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8d5b217266
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
280 lines
5.8 KiB
C
280 lines
5.8 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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#ifdef GLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#include "gl_draw.h"
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#include <time.h>
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void GLSCR_UpdateScreen (void);
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extern qboolean scr_drawdialog;
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extern cvar_t vid_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 int scr_chatmode;
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extern cvar_t scr_chatmodecvar;
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extern cvar_t vid_conautoscale;
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extern qboolean scr_con_forcedraw;
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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 GLSCR_UpdateScreen (void)
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{
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extern cvar_t vid_conheight;
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int uimenu;
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#ifdef TEXTEDITOR
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extern qboolean editormodal;
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#endif
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qboolean nohud;
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qboolean noworld;
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RSpeedMark();
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vid.numpages = 2 + vid_triplebuffer.value;
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if (scr_disabled_for_loading)
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{
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extern float scr_disabled_time;
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if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
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{
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scr_disabled_for_loading = false;
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}
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else
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{
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GL_BeginRendering ();
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scr_drawloading = true;
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SCR_DrawLoading ();
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scr_drawloading = false;
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GL_EndRendering ();
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GL_DoSwap();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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}
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if (!scr_initialized || !con_initialized)
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{
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return; // not initialized yet
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}
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Shader_DoReload();
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GL_BeginRendering ();
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#ifdef VM_UI
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uimenu = UI_MenuState();
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#else
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uimenu = 0;
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#endif
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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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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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if (key_dest == key_console)
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Con_DrawConsole(vid.height/2, false);
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GL_EndRendering ();
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GL_DoSwap();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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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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M_Draw(0);
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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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GL_EndRendering ();
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GL_DoSwap();
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GL_Set2D (false);
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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//
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// determine size of refresh window
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//
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if (vid.recalc_refdef)
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SCR_CalcRefdef ();
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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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SCR_SetUpToDrawConsole ();
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noworld = false;
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nohud = false;
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#ifdef VM_CG
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if (CG_Refresh())
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nohud = true;
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else
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#endif
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#ifdef CSQC_DAT
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if (cls.state == ca_active && CSQC_DrawView())
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nohud = true;
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else
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#endif
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if (uimenu != 1)
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{
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if (r_worldentity.model && cls.state == ca_active)
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V_RenderView ();
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else
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{
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GL_DoSwap();
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noworld = true;
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}
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}
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else
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GL_DoSwap();
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GL_Set2D (false);
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scr_con_forcedraw = false;
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if (noworld)
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{
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extern char levelshotname[];
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//draw the levelshot or the conback fullscreen
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if (*levelshotname)
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R2D_ScalePic(0, 0, vid.width, vid.height, R2D_SafeCachePic (levelshotname));
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else if (scr_con_current != vid.height)
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R2D_ConsoleBackground(0, vid.height, true);
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else
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scr_con_forcedraw = true;
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nohud = true;
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}
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else if (!nohud)
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SCR_TileClear ();
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SCR_DrawTwoDimensional(uimenu, nohud);
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V_UpdatePalette (false);
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R2D_BrightenScreen();
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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RSpeedEnd(RSPEED_TOTALREFRESH);
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RSpeedShow();
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GL_EndRendering ();
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}
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char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
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{ //returns a BZ_Malloced array
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extern qboolean gammaworks;
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int i, c;
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qbyte *ret;
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/*if (1)
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{
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float *p;
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p = BZ_Malloc(vid.pixelwidth*vid.pixelheight*sizeof(float));
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_DEPTH_COMPONENT, GL_FLOAT, p);
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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c = vid.pixelwidth*vid.pixelheight;
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for (i = 1; i < c; i++)
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{
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ret[prepadbytes+i*3+0]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+i*3+1]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+i*3+2]=p[i]*p[i]*p[i]*255;
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}
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BZ_Free(p);
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}
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else*/ if (gl_config.gles)
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{
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qbyte *p;
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// gles only guarantees GL_RGBA/GL_UNSIGNED_BYTE so downconvert and resize
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*4);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGBA, GL_UNSIGNED_BYTE, ret + prepadbytes);
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c = vid.pixelwidth*vid.pixelheight;
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p = ret + prepadbytes;
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for (i = 1; i < c; i++)
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{
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p[i*3+0]=p[i*4+0];
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p[i*3+1]=p[i*4+1];
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p[i*3+2]=p[i*4+2];
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}
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ret = BZ_Realloc(ret, prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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}
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else
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{
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
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}
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*truewidth = vid.pixelwidth;
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*trueheight = vid.pixelheight;
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if (gammaworks)
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{
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c = prepadbytes+vid.pixelwidth*vid.pixelheight*3;
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for (i=prepadbytes ; i<c ; i+=3)
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{
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extern qbyte gammatable[256];
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ret[i+0] = gammatable[ret[i+0]];
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ret[i+1] = gammatable[ret[i+1]];
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ret[i+2] = gammatable[ret[i+2]];
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}
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}
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return ret;
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}
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#endif
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