mirror of
https://github.com/nzp-team/fteqw.git
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f43b221896
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@942 fc73d0e0-1445-4013-8a0c-d673dee63da5
324 lines
5.9 KiB
C
324 lines
5.9 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.c -- master for refresh, status bar, console, chat, notify, etc
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#include "quakedef.h"
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#include "r_local.h"
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extern qboolean scr_drawdialog;
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extern cvar_t gl_triplebuffer;
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extern cvar_t scr_fov;
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extern qboolean scr_initialized;
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extern float oldsbar;
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extern qboolean scr_drawloading;
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extern float oldfov, oldscreensize;
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extern int scr_chatmode;
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extern cvar_t scr_chatmodecvar;
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/*
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==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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WARNING: be very careful calling this from elsewhere, because the refresh
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needs almost the entire 256k of stack space!
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==================
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*/
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void SWSCR_UpdateScreen (void)
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{
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qboolean nohud;
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int uimenu;
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vrect_t vrect;
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if (scr_skipupdate || block_drawing)
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return;
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if (scr_disabled_for_loading)
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{
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if (key_dest != key_console)
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return;
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}
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#ifdef _WIN32
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{ // don't suck up any cpu if minimized
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if (Minimized)
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return;
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}
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#endif
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scr_copytop = 0;
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scr_copyeverything = 0;
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if (!scr_initialized || !con_initialized)
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return; // not initialized yet
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uimenu = UI_MenuState();
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//
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// check for vid changes
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//
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if (oldfov != scr_fov.value)
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{
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oldfov = scr_fov.value;
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vid.recalc_refdef = true;
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}
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if (oldsbar != cl_sbar.value)
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{
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oldsbar = cl_sbar.value;
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vid.recalc_refdef = true;
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}
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#ifdef TEXTEDITOR
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if (editormodal)
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{
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Editor_Draw();
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SWV_UpdatePalette ();
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height;
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vrect.pnext = 0;
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SWVID_Update (&vrect);
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return;
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}
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#endif
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if (Media_ShowFilm())
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{
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SWV_UpdatePalette ();
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height;
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vrect.pnext = 0;
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SWVID_Update (&vrect);
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return;
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}
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if (vid.recalc_refdef || scr_viewsize.modified)
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{
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// something changed, so reorder the screen
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SCR_CalcRefdef ();
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}
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//
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// do 3D refresh drawing, and then update the screen
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//
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D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
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SCR_TileClear();
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SCR_SetUpToDrawConsole ();
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SCR_EraseCenterString ();
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D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
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// for linear writes all the time
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nohud = false;
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#ifdef TEXTEDIT
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if (!editormodal) //don't render view.
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#endif
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{
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#ifdef CSQC_DAT
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if (CSQC_DrawView())
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nohud = true;
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else
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#endif
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if (cl.worldmodel)
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{
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VID_LockBuffer ();
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V_RenderView ();
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VID_UnlockBuffer ();
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}
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}
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D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
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#if 1
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SCR_DrawTwoDimensional(uimenu, nohud);
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#else
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if (scr_drawloading)
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{
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SCR_DrawLoading ();
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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}
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else if (scr_drawdialog)
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{
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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Draw_FadeScreen ();
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SCR_DrawNotifyString ();
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scr_copyeverything = true;
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}
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else if (cl.intermission == 1 && key_dest == key_game)
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{
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Sbar_IntermissionOverlay ();
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}
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else if (cl.intermission == 2 && key_dest == key_game)
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{
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Sbar_FinaleOverlay ();
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SCR_CheckDrawCenterString ();
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}
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else
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{
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Draw_Crosshair();
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SCR_DrawRam ();
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SCR_DrawNet ();
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SCR_DrawTurtle ();
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SCR_DrawPause ();
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SCR_DrawFPS ();
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SCR_DrawUPS ();
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SCR_DrawClock();
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#ifdef PLUGINS
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Plug_SBar ();
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#endif
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SCR_ShowPics_Draw();
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SCR_CheckDrawCenterString ();
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#ifdef TEXTEDITOR
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if (editoractive)
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Editor_Draw();
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#endif
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SCR_DrawConsole (false);
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M_Draw (uimenu);
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}
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#endif
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D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
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// for linear writes all the time
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SWV_UpdatePalette ();
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//
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// update one of three areas
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//
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if (scr_copyeverything)
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{
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height;
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vrect.pnext = 0;
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SWVID_Update (&vrect);
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}
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else if (scr_copytop)
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{
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vrect.x = 0;
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vrect.y = 0;
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vrect.width = vid.width;
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vrect.height = vid.height - sb_lines;
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vrect.pnext = 0;
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SWVID_Update (&vrect);
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}
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else
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{
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vrect.x = scr_vrect.x;
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vrect.y = scr_vrect.y;
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vrect.width = scr_vrect.width;
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vrect.height = scr_vrect.height;
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vrect.pnext = 0;
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SWVID_Update (&vrect);
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}
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}
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/*
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==================
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SCR_UpdateWholeScreen
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==================
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*/
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void SCR_UpdateWholeScreen (void)
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{
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scr_fullupdate = 0;
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SCR_UpdateScreen ();
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}
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char *SWVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
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{ //returns a BZ_Malloced array
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qbyte *ret = BZ_Malloc(prepadbytes + vid.width*vid.height*3);
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qbyte *dest, *src;
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int y, x;
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extern unsigned char vid_curpal[256*3];
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if (r_pixbytes == 4)
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{ //32 bit to 24
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dest = ret+prepadbytes + vid.width*3*(vid.height-1);
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for (y=0 ; y<vid.height ; y++, dest -= vid.width*3)
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{
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src = vid.buffer + y*vid.rowbytes*4;
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for (x=0 ; x<vid.width*3 ; x+=3, src+=4)
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{
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dest[x] = src[2];
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dest[x+1] = src[1];
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dest[x+2] = src[0];
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}
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}
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}
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else
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{ //8bit to 24 using palette lookups
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dest = ret+prepadbytes + vid.width*3*(vid.height-1);
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for (y=0 ; y<vid.height ; y++, dest -= vid.width*3)
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{
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src = vid.buffer + y*vid.rowbytes;
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for (x=0 ; x<vid.width*3 ; x+=3, src++)
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{
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dest[x] = vid_curpal[*src*3];
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dest[x+1] = vid_curpal[*src*3+1];
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dest[x+2] = vid_curpal[*src*3+2];
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}
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}
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}
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*truewidth = vid.width;
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*trueheight = vid.height;
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return ret;
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}
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