready to draw
cvar_t *cl_timegraph;
cvar_t *cl_debuggraph;
cvar_t *cl_graphheight;
cvar_t *cl_graphscale;
cvar_t *cl_graphshift;
cvar_t *cl_cornersize;
/*
================
SCR_DrawNamedPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
qhandle_t hShader;
assert( width != 0 );
hShader = re.RegisterShader( picname );
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, NULL, 0, 0, 1, 1, hShader );
}
/*
================
SCR_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void SCR_AdjustFrom640( float *x, float *y, float *w, float *h )
{
if ( x ) {
*x = *x * cls.glconfig.xscale + cls.glconfig.xbias;
}
if ( y ) {
*y *= cls.glconfig.yscale;
}
if ( w ) {
*w *= cls.glconfig.xscale;
}
if ( h ) {
*h *= cls.glconfig.yscale;
}
}
/*
================
SCR_FillRect
Coordinates are 640*480 virtual values
=================
*/
void SCR_FillRect( float x, float y, float w, float h, const float *color, qhandle_t shader ) {
float rx,ry;
float cw,ch;
x -= cl_cornersize->value*0.25f;
y -= cl_cornersize->value*0.25f;
w += cl_cornersize->value*0.5f;
h += cl_cornersize->value*0.5f;
x = x*cls.glconfig.xscale + cls.glconfig.xbias;
y *= cls.glconfig.yscale;
w *= cls.glconfig.xscale;
h *= cls.glconfig.yscale;
rx = cl_cornersize->value * cls.glconfig.xscale;
ry = cl_cornersize->value * cls.glconfig.yscale;
// find corner size
if ( rx * 2.0f >= w )
rx = w*0.5f;
if ( ry * 2.0f >= h )
ry = h*0.5f;
if ( rx < ry )
ry = rx;
if ( ry < rx )
rx = ry;
if ( color )
re.SetColor( color );
cw = w-rx*2.0f;
ch = h-ry*2.0f;
// corners
re.DrawStretchPic( x, y, rx+cw, ry+ch, NULL, 0.0f, 0.0f, (rx+cw)/rx, (ry+ch)/ry, shader );
re.DrawStretchPic( x, y+h-ry, rx+cw, ry, NULL, 0.0f, 1.0f, (rx+cw)/rx, 0.0f, shader );
re.DrawStretchPic( x+w-rx, y, rx, ry+ch, NULL, 1.0f, 0.0f, 0.0f, (ry+ch)/ry, shader );
re.DrawStretchPic( x+w-rx, y+h-ry, rx, ry, NULL, 1.0f, 1.0f, 0.0f, 0.0f, shader );
}
void SCR_FillSquareRect( float x, float y, float w, float h, const float *color ) {
qhandle_t fill = cls.whiteShader;
SCR_AdjustFrom640( &x, &y, &w, &h );
re.SetColor( color );
re.DrawStretchPic( x, y, w, h, NULL, 0, 0, 1, 1, fill );
}
/*
================
SCR_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, NULL, 0, 0, 1, 1, hShader );
}
/*
** SCR_Strlen -- skips color escape codes
*/
static int SCR_Strlen( const char *str ) {
const char *s = str;
int count = 0;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
} else {
count++;
s++;
}
}
return count;
}
//===============================================================================
/*
=================
SCR_DrawDemoRecording
=================
*/
void SCR_DrawDemoRecording( void ) {
char string[1024];
int pos;
float r[4];
if ( !clc.demorecording ) {
return;
}
pos = FS_FTell( clc.demofile );
sprintf( string, "RECORDING %s: %ik", clc.demoName, pos / 1024 );
r[0] = 320 - strlen( string ) * 4.0f;
r[1] = 20.0f;
r[2] = 80.0f;
r[3] = 16.0f;
CL_RenderText( r, 0.3f, colorWhite, string, -1, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, 3, -1, 0, cls.font, 0);
}
/*
===============================================================================
_DEBUG GRAPH
===============================================================================
*/
typedef struct
{
float value;
int color;
} graphsamp_t;
static int current;
static graphsamp_t values[1024];
/*
==============
SCR_DebugGraph
==============
*/
void SCR_DebugGraph (float value, int color)
{
values[current&1023].value = value;
values[current&1023].color = color;
current++;
}
/*
==============
SCR_DrawDebugGraph
==============
*/
void SCR_DrawDebugGraph (void)
{
int a, x, y, w, i, h;
float v;
int color;
//
// draw the graph
//
w = cls.glconfig.vidWidth;
x = 0;
y = cls.glconfig.vidHeight;
re.SetColor( g_color_table[0] );
re.DrawStretchPic(x, y - cl_graphheight->integer,
w, cl_graphheight->integer, NULL, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
for (a=0 ; a<w ; a++)
{
i = (current-1-a+1024) & 1023;
v = values[i].value;
color = values[i].color;
v = v * cl_graphscale->integer + cl_graphshift->integer;
if (v < 0)
v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer));
h = (int)v % cl_graphheight->integer;
re.DrawStretchPic( x+w-1-a, y - h, 1, h, NULL, 0, 0, 0, 0, cls.whiteShader );
}
}
//=============================================================================
/*
==================
SCR_Init
==================
*/
void SCR_Init( void ) {
cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT);
cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT);
cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT);
cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT);
cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT);
cl_cornersize = Cvar_Get( "cl_cornersize", "20", CVAR_ARCHIVE );
scr_initialized = qtrue;
}
//=======================================================
extern int cmd_waitfordownload;
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame )
{
int uiFullScreen;
re.BeginFrame( stereoFrame );
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
if( cls.state != CA_ACTIVE )
{
if( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 )
{
re.SetColor( g_color_table[0] );
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, NULL, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
}
if( uivm )
{
//Com_DPrintf("draw screen without UI loaded\n");
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
uiFullScreen = VM_Call( uivm, UI_IS_FULLSCREEN, 0 );
//if( !uiFullScreen )
{
switch( cls.state )
{
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
if ( !uiFullScreen )
{
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
}
VM_Call( uivm, UI_REFRESH, 0, cls.realtime );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
// refresh to update the time
//VM_Call( uivm, UI_REFRESH, 0, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
Sys_SetCursor( 2 );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame, qfalse );
//if( re.ApplyBloom )
// re.ApplyBloom();
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
// refresh to update the time
VM_Call( uivm, UI_REFRESH, 0, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
break;
case CA_ACTIVE:
CL_CGameRendering( stereoFrame, uiFullScreen );
re.PostProcess();
SCR_DrawDemoRecording();
VM_Call( uivm, UI_REFRESH, 0, cls.realtime );
CL_CGameRenderOverlays( stereoFrame );
break;
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
}
}
// console draws next
Con_DrawConsole();
}
// show download progress
if ( Cvar_VariableIntegerValue( "com_downloading" ) == 1 ) {
CL_DownloadProgress();
}
// debug graph can be drawn on top of anything
if( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer )
SCR_DrawDebugGraph ();
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
void SCR_UpdateScreen( void ) {
static int recursive;
if ( !scr_initialized ) {
return; // not initialized yet
}
if ( ++recursive > 2 ) {
Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" );
}
recursive = 1;
// if running in stereo, we need to draw the frame twice
if ( cls.glconfig.stereoEnabled ) {
SCR_DrawScreenField( STEREO_LEFT );
SCR_DrawScreenField( STEREO_RIGHT );
} else {
SCR_DrawScreenField( STEREO_CENTER );
}
if ( com_speeds->integer ) {
re.EndFrame( &time_frontend, &time_backend );
} else {
re.EndFrame( NULL, NULL );
}
recursive = 0;
}