mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 07:11:42 +00:00
690 lines
14 KiB
C
690 lines
14 KiB
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_local.h"
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#include "cg_media.h"
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#include "cg_text.h"
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*/
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
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#include "cg_local.h"
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#include "../game/q_shared.h"
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/*
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================
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UI_DrawRect
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Coordinates are 640*480 virtual values
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=================
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*/
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void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
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trap_R_SetColor( color );
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CG_DrawTopBottom(x, y, width, height, size);
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CG_DrawSides(x, y, width, height, size);
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trap_R_SetColor( NULL );
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}
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/*
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=================
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CG_GetColorForHealth
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=================
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*/
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void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
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int count;
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int max;
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// calculate the total points of damage that can
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// be sustained at the current health / armor level
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if ( health <= 0 ) {
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VectorClear( hcolor ); // black
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hcolor[3] = 1;
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return;
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}
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count = armor;
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max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
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if ( max < count ) {
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count = max;
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}
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health += count;
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// set the color based on health
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hcolor[0] = 1.0;
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hcolor[3] = 1.0;
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if ( health >= 100 ) {
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hcolor[2] = 1.0;
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} else if ( health < 66 ) {
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hcolor[2] = 0;
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} else {
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hcolor[2] = ( health - 66 ) / 33.0;
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}
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if ( health > 60 ) {
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hcolor[1] = 1.0;
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} else if ( health < 30 ) {
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hcolor[1] = 0;
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} else {
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hcolor[1] = ( health - 30 ) / 30.0;
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}
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}
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/*
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================
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CG_DrawSides
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Coords are virtual 640x480
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================
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*/
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void CG_DrawSides(float x, float y, float w, float h, float size) {
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size *= cgs.screenXScale;
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trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
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trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
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}
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void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
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size *= cgs.screenYScale;
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trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
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trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
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}
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/*
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-------------------------
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CGC_FillRect2
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real coords
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-------------------------
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*/
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void CG_FillRect2( float x, float y, float width, float height, const float *color ) {
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trap_R_SetColor( color );
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trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader);
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trap_R_SetColor( NULL );
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}
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/*
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================
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CG_FillRect
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Coordinates are 640*480 virtual values
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=================
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*/
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void CG_FillRect( float x, float y, float width, float height, const float *color ) {
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trap_R_SetColor( color );
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trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader);
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trap_R_SetColor( NULL );
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}
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/*
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================
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CG_DrawPic
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Coordinates are 640*480 virtual values
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A width of 0 will draw with the original image width
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=================
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*/
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void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
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trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
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}
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/*
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================
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CG_DrawRotatePic
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Coordinates are 640*480 virtual values
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A width of 0 will draw with the original image width
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rotates around the upper right corner of the passed in point
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=================
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*/
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void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
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trap_R_DrawRotatePic( x, y, width, height, 0, 0, 1, 1, angle, hShader );
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}
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/*
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================
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CG_DrawRotatePic2
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Coordinates are 640*480 virtual values
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A width of 0 will draw with the original image width
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Actually rotates around the center point of the passed in coordinates
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=================
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*/
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void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
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trap_R_DrawRotatePic2( x, y, width, height, 0, 0, 1, 1, angle, hShader );
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}
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/*
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===============
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CG_DrawChar
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Coordinates and size in 640*480 virtual screen size
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===============
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*/
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void CG_DrawChar( int x, int y, int width, int height, int ch ) {
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int row, col;
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float frow, fcol;
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float size;
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float ax, ay, aw, ah;
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float size2;
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ch &= 255;
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if ( ch == ' ' ) {
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return;
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}
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ax = x;
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ay = y;
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aw = width;
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ah = height;
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row = ch>>4;
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col = ch&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.03125;
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size2 = 0.0625;
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trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size2,
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cgs.media.charsetShader );
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}
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/*
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==================
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CG_DrawStringExt
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Draws a multi-colored string with a drop shadow, optionally forcing
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to a fixed color.
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Coordinates are at 640 by 480 virtual resolution
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==================
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*/
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#include "../../ui/menudef.h" // for "ITEM_TEXTSTYLE_SHADOWED"
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void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
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qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars )
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{
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if (trap_Language_IsAsian())
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{
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// hack-a-doodle-do (post-release quick fix code)...
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//
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vec4_t color;
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memcpy(color,setColor, sizeof(color)); // de-const it
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CG_Text_Paint(x, y, 1.0f, // float scale,
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color, // vec4_t color,
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string, // const char *text,
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0.0f, // float adjust,
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0, // int limit,
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shadow ? ITEM_TEXTSTYLE_SHADOWED : 0, // int style,
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FONT_MEDIUM // iMenuFont
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) ;
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}
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else
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{
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vec4_t color;
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const char *s;
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int xx;
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// draw the drop shadow
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if (shadow) {
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color[0] = color[1] = color[2] = 0;
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color[3] = setColor[3];
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trap_R_SetColor( color );
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s = string;
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xx = x;
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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s += 2;
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continue;
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}
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CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
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xx += charWidth;
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s++;
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}
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}
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// draw the colored text
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s = string;
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xx = x;
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trap_R_SetColor( setColor );
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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if ( !forceColor ) {
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memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
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color[3] = setColor[3];
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trap_R_SetColor( color );
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}
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s += 2;
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continue;
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}
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CG_DrawChar( xx, y, charWidth, charHeight, *s );
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xx += charWidth;
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s++;
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}
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trap_R_SetColor( NULL );
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}
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}
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void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
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float color[4];
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color[0] = color[1] = color[2] = 1.0;
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color[3] = alpha;
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CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
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}
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void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
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CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
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}
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void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
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float color[4];
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color[0] = color[1] = color[2] = 1.0;
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color[3] = alpha;
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CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
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}
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void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
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CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
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}
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/*
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=================
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CG_DrawStrlen
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Returns character count, skiping color escape codes
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=================
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*/
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int CG_DrawStrlen( const char *str ) {
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const char *s = str;
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int count = 0;
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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s += 2;
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} else {
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count++;
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s++;
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}
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}
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return count;
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}
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/*
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=============
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CG_TileClearBox
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
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float s1, t1, s2, t2;
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s1 = x/64.0;
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t1 = y/64.0;
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s2 = (x+w)/64.0;
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t2 = (y+h)/64.0;
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trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
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}
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/*
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==============
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CG_TileClear
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Clear around a sized down screen
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==============
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*/
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void CG_TileClear( void ) {
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int top, bottom, left, right;
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int w, h;
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w = cgs.glconfig.vidWidth;
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h = cgs.glconfig.vidHeight;
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if ( cg.refdef.x == 0 && cg.refdef.y == 0 &&
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cg.refdef.width == w && cg.refdef.height == h ) {
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return; // full screen rendering
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}
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top = cg.refdef.y;
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bottom = top + cg.refdef.height-1;
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left = cg.refdef.x;
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right = left + cg.refdef.width-1;
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// clear above view screen
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CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );
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// clear below view screen
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CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );
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// clear left of view screen
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CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );
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// clear right of view screen
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CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
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}
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/*
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================
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CG_FadeColor
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================
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*/
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float *CG_FadeColor( int startMsec, int totalMsec ) {
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static vec4_t color;
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int t;
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if ( startMsec == 0 ) {
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return NULL;
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}
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t = cg.time - startMsec;
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if ( t >= totalMsec ) {
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return NULL;
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}
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// fade out
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if ( totalMsec - t < FADE_TIME ) {
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color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
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} else {
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color[3] = 1.0;
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}
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color[0] = color[1] = color[2] = 1;
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return color;
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}
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/*
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=================
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CG_ColorForHealth
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=================
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*/
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void CG_ColorForGivenHealth( vec4_t hcolor, int health )
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{
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// set the color based on health
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hcolor[0] = 1.0;
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if ( health >= 100 )
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{
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hcolor[2] = 1.0;
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}
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else if ( health < 66 )
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{
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hcolor[2] = 0;
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}
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else
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{
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hcolor[2] = ( health - 66 ) / 33.0;
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}
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if ( health > 60 )
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{
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hcolor[1] = 1.0;
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}
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else if ( health < 30 )
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{
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hcolor[1] = 0;
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}
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else
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{
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hcolor[1] = ( health - 30 ) / 30.0;
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}
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}
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/*
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=================
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CG_ColorForHealth
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=================
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*/
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void CG_ColorForHealth( vec4_t hcolor )
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{
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int health;
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int count;
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int max;
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// calculate the total points of damage that can
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// be sustained at the current health / armor level
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health = cg.snap->ps.stats[STAT_HEALTH];
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if ( health <= 0 )
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{
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VectorClear( hcolor ); // black
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hcolor[3] = 1;
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return;
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}
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count = cg.snap->ps.stats[STAT_ARMOR];
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max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
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if ( max < count )
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{
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count = max;
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}
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health += count;
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hcolor[3] = 1.0;
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CG_ColorForGivenHealth( hcolor, health );
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}
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/*
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==============
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CG_DrawNumField
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Take x,y positions as if 640 x 480 and scales them to the proper resolution
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==============
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*/
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void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill)
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{
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char num[16], *ptr;
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int l;
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int frame;
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int xWidth;
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int i = 0;
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if (width < 1) {
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return;
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}
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// draw number string
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if (width > 5) {
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width = 5;
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}
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switch ( width ) {
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case 1:
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value = value > 9 ? 9 : value;
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value = value < 0 ? 0 : value;
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break;
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case 2:
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value = value > 99 ? 99 : value;
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value = value < -9 ? -9 : value;
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break;
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case 3:
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value = value > 999 ? 999 : value;
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value = value < -99 ? -99 : value;
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break;
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case 4:
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value = value > 9999 ? 9999 : value;
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value = value < -999 ? -999 : value;
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break;
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}
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Com_sprintf (num, sizeof(num), "%i", value);
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l = strlen(num);
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if (l > width)
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l = width;
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// FIXME: Might need to do something different for the chunky font??
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switch(style)
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{
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case NUM_FONT_SMALL:
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xWidth = charWidth;
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break;
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case NUM_FONT_CHUNKY:
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xWidth = (charWidth/1.2f) + 2;
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break;
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default:
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case NUM_FONT_BIG:
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xWidth = (charWidth/2) + 7;//(charWidth/6);
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break;
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}
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if ( zeroFill )
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{
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for (i = 0; i < (width - l); i++ )
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{
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switch(style)
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{
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case NUM_FONT_SMALL:
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CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[0] );
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break;
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case NUM_FONT_CHUNKY:
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CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[0] );
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break;
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default:
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case NUM_FONT_BIG:
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CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[0] );
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break;
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}
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x += 2 + (xWidth);
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}
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}
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else
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{
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x += 2 + (xWidth)*(width - l);
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}
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ptr = num;
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while (*ptr && l)
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{
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if (*ptr == '-')
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|
frame = STAT_MINUS;
|
|
else
|
|
frame = *ptr -'0';
|
|
|
|
switch(style)
|
|
{
|
|
case NUM_FONT_SMALL:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
x++; // For a one line gap
|
|
break;
|
|
case NUM_FONT_CHUNKY:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[frame] );
|
|
break;
|
|
default:
|
|
case NUM_FONT_BIG:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[frame] );
|
|
break;
|
|
}
|
|
|
|
x += (xWidth);
|
|
ptr++;
|
|
l--;
|
|
}
|
|
|
|
}
|
|
|
|
#include "../ui/ui_shared.h" // for some text style junk
|
|
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color )
|
|
{
|
|
// having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff)
|
|
// is dumb, but for now...
|
|
//
|
|
int iStyle = 0;
|
|
int iMenuFont = (style & UI_SMALLFONT) ? FONT_SMALL : FONT_MEDIUM;
|
|
|
|
switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT))
|
|
{
|
|
default:
|
|
case UI_LEFT:
|
|
{
|
|
// nada...
|
|
}
|
|
break;
|
|
|
|
case UI_CENTER:
|
|
{
|
|
x -= CG_Text_Width(str, 1.0, iMenuFont) / 2;
|
|
}
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
{
|
|
x -= CG_Text_Width(str, 1.0, iMenuFont) / 2;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (style & UI_DROPSHADOW)
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_SHADOWED;
|
|
}
|
|
else
|
|
if ( style & (UI_BLINK|UI_PULSE) )
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_BLINK;
|
|
}
|
|
|
|
CG_Text_Paint(x, y, 1.0, color, str, 0, 0, iStyle, iMenuFont);
|
|
}
|
|
|
|
void UI_DrawScaledProportionalString( int x, int y, const char* str, int style, vec4_t color, float scale)
|
|
{
|
|
// having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff)
|
|
// is dumb, but for now...
|
|
//
|
|
int iStyle = 0;
|
|
|
|
switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT))
|
|
{
|
|
default:
|
|
case UI_LEFT:
|
|
{
|
|
// nada...
|
|
}
|
|
break;
|
|
|
|
case UI_CENTER:
|
|
{
|
|
x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2;
|
|
}
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
{
|
|
x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (style & UI_DROPSHADOW)
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_SHADOWED;
|
|
}
|
|
else
|
|
if ( style & (UI_BLINK|UI_PULSE) )
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_BLINK;
|
|
}
|
|
|
|
CG_Text_Paint(x, y, scale, color, str, 0, 0, iStyle, FONT_MEDIUM);
|
|
}
|
|
|
|
|
|
|
|
|