jedi-academy/code/client/cl_scrn.cpp
2013-04-04 17:35:38 -05:00

568 lines
12 KiB
C++

// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "client.h"
#include "client_ui.h"
extern console_t con;
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;
/*
================
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 );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
SCR_FillRect
Coordinates are 640*480 virtual values
=================
*/
void SCR_FillRect( float x, float y, float width, float height, const float *color ) {
re.SetColor( color );
re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
/*
================
SCR_DrawPic
Coordinates are 640*480 virtual values
A width of 0 will draw with the original image width
=================
*/
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
** SCR_DrawBigChar
** big chars are drawn at 640*480 virtual screen size
*/
void SCR_DrawBigChar( int x, int y, int ch ) {
int row, col;
float frow, fcol;
float size;
float ax, ay, aw, ah;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -BIGCHAR_HEIGHT ) {
return;
}
ax = x;
ay = y;
aw = BIGCHAR_WIDTH;
ah = BIGCHAR_HEIGHT;
row = ch>>4;
col = ch&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
/*
re.DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
*/
float size2;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.03125;
size2 = 0.0625;
re.DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size2,
cls.charSetShader );
}
/*
** SCR_DrawSmallChar
** small chars are drawn at native screen resolution
*/
void SCR_DrawSmallChar( int x, int y, int ch ) {
int row, col;
float frow, fcol;
float size;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -SMALLCHAR_HEIGHT ) {
return;
}
row = ch>>4;
col = ch&15;
/*
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
re.DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
*/
float size2;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.03125;
size2 = 0.0625;
re.DrawStretchPic( x * con.xadjust, y * con.yadjust,
SMALLCHAR_WIDTH * con.xadjust, SMALLCHAR_HEIGHT * con.yadjust,
fcol, frow,
fcol + size, frow + size2,
cls.charSetShader );
}
/*
==================
SCR_DrawBigString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void SCR_DrawBigStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor ) {
vec4_t color;
const char *s;
int xx;
// draw the drop shadow
color[0] = color[1] = color[2] = 0;
color[3] = setColor[3];
re.SetColor( color );
s = string;
xx = x;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
continue;
}
SCR_DrawBigChar( xx+2, y+2, *s );
xx+=16;
s++;
}
// draw the colored text
s = string;
xx = x;
re.SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
color[3] = setColor[3];
re.SetColor( color );
}
s += 2;
continue;
}
SCR_DrawBigChar( xx, y, *s );
xx+=16;
s++;
}
re.SetColor( NULL );
}
void SCR_DrawBigString( int x, int y, const char *s, float alpha ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
SCR_DrawBigStringExt( x, y, s, color, qfalse );
}
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
SCR_DrawBigStringExt( x, y, s, color, qtrue );
}
/*
** 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_GetBigStringWidth
*/
int SCR_GetBigStringWidth( const char *str ) {
return SCR_Strlen( str ) * 16;
}
//===============================================================================
/*
===============================================================================
DEBUG GRAPH
===============================================================================
*/
#ifndef _XBOX
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, 0, 0, 0, 0, 0 );
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, 0, 0, 0, 0, 0 );
}
}
#endif // _XBOX
//=============================================================================
/*
==================
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);
scr_initialized = qtrue;
}
//=======================================================
void UI_SetActiveMenu( const char* menuname,const char *menuID );
void _UI_Refresh( int realtime );
void UI_DrawConnect( const char *servername, const char * updateInfoString );
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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, 0, 0, 0, 0, 0 );
re.SetColor( NULL );
}
}
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
if ( !_UI_IsFullscreen() ) {
switch( cls.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
UI_SetActiveMenu( "mainMenu",NULL ); // VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
UI_DrawConnect( clc.servername, cls.updateInfoString );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
break;
case CA_ACTIVE:
if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy())
{
SCR_DrawCinematic();
}
else
{
CL_CGameRendering( stereoFrame );
}
break;
}
}
#ifndef _XBOX // on xbox this is rendered right before a flip
re.ProcessDissolve();
#endif // _XBOX
// draw downloading progress bar
// the menu draws next
_UI_Refresh( cls.realtime );
// console draws next
Con_DrawConsole ();
// debug graph can be drawn on top of anything
#ifndef _XBOX
if ( cl_debuggraph->integer || cl_timegraph->integer ) {
SCR_DrawDebugGraph ();
}
#endif
}
/*
==================
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
}
// load the ref / ui / cgame if needed
CL_StartHunkUsers();
if ( ++recursive > 2 ) {
Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" );
}
recursive = qtrue;
// 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;
}
// this stuff is only used by the savegame (SG) code for screenshots...
//
#ifdef _XBOX
/*
static byte bScreenData[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4];
static qboolean screenDataValid = qfalse;
void SCR_UnprecacheScreenshot()
{
screenDataValid = qfalse;
}
*/
void SCR_PrecacheScreenshot()
{
// No screenshots unless connected to single player local server...
//
// char *psInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
// int iMaxClients = atoi(Info_ValueForKey( psInfo, "sv_maxclients" ));
// (no need to check single-player status in voyager, this code base is all singleplayer)
if ( cls.state != CA_ACTIVE )
{
return;
}
#ifndef _XBOX
if (cls.keyCatchers == 0)
{
// in-game...
//
// SCR_UnprecacheScreenshot();
// pbScreenData = (byte *)Z_Malloc(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4);
S_ClearSoundBuffer(); // clear DMA etc because the following glReadPixels() call can take ages
re.GetScreenShot( (byte *) &bScreenData, SG_SCR_WIDTH, SG_SCR_HEIGHT);
screenDataValid = qtrue;
}
else
{
// we're in the console, or menu, or message input...
//
}
#endif
// save the current screenshot to the user space to be used
// with a savegame
#ifdef _XBOX
extern void SaveCompressedScreenshot( const char* filename );
SaveCompressedScreenshot("u:\\saveimage.xbx");
#endif
}
/*
byte *SCR_GetScreenshot(qboolean *qValid)
{
if (!screenDataValid) {
SCR_PrecacheScreenshot();
}
if (qValid) {
*qValid = screenDataValid;
}
return (byte *)&bScreenData;
}
// called from save-game code to set the lo-res loading screen to be the one from the save file...
//
void SCR_SetScreenshot(const byte *pbData, int w, int h)
{
if (w == SG_SCR_WIDTH && h == SG_SCR_HEIGHT)
{
screenDataValid = qtrue;
memcpy(&bScreenData, pbData, SG_SCR_WIDTH*SG_SCR_HEIGHT*4);
}
else
{
screenDataValid = qfalse;
memset(&bScreenData, 0, SG_SCR_WIDTH*SG_SCR_HEIGHT*4);
}
}
*/
// This is just a client-side wrapper for the function RE_TempRawImage_ReadFromFile() in the renderer code...
//
/*
byte* SCR_TempRawImage_ReadFromFile(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip)
{
return re.TempRawImage_ReadFromFile(psLocalFilename, piWidth, piHeight, pbReSampleBuffer, qbVertFlip);
}
//
// ditto (sort of)...
//
void SCR_TempRawImage_CleanUp()
{
re.TempRawImage_CleanUp();
}
*/
#endif