mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-11 07:01:43 +00:00
c0680334c7
Multiple consoles can now be printed/cleared via extra con commands. Fixed the tab-completion alignment, by adding support for \t characters. Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now. Trying to fix load time issues on q3bsps with a lot of curves. Fixed sprites. Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed. QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still. QTV proxy now supports ipv6. QTV proxy now attempts to use the fte browser plugin. Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins). git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
349 lines
7 KiB
C
349 lines
7 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 <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 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 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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// console size manipulation callbacks
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void GLVID_Console_Resize(void)
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{
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extern cvar_t gl_font;
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extern cvar_t vid_conwidth, vid_conheight;
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int cwidth, cheight;
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float xratio;
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float yratio=0;
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cwidth = vid_conwidth.value;
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cheight = vid_conheight.value;
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xratio = vid_conautoscale.value;
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if (xratio > 0)
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{
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char *s = strchr(vid_conautoscale.string, ' ');
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if (s)
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yratio = atof(s + 1);
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if (yratio <= 0)
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yratio = xratio;
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xratio = 1 / xratio;
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yratio = 1 / yratio;
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//autoscale overrides conwidth/height (without actually changing them)
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cwidth = vid.pixelwidth;
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cheight = vid.pixelheight;
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}
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else
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{
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xratio = 1;
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yratio = 1;
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}
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if (!cwidth)
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cwidth = vid.pixelwidth;
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if (!cheight)
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cheight = vid.pixelheight;
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cwidth*=xratio;
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cheight*=yratio;
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if (cwidth < 320)
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cwidth = 320;
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if (cheight < 200)
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cheight = 200;
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vid.width = vid.conwidth = cwidth;
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vid.height = vid.conheight = cheight;
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vid.recalc_refdef = true;
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if (font_conchar)
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Font_Free(font_conchar);
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font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, gl_font.string);
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if (!font_conchar && *gl_font.string)
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font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, "");
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#ifdef PLUGINS
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Plug_ResChanged();
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#endif
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}
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void GLVID_Conheight_Callback(struct cvar_s *var, char *oldvalue)
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{
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if (var->value > 1536) //anything higher is unreadable.
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{
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Cvar_ForceSet(var, "1536");
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return;
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}
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if (var->value < 200 && var->value) //lower would be wrong
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{
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Cvar_ForceSet(var, "200");
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return;
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}
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GLVID_Console_Resize();
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}
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void GLVID_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
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{
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//let let the user be too crazy
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if (var->value > 2048) //anything higher is unreadable.
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{
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Cvar_ForceSet(var, "2048");
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return;
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}
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if (var->value < 320 && var->value) //lower would be wrong
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{
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Cvar_ForceSet(var, "320");
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return;
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}
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GLVID_Console_Resize();
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}
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void GLVID_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
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{
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GLVID_Console_Resize();
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}
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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 + gl_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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GLV_UpdatePalette (false, host_frametime);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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GLR_BrightenScreen();
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if (key_dest == key_console)
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Con_DrawConsole(vid_conheight.value/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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GLV_UpdatePalette (false, host_frametime);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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GLR_BrightenScreen();
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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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// 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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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 ();
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R_PolyBlend ();
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GLR_BrightenScreen();
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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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if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
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scr_con_current = vid.height;
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//draw the levelshot or the conback fullscreen
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if (*levelshotname)
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{
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if(Draw_ScalePic)
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Draw_ScalePic(0, 0, vid.width, vid.height, Draw_SafeCachePic (levelshotname));
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else if (scr_con_current != vid.height)
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Draw_ConsoleBackground(0, vid.height, true);
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}
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else if (scr_con_current != vid.height)
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Draw_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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GLV_UpdatePalette (false, host_frametime);
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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 = 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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*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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