mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-13 00:24:36 +00:00
984 lines
26 KiB
C++
984 lines
26 KiB
C++
// cg_text.c --
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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#include "cg_media.h"
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//int precacheWav_i; // Current high index of precacheWav array
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//precacheWav_t precacheWav[MAX_PRECACHEWAV];
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//int precacheText_i; // Current high index of precacheText array
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//precacheText_t precacheText[MAX_PRECACHETEXT];
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extern vec4_t textcolor_caption;
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extern vec4_t textcolor_center;
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extern vec4_t textcolor_scroll;
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#define GAMETEXT_X_START 75.0f
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#define GAMETEXT_X_END 600.0f
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#define MAX_NUM_GAMELINES 4
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void CG_GameText(int y )
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{
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CG_Printf("CG_GameText() being called. Tell Ste\n");
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/* const char *s,*holds;
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int i, len;
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float x, w;
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int numChars;
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int text_i;
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char str[MAX_QPATH];
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int holdCnt,playingTime;
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int totalLength,sound,max;
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Q_strncpyz (str, CG_Argv( 1 ), MAX_QPATH );
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cg.gameTextSpeaker = atoi(CG_Argv(2));
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cg.gameTextEntNum = atoi(CG_Argv(3));
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sound = cgs.sound_precache[atoi(CG_Argv(4))];
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text_i = CG_SearchTextPrecache(str);
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//ensure we found a match
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if (text_i == -1)
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{
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Com_Printf("WARNING: CG_GameText given invalid text key :'%s'",str);
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return;
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}
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cg.gameTextTime = cg.time;
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cg.printTextY = 5 + SMALLCHAR_HEIGHT;
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cg.gameTextCurrentLine = 0;
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// count the number of lines for centering
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cg.scrollTextLines = 1;
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memset (cg.printText, 0, sizeof(cg.printText));
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// Break into individual lines
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i = 0;
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len = 0;
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s = precacheText[text_i].text;
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holds = s;
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playingTime = cgi_S_GetSampleLength(sound);
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totalLength = strlen(s);
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if (totalLength == 0)
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{
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totalLength = 1;
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}
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cg.gameLetterTime = playingTime / totalLength;
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//We start at column 75 according to DrawGameText
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x = GAMETEXT_X_START;
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w = GAMETEXT_X_END - GAMETEXT_X_START;
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numChars = floor(w/SMALLCHAR_WIDTH);
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while( *s )
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{
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len++;
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if (*s == '\n')
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{//Being told explicitly to start a new line
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Q_strncpyz( cg.printText[i], holds, len);
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i++;
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len = 0;
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holds = s;
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holds++;
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cg.scrollTextLines++;
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}
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else if ( len == numChars )
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{//Reached max length of this line
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//step back until we find a space
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while( len && *s != ' ' )
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{
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s--;
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len--;
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}
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//break the line here
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Q_strncpyz( cg.printText[i], holds, len);
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i++;
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len = 0;
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holds = s;
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holds++;
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cg.scrollTextLines++;
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}
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s++;
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}
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len++; // So the NULL will be properly placed at the end of the string of Q_strncpyz
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Q_strncpyz( cg.printText[i], holds, len); // To get the last line
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//NOTE: This might be able to use the VoiceVolume or TID_VOICE info from the cg.gameTextEntNum
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// to decide when to drop the text...
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max = MAX_NUM_GAMELINES;
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if (max >cg.scrollTextLines)
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{
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max = cg.scrollTextLines;
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}
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holdCnt = 0;
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for (i=0;i<max;++i)
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{
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holdCnt += strlen(cg.printText[i]);
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}
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cg.gameNextTextTime = cg.time + (holdCnt * cg.gameLetterTime);
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cg.scrollTextTime = 0; // No scrolling during captions
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*/
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}
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void CG_DrawGameText(void)
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{
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if ( !cg.gameTextTime )
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{
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return;
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}
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CG_Printf("CG_DrawGameText() being called. Tell Ste\n");
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/*
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char *start;
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int l;
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int i,max;
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int x, y;
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char linebuffer[1024], string[1024];
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int holdCnt;
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vec4_t color;
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// Advance to next line (if there are any) and calculate time to show
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if ( cg.gameNextTextTime < cg.time )
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{
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cg.gameTextCurrentLine += MAX_NUM_GAMELINES;
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if (cg.gameTextCurrentLine >= cg.scrollTextLines)
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{
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cg.gameTextTime = 0;
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return;
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}
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else
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{
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max = MAX_NUM_GAMELINES;
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if ((cg.scrollTextLines - cg.gameTextCurrentLine) < max)
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{
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max = cg.scrollTextLines - cg.gameTextCurrentLine;
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}
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// Loop through next lines to calc how long to show 'em
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holdCnt = 0;
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for (i=cg.gameTextCurrentLine;i<(cg.gameTextCurrentLine + max);++i)
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{
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holdCnt += strlen(cg.printText[i]);
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}
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cg.gameNextTextTime = cg.time + (holdCnt * cg.gameLetterTime);
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}
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}
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// Give a color if one wasn't given
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if((textcolor_caption[0] == 0) && (textcolor_caption[1] == 0) &&
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(textcolor_caption[2] == 0) && (textcolor_caption[3] == 0))
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{
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Vector4Copy( colorTable[CT_WHITE], textcolor_caption );
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}
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color[0] = colorTable[CT_BLACK][0];
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color[1] = colorTable[CT_BLACK][1];
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color[2] = colorTable[CT_BLACK][2];
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color[3] = 0.350f;
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// Set Y of the first line
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y = cg.printTextY;
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x = GAMETEXT_X_START;
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// Background
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cgi_R_SetColor(color); // Background, CLAMP TO 4 LINES
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CG_DrawPic( x - 4, y - SMALLCHAR_HEIGHT - 2, (70 * SMALLCHAR_WIDTH),(( ((cg.scrollTextLines>MAX_NUM_GAMELINES)?MAX_NUM_GAMELINES:cg.scrollTextLines) + 1) * SMALLCHAR_HEIGHT) + 4, cgs.media.ammoslider );
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sprintf(string, "%s:", speakerTable[cg.gameTextSpeaker].stringID);
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CG_DrawStringExt( x, y - SMALLCHAR_HEIGHT, string, colorTable[CT_LTPURPLE1], qfalse, qtrue, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT );
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for (i= cg.gameTextCurrentLine;i< cg.gameTextCurrentLine + MAX_NUM_GAMELINES;++i)
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{
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start = cg.printText[i];
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while ( 1 )
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{
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for ( l = 0; l < 80; l++ )
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{
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if ( !start[l] || start[l] == '\n' )
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{
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break;
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}
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linebuffer[l] = start[l];
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}
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linebuffer[l] = 0;
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CG_DrawStringExt( x, y, linebuffer, textcolor_caption, qfalse, qtrue,
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SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT );
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y += SMALLCHAR_HEIGHT;
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while ( *start && ( *start != '\n' ) )
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{
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start++;
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}
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if ( !*start )
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{
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break;
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}
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start++;
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}
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}
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cgi_R_SetColor( NULL );
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*/
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}
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// display text in a supplied box, start at top left and going down by however many pixels I feel like internally,
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// return value is NULL if all fitted, else char * of next char to continue from that didn't fit.
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//
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// (coords are in the usual 640x480 virtual space)...
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//
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// ( if you get the same char * returned as what you passed in, then none of it fitted at all (box too small) )
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//
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const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
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const char *psText, int iFontHandle, float fScale,
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const vec4_t v4Color)
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{
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cgi_R_SetColor( v4Color );
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// Setup a reasonable vertical spacing (taiwanese & japanese need 1.5 fontheight, so use that for all)...
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//
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const int iFontHeight = cgi_R_Font_HeightPixels(iFontHandle, fScale);
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const int iFontHeightAdvance = (int) (1.5f * (float) iFontHeight);
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int iYpos = iBoxY; // start print pos
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// findmeste // test stuff, remove later
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// psText = "<22>ɨ<EFBFBD><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Õ¤h<D5A4>w<EFBFBD>g<EFBFBD>w<EFBFBD><77><EFBFBD>F<EFBFBD>A<EFBFBD>Ú¤]<5D><><EFBFBD>Ò¦<EFBFBD><D2A6>o<EFBFBD>{<7B><><EFBFBD>i<EFBFBD><69><EFBFBD>u<EFBFBD>Ó©<EFBFBD><D3A9>v<EFBFBD>C<EFBFBD>ܤ<EFBFBD><DCA4><EFBFBD><EFBFBD>a<EFBFBD>A<EFBFBD><41><EFBFBD>hĵ<68><C4B5><EFBFBD><EFBFBD><EFBFBD>Ç¥<EFBFBD>è<EFBFBD>o<EFBFBD>{<7B>F<EFBFBD>@<40>Ǫ<EFBFBD><C7AA>p<EFBFBD>A<EFBFBD>dzƦb<C6A6><62><EFBFBD><EFBFBD><EFBFBD>e<EFBFBD><65><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>E<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>C<EFBFBD>L<EFBFBD><4C><EFBFBD>˦<EFBFBD><CBA6>~<7E><><EFBFBD>ϸ`<60>A<EFBFBD><41><EFBFBD>L<EFBFBD>F<EFBFBD>h<EFBFBD>h<EFBFBD><68><EFBFBD>Æ¡C<C6A1>{<7B>b<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>A<EFBFBD>Ã¥B<C3A5>¯Ùn<D9AD><6E><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>r<EFBFBD>C<EFBFBD>ھڳ̷psCurrentTextReadPos<6F><73><EFBFBD><EFBFBD><EFBFBD>i<EFBFBD>A<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>Î¥L<CEA5><4C><EFBFBD>ҦФw<D0A4>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ú¤F<DAA4><46><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>Ú¨<EFBFBD><DAA8>R<EFBFBD>Ó°l<D3B0><6C><EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>αϥX<CFA5>Ò¦<EFBFBD><D2A6>H<EFBFBD><48><EFBFBD>C<EFBFBD>o<EFBFBD>ä<EFBFBD><C3A4>e<EFBFBD><65><EFBFBD>C";
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// this could probably be simplified now, but it was converted from something else I didn't originally write,
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// and it works anyway so wtf...
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//
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const char *psCurrentTextReadPos = psText;
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const char *psReadPosAtLineStart = psCurrentTextReadPos;
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const char *psBestLineBreakSrcPos = psCurrentTextReadPos;
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const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
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while( *psCurrentTextReadPos && (iYpos + iFontHeight < (iBoxY + iBoxHeight)) )
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{
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char sLineForDisplay[2048]; // ott
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// construct a line...
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//
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psCurrentTextReadPos = psReadPosAtLineStart;
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sLineForDisplay[0] = '\0';
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while ( *psCurrentTextReadPos )
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{
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psLastGood_s = psCurrentTextReadPos;
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// read letter...
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//
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qboolean bIsTrailingPunctuation;
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unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&psCurrentTextReadPos, &bIsTrailingPunctuation);
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// concat onto string so far...
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//
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if (uiLetter == 32 && sLineForDisplay[0] == '\0')
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{
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psReadPosAtLineStart++;
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continue; // unless it's a space at the start of a line, in which case ignore it.
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}
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if (uiLetter > 255)
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{
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Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
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}
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else
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{
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Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c",uiLetter & 0xFF));
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}
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if (uiLetter == '\n')
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{
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// explicit new line...
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//
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sLineForDisplay[ strlen(sLineForDisplay)-1 ] = '\0'; // kill the CR
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psReadPosAtLineStart = psCurrentTextReadPos;
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psBestLineBreakSrcPos = psCurrentTextReadPos;
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break; // print this line
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}
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else
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if ( cgi_R_Font_StrLenPixels(sLineForDisplay, iFontHandle, fScale) >= iBoxWidth )
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{
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// reached screen edge, so cap off string at bytepos after last good position...
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//
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if (uiLetter > 255 && bIsTrailingPunctuation && !cgi_Language_UsesSpaces())
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{
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// Special case, don't consider line breaking if you're on an asian punctuation char of
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// a language that doesn't use spaces...
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//
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}
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else
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{
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if (psBestLineBreakSrcPos == psReadPosAtLineStart)
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{
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// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
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// since it doesn't have a single space or punctuation mark right the way across one line
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// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
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// string into this function while the game was running in english (which should NEVER happen
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// normally). On the other hand I suppose it'psCurrentTextReadPos entirely possible that some taiwanese string
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// might have no punctuation at all, so...
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//
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psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
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}
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sLineForDisplay[ psBestLineBreakSrcPos - psReadPosAtLineStart ] = '\0';
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psReadPosAtLineStart = psCurrentTextReadPos = psBestLineBreakSrcPos;
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break; // print this line
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}
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}
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// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
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//
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if (bIsTrailingPunctuation || uiLetter == ' ' || (uiLetter > 255 && !cgi_Language_UsesSpaces()))
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{
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psBestLineBreakSrcPos = psCurrentTextReadPos;
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}
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}
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// ... and print it...
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//
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cgi_R_Font_DrawString(iBoxX, iYpos, sLineForDisplay, v4Color, iFontHandle, -1, fScale);
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iYpos += iFontHeightAdvance;
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// and echo to console in dev mode...
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//
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if ( cg_developer.integer )
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{
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// Com_Printf( "%psCurrentTextReadPos\n", sLineForDisplay );
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}
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}
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return psReadPosAtLineStart;
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}
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/*
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===============================================================================
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CAPTION TEXT
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===============================================================================
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*/
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void CG_CaptionTextStop(void)
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{
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cg.captionTextTime = 0;
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}
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// try and get the correct StripEd text (with retry) for a given reference...
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//
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// returns 0 if failed, else strlen...
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//
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static int cg_SP_GetStringTextStringWithRetry( LPCSTR psReference, char *psDest, int iSizeofDest)
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{
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int iReturn;
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if (psReference[0] == '#')
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{
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// then we know the striped package name is already built in, so do NOT try prepending anything else...
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//
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return cgi_SP_GetStringTextString( va("%s",psReference+1), psDest, iSizeofDest );
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}
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for (int i=0; i<STRIPED_LEVELNAME_VARIATIONS; i++)
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{
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if (cgs.stripLevelName[i][0]) // entry present?
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{
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iReturn = cgi_SP_GetStringTextString( va("%s_%s",cgs.stripLevelName[i],psReference), psDest, iSizeofDest );
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if (iReturn)
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{
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return iReturn;
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}
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}
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}
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return 0;
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}
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// slightly confusingly, the char arg for this function is an audio filename of the form "path/path/filename",
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// the "filename" part of which should be the same as the StripEd reference we're looking for in the current
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// level's string package...
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//
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void CG_CaptionText( const char *str, int sound, int y )
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{
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const char *s, *holds;
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int i;
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int holdTime;
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char text[8192]={0};
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const float fFontScale = cgi_Language_IsAsian() ? 0.8f : 1.0f;
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holds = strrchr(str,'/');
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if (!holds)
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{
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#ifndef FINAL_BUILD
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Com_Printf("WARNING: CG_CaptionText given audio filename with no '/':'%s'\n",str);
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#endif
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return;
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}
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i = cg_SP_GetStringTextStringWithRetry( holds+1, text, sizeof(text) );
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//ensure we found a match
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if (!i)
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{
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#ifndef FINAL_BUILD
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// we only care about some sound dirs...
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if (!Q_strnicmp(str,"sound/chars/",12)) // whichever language it is, it'll be pathed as english at this point
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{
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Com_Printf("WARNING: CG_CaptionText given invalid text key :'%s'\n",str);
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}
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else
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{
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// anything else is probably stuff we don't care about. It certainly shouldn't be speech, anyway
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}
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#endif
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return;
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}
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const int fontHeight = (int) ((cgi_Language_IsAsian() ? 1.4f : 1.0f) * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, fFontScale)); // taiwanese & japanese need 1.5 fontheight spacing
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cg.captionTextTime = cg.time;
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if (in_camera) {
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cg.captionTextY = SCREEN_HEIGHT - (client_camera.bar_height_dest/2); // ths is now a centre'd Y, not a start Y
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} else { //get above the hud
|
||
cg.captionTextY = (int) (0.88f * ((float)SCREEN_HEIGHT - (float)fontHeight * 1.5f)); // do NOT move this, it has to fit in between the weapon HUD and the datapad update.
|
||
}
|
||
cg.captionTextCurrentLine = 0;
|
||
|
||
// count the number of lines for centering
|
||
cg.scrollTextLines = 1;
|
||
|
||
memset (cg.captionText, 0, sizeof(cg.captionText));
|
||
|
||
// Break into individual lines
|
||
i = 0; // this could be completely removed and replace by "cg.scrollTextLines-1", but wtf?
|
||
|
||
// findmeste // test stuff, remove later
|
||
s=(const char*)&text;
|
||
// tai...
|
||
// s="<22>ɨ<EFBFBD><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Õ¤h<D5A4>w<EFBFBD>g<EFBFBD>w<EFBFBD><77><EFBFBD>F<EFBFBD>A<EFBFBD>Ú¤]<5D><><EFBFBD>Ò¦<EFBFBD><D2A6>o<EFBFBD>{<7B><><EFBFBD>i<EFBFBD><69><EFBFBD>u<EFBFBD>Ó©<EFBFBD><D3A9>v<EFBFBD>C<EFBFBD>ܤ<EFBFBD><DCA4><EFBFBD><EFBFBD>a<EFBFBD>A<EFBFBD><41><EFBFBD>hĵ<68><C4B5><EFBFBD><EFBFBD><EFBFBD>Ç¥<EFBFBD>è<EFBFBD>o<EFBFBD>{<7B>F<EFBFBD>@<40>Ǫ<EFBFBD><C7AA>p<EFBFBD>A<EFBFBD>dzƦb<C6A6><62><EFBFBD><EFBFBD><EFBFBD>e<EFBFBD><65><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>E<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>C<EFBFBD>L<EFBFBD><4C><EFBFBD>˦<EFBFBD><CBA6>~<7E><><EFBFBD>ϸ`<60>A<EFBFBD><41><EFBFBD>L<EFBFBD>F<EFBFBD>h<EFBFBD>h<EFBFBD><68><EFBFBD>Æ¡C<C6A1>{<7B>b<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>A<EFBFBD>Ã¥B<C3A5>¯Ùn<D9AD><6E><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>r<EFBFBD>C<EFBFBD>ھڳ̷s<CCB7><73><EFBFBD><EFBFBD><EFBFBD>i<EFBFBD>A<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>Î¥L<CEA5><4C><EFBFBD>ҦФw<D0A4>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ú¤F<DAA4><46><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>Ú¨<EFBFBD><DAA8>R<EFBFBD>Ó°l<D3B0><6C><EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>αϥX<CFA5>Ò¦<EFBFBD><D2A6>H<EFBFBD><48><EFBFBD>C<EFBFBD>o<EFBFBD>ä<EFBFBD><C3A4>e<EFBFBD><65><EFBFBD>C";
|
||
// kor...
|
||
// s="Wp:<3A><>Ÿ<EFBFBD><C5B8><EFBFBD>̴<EFBFBD> <20>ָ<EFBFBD>. <20>׵<EFBFBD><D7B5><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD><D1B4><EFBFBD> <20>װ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰڴ<CFB0>.<2E><>Ÿ<EFBFBD><C5B8><EFBFBD>̴<EFBFBD> <20>ָ<EFBFBD>. <20>׵<EFBFBD><D7B5><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD><D1B4><EFBFBD> <20>װ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰڴ<CFB0>.";
|
||
holds = s;
|
||
|
||
int iPlayingTimeMS = cgi_S_GetSampleLength(sound);
|
||
int iLengthInChars = strlen(s);//cgi_R_Font_StrLenChars(s); // strlen is also good for MBCS in this instance, since it's for timing
|
||
if (iLengthInChars == 0)
|
||
{
|
||
iLengthInChars = 1;
|
||
}
|
||
cg.captionLetterTime = iPlayingTimeMS / iLengthInChars;
|
||
|
||
const char *psBestLineBreakSrcPos = s;
|
||
const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
|
||
while( *s )
|
||
{
|
||
psLastGood_s = s;
|
||
|
||
// read letter...
|
||
//
|
||
qboolean bIsTrailingPunctuation;
|
||
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&s, &bIsTrailingPunctuation);
|
||
|
||
// concat onto string so far...
|
||
//
|
||
if (uiLetter == 32 && cg.captionText[i][0] == '\0')
|
||
{
|
||
holds++;
|
||
continue; // unless it's a space at the start of a line, in which case ignore it.
|
||
}
|
||
|
||
if (uiLetter > 255)
|
||
{
|
||
Q_strcat(cg.captionText[i],sizeof(cg.captionText[i]),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
|
||
}
|
||
else
|
||
{
|
||
Q_strcat(cg.captionText[i],sizeof(cg.captionText[i]),va("%c",uiLetter & 0xFF));
|
||
}
|
||
|
||
if (uiLetter == '\n')
|
||
{
|
||
// explicit new line...
|
||
//
|
||
cg.captionText[i][ strlen(cg.captionText[i])-1 ] = '\0'; // kill the CR
|
||
i++;
|
||
holds = s;
|
||
psBestLineBreakSrcPos = s;
|
||
cg.scrollTextLines++;
|
||
}
|
||
else
|
||
if ( cgi_R_Font_StrLenPixels(cg.captionText[i], cgs.media.qhFontMedium, fFontScale) >= SCREEN_WIDTH)
|
||
{
|
||
// reached screen edge, so cap off string at bytepos after last good position...
|
||
//
|
||
if (uiLetter > 255 && bIsTrailingPunctuation && !cgi_Language_UsesSpaces())
|
||
{
|
||
// Special case, don't consider line breaking if you're on an asian punctuation char of
|
||
// a language that doesn't use spaces...
|
||
//
|
||
}
|
||
else
|
||
{
|
||
if (psBestLineBreakSrcPos == holds)
|
||
{
|
||
// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
|
||
// since it doesn't have a single space or punctuation mark right the way across one line
|
||
// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
|
||
// string into this function while the game was running in english (which should NEVER happen
|
||
// normally). On the other hand I suppose it's entirely possible that some taiwanese string
|
||
// might have no punctuation at all, so...
|
||
//
|
||
psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
|
||
}
|
||
|
||
cg.captionText[i][ psBestLineBreakSrcPos - holds ] = '\0';
|
||
holds = s = psBestLineBreakSrcPos;
|
||
i++;
|
||
cg.scrollTextLines++;
|
||
}
|
||
}
|
||
|
||
// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
|
||
//
|
||
if (bIsTrailingPunctuation || uiLetter == ' ' || (uiLetter > 255 && !cgi_Language_UsesSpaces()))
|
||
{
|
||
psBestLineBreakSrcPos = s;
|
||
}
|
||
}
|
||
|
||
|
||
// calc the length of time to hold each 2 lines of text on the screen.... presumably this works?
|
||
//
|
||
holdTime = strlen(cg.captionText[0]);
|
||
if (cg.scrollTextLines > 1)
|
||
{
|
||
holdTime += strlen(cg.captionText[1]); // strlen is also good for MBCS in this instance, since it's for timing
|
||
}
|
||
cg.captionNextTextTime = cg.time + (holdTime * cg.captionLetterTime);
|
||
|
||
cg.scrollTextTime = 0; // No scrolling during captions
|
||
|
||
//Echo to console in dev mode
|
||
if ( cg_developer.integer )
|
||
{
|
||
Com_Printf( "%s\n", cg.captionText[0] ); // ste: was [i], but surely sentence 0 is more useful than last?
|
||
}
|
||
}
|
||
|
||
|
||
void CG_DrawCaptionText(void)
|
||
{
|
||
int i;
|
||
int x, y, w;
|
||
int holdTime;
|
||
|
||
if ( !cg.captionTextTime )
|
||
{
|
||
return;
|
||
}
|
||
|
||
const float fFontScale = cgi_Language_IsAsian() ? 0.8f : 1.0f;
|
||
|
||
if (cg_skippingcin.integer != 0)
|
||
{
|
||
cg.captionTextTime = 0;
|
||
return;
|
||
}
|
||
|
||
if ( cg.captionNextTextTime < cg.time )
|
||
{
|
||
cg.captionTextCurrentLine += 2;
|
||
|
||
if (cg.captionTextCurrentLine >= cg.scrollTextLines)
|
||
{
|
||
cg.captionTextTime = 0;
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
holdTime = strlen(cg.captionText[cg.captionTextCurrentLine]);
|
||
if (cg.scrollTextLines >= cg.captionTextCurrentLine)
|
||
{
|
||
// ( strlen is also good for MBCS in this instance, since it's for timing -ste)
|
||
//
|
||
holdTime += strlen(cg.captionText[cg.captionTextCurrentLine + 1]);
|
||
}
|
||
|
||
cg.captionNextTextTime = cg.time + (holdTime * cg.captionLetterTime);//50);
|
||
}
|
||
}
|
||
|
||
// Give a color if one wasn't given
|
||
if((textcolor_caption[0] == 0) && (textcolor_caption[1] == 0) &&
|
||
(textcolor_caption[2] == 0) && (textcolor_caption[3] == 0))
|
||
{
|
||
Vector4Copy( colorTable[CT_WHITE], textcolor_caption );
|
||
}
|
||
|
||
cgi_R_SetColor(textcolor_caption);
|
||
|
||
// Set Y of the first line (varies if only printing one line of text)
|
||
// (this all works, please don't mess with it)
|
||
const int fontHeight = (int) ((cgi_Language_IsAsian() ? 1.4f : 1.0f) * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, fFontScale));
|
||
const bool bPrinting2Lines = !!(cg.captionText[ cg.captionTextCurrentLine+1 ][0]);
|
||
y = cg.captionTextY - ( (float)fontHeight * (bPrinting2Lines ? 1 : 0.5f)); // captionTextY was a centered Y pos, not a top one
|
||
y -= cgi_Language_IsAsian() ? 0 : 4;
|
||
|
||
for (i= cg.captionTextCurrentLine;i< cg.captionTextCurrentLine + 2;++i)
|
||
{
|
||
w = cgi_R_Font_StrLenPixels(cg.captionText[i], cgs.media.qhFontMedium, fFontScale);
|
||
if (w)
|
||
{
|
||
x = (SCREEN_WIDTH-w) / 2;
|
||
cgi_R_Font_DrawString(x, y, cg.captionText[i], textcolor_caption, cgs.media.qhFontMedium, -1, fFontScale);
|
||
y += fontHeight;
|
||
}
|
||
}
|
||
|
||
cgi_R_SetColor( NULL );
|
||
}
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
SCROLL TEXT
|
||
|
||
===============================================================================
|
||
|
||
CG_ScrollText - split text up into seperate lines
|
||
|
||
'str' arg is StripEd string reference, eg "CREDITS_RAVEN"
|
||
|
||
*/
|
||
int giScrollTextPixelWidth = SCREEN_WIDTH;
|
||
void CG_ScrollText( const char *str, int iPixelWidth )
|
||
{
|
||
const char *s,*holds;
|
||
int i;//, len;//, numChars;
|
||
|
||
giScrollTextPixelWidth = iPixelWidth;
|
||
|
||
// first, ask the strlen of the final string...
|
||
//
|
||
i = cgi_SP_GetStringTextString( str, NULL, 0 );
|
||
|
||
//ensure we found a match
|
||
if (!i)
|
||
{
|
||
#ifndef FINAL_BUILD
|
||
Com_Printf("WARNING: CG_ScrollText given invalid text key :'%s'\n",str);
|
||
#endif
|
||
return;
|
||
}
|
||
//
|
||
// malloc space to hold it...
|
||
//
|
||
char *psText = (char *) cgi_Z_Malloc( i+1, TAG_STRING );
|
||
//
|
||
// now get the string...
|
||
//
|
||
i = cgi_SP_GetStringTextString( str, psText, i+1 );
|
||
//ensure we found a match
|
||
if (!i)
|
||
{
|
||
assert(0); // should never get here now, but wtf?
|
||
cgi_Z_Free(psText);
|
||
#ifndef FINAL_BUILD
|
||
Com_Printf("WARNING: CG_ScrollText given invalid text key :'%s'\n",str);
|
||
#endif
|
||
return;
|
||
}
|
||
|
||
cg.scrollTextTime = cg.time;
|
||
cg.printTextY = SCREEN_HEIGHT;
|
||
cg.scrollTextLines = 1;
|
||
|
||
s = psText;
|
||
i = 0;
|
||
holds = s;
|
||
|
||
const char *psBestLineBreakSrcPos = s;
|
||
const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
|
||
while( *s )
|
||
{
|
||
psLastGood_s = s;
|
||
|
||
// read letter...
|
||
//
|
||
qboolean bIsTrailingPunctuation;
|
||
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&s, &bIsTrailingPunctuation);
|
||
|
||
// concat onto string so far...
|
||
//
|
||
if (uiLetter == 32 && cg.printText[i][0] == '\0')
|
||
{
|
||
holds++;
|
||
continue; // unless it's a space at the start of a line, in which case ignore it.
|
||
}
|
||
|
||
if (uiLetter > 255)
|
||
{
|
||
Q_strcat(cg.printText[i],sizeof(cg.printText[i]),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
|
||
}
|
||
else
|
||
{
|
||
Q_strcat(cg.printText[i],sizeof(cg.printText[i]),va("%c",uiLetter & 0xFF));
|
||
}
|
||
|
||
// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
|
||
//
|
||
if (bIsTrailingPunctuation || uiLetter == ' ')
|
||
{
|
||
psBestLineBreakSrcPos = s;
|
||
}
|
||
|
||
if (uiLetter == '\n')
|
||
{
|
||
// explicit new line...
|
||
//
|
||
cg.printText[i][ strlen(cg.printText[i])-1 ] = '\0'; // kill the CR
|
||
i++;
|
||
assert (i < (sizeof(cg.printText)/sizeof(cg.printText[0])) );
|
||
if (i >= (sizeof(cg.printText)/sizeof(cg.printText[0])) )
|
||
{
|
||
break;
|
||
}
|
||
holds = s;
|
||
cg.scrollTextLines++;
|
||
}
|
||
else
|
||
if ( cgi_R_Font_StrLenPixels(cg.printText[i], cgs.media.qhFontMedium, 1.0f) >= iPixelWidth)
|
||
{
|
||
// reached screen edge, so cap off string at bytepos after last good position...
|
||
//
|
||
if (psBestLineBreakSrcPos == holds)
|
||
{
|
||
// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
|
||
// since it doesn't have a single space or punctuation mark right the way across one line
|
||
// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
|
||
// string into this function while the game was running in english (which should NEVER happen
|
||
// normally). On the other hand I suppose it's entirely possible that some taiwanese string
|
||
// might have no punctuation at all, so...
|
||
//
|
||
psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
|
||
}
|
||
|
||
cg.printText[i][ psBestLineBreakSrcPos - holds ] = '\0';
|
||
holds = s = psBestLineBreakSrcPos;
|
||
i++;
|
||
assert (i < (sizeof(cg.printText)/sizeof(cg.printText[0])) );
|
||
cg.scrollTextLines++;
|
||
}
|
||
}
|
||
|
||
cg.captionTextTime = 0; // No captions during scrolling
|
||
cgi_Z_Free(psText);
|
||
}
|
||
|
||
|
||
// draws using [textcolor_scroll]...
|
||
//
|
||
#define SCROLL_LPM (1/50.0) // 1 line per 50 ms
|
||
void CG_DrawScrollText(void)
|
||
{
|
||
char *start;
|
||
int i;
|
||
int x,y;
|
||
const int fontHeight = (int) (1.5f * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f)); // taiwanese & japanese need 1.5 fontheight spacing
|
||
|
||
if ( !cg.scrollTextTime )
|
||
{
|
||
return;
|
||
}
|
||
|
||
cgi_R_SetColor( textcolor_scroll );
|
||
|
||
y = cg.printTextY - (cg.time - cg.scrollTextTime) * SCROLL_LPM;
|
||
|
||
// cgi_R_Font_DrawString(320, 200, va("Scrolltext printing @ %d",y), colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.0f);
|
||
|
||
// See if text has finished scrolling off screen
|
||
if ((y + cg.scrollTextLines * fontHeight) < 1)
|
||
{
|
||
cg.scrollTextTime = 0;
|
||
return;
|
||
}
|
||
|
||
for (i=0;i<cg.scrollTextLines;++i)
|
||
{
|
||
|
||
// Is this line off top of screen?
|
||
if ((y + ((i +1) * fontHeight)) < 1)
|
||
{
|
||
y += fontHeight;
|
||
continue;
|
||
}
|
||
// or past bottom of screen?
|
||
else if (y > SCREEN_HEIGHT)
|
||
{
|
||
break;
|
||
}
|
||
|
||
start = cg.printText[i];
|
||
|
||
// w = cgi_R_Font_StrLenPixels(cg.printText[i], cgs.media.qhFontMedium, 1.0f);
|
||
// if (w)
|
||
{
|
||
x = (SCREEN_WIDTH - giScrollTextPixelWidth) / 2;
|
||
cgi_R_Font_DrawString(x,y, cg.printText[i], textcolor_scroll, cgs.media.qhFontMedium, -1, 1.0f);
|
||
y += fontHeight;
|
||
}
|
||
}
|
||
|
||
cgi_R_SetColor( NULL );
|
||
}
|
||
|
||
|
||
/*
|
||
===============================================================================
|
||
|
||
CENTER PRINTING
|
||
|
||
===============================================================================
|
||
*/
|
||
|
||
|
||
/*
|
||
==============
|
||
CG_CenterPrint
|
||
|
||
Called for important messages that should stay in the center of the screen
|
||
for a few moments
|
||
==============
|
||
*/
|
||
void CG_CenterPrint( const char *str, int y) {
|
||
char *s;
|
||
|
||
// Find text to match the str given
|
||
if (*str == '@')
|
||
{
|
||
int i;
|
||
|
||
i = cgi_SP_GetStringTextString( str+1, cg.centerPrint, sizeof(cg.centerPrint) );
|
||
|
||
if (!i)
|
||
{
|
||
Com_Printf (S_COLOR_RED"CG_CenterPrint: cannot find reference '%s' in StringPackage!\n",str);
|
||
Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
|
||
}
|
||
|
||
cg.centerPrintTime = cg.time;
|
||
cg.centerPrintY = y;
|
||
|
||
// count the number of lines for centering
|
||
cg.centerPrintLines = 1;
|
||
s = cg.centerPrint;
|
||
while( *s ) {
|
||
if (*s == '\n')
|
||
cg.centerPrintLines++;
|
||
s++;
|
||
}
|
||
|
||
}
|
||
|
||
|
||
/*
|
||
===================
|
||
CG_DrawCenterString
|
||
===================
|
||
*/
|
||
void CG_DrawCenterString( void )
|
||
{
|
||
char *start;
|
||
int l;
|
||
int x, y, w;
|
||
float *color;
|
||
|
||
if ( !cg.centerPrintTime ) {
|
||
return;
|
||
}
|
||
|
||
color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value );
|
||
if ( !color ) {
|
||
return;
|
||
}
|
||
|
||
if((textcolor_center[0] == 0) && (textcolor_center[1] == 0) &&
|
||
(textcolor_center[2] == 0) && (textcolor_center[3] == 0))
|
||
{
|
||
Vector4Copy( colorTable[CT_WHITE], textcolor_center );
|
||
}
|
||
|
||
start = cg.centerPrint;
|
||
|
||
const int fontHeight = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
|
||
y = cg.centerPrintY - (cg.centerPrintLines * fontHeight) / 2;
|
||
|
||
while ( 1 ) {
|
||
char linebuffer[1024];
|
||
|
||
// this is kind of unpleasant when dealing with MBCS, but...
|
||
//
|
||
const char *psString = start;
|
||
int iOutIndex = 0;
|
||
for ( l = 0; l < sizeof(linebuffer)-1; l++ ) {
|
||
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&psString);
|
||
if (!uiLetter || uiLetter == '\n'){
|
||
break;
|
||
}
|
||
if (uiLetter > 255)
|
||
{
|
||
linebuffer[iOutIndex++] = uiLetter >> 8;
|
||
linebuffer[iOutIndex++] = uiLetter & 0xFF;
|
||
}
|
||
else
|
||
{
|
||
linebuffer[iOutIndex++] = uiLetter & 0xFF;
|
||
}
|
||
}
|
||
linebuffer[iOutIndex++] = '\0';
|
||
|
||
w = cgi_R_Font_StrLenPixels(linebuffer, cgs.media.qhFontMedium, 1.0f);
|
||
|
||
x = ( SCREEN_WIDTH - w ) / 2;
|
||
|
||
cgi_R_Font_DrawString(x,y,linebuffer, textcolor_center, cgs.media.qhFontMedium, -1, 1.0f);
|
||
|
||
y += fontHeight;
|
||
|
||
while ( *start && ( *start != '\n' ) ) {
|
||
start++;
|
||
}
|
||
if ( !*start ) {
|
||
break;
|
||
}
|
||
start++;
|
||
}
|
||
|
||
}
|