/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // screen.c -- master for refresh, status bar, console, chat, notify, etc #include "quakedef.h" /* background clear rendering turtle/net/ram icons sbar centerprint / slow centerprint notify lines intermission / finale overlay loading plaque console menu required background clears required update regions syncronous draw mode or async One off screen buffer, with updates either copied or xblited Need to double buffer? async draw will require the refresh area to be cleared, because it will be xblited, but sync draw can just ignore it. sync draw CenterPrint () SlowPrint () Screen_Update (); Con_Printf (); net turn off messages option the refresh is allways rendered, unless the console is full screen console is: notify lines half full */ int glx, gly, glwidth, glheight; // only the refresh window will be updated unless these variables are flagged int scr_copytop; int scr_copyeverything; float scr_con_current; float scr_conlines; // lines of console to display float oldscreensize, oldfov; cvar_t scr_viewsize = {"viewsize","100", true}; cvar_t scr_fov = {"fov","90"}; // 10 - 170 cvar_t scr_conspeed = {"scr_conspeed","300"}; cvar_t scr_centertime = {"scr_centertime","2"}; cvar_t scr_showram = {"showram","1"}; cvar_t scr_showturtle = {"showturtle","0"}; cvar_t scr_showpause = {"showpause","1"}; cvar_t scr_printspeed = {"scr_printspeed","8"}; cvar_t scr_showfps = {"scr_showfps", "0"}; cvar_t scr_loadscreen = {"scr_loadscreen","1", qtrue}; cvar_t gl_triplebuffer = {"gl_triplebuffer", "1", true }; extern cvar_t crosshair; qboolean scr_initialized; // ready to draw qpic_t *scr_ram; qpic_t *scr_net; qpic_t *scr_turtle; int scr_fullupdate; int clearconsole; int clearnotify; int sb_lines; viddef_t vid; // global video state vrect_t scr_vrect; qboolean scr_disabled_for_loading; qboolean scr_drawloading; float scr_disabled_time; qboolean block_drawing; void SCR_ScreenShot_f (void); /* =============================================================================== CENTER PRINTING =============================================================================== */ char scr_centerstring[1024]; float scr_centertime_start; // for slow victory printing float scr_centertime_off; int scr_center_lines; int scr_erase_lines; int scr_erase_center; /* ============== SCR_CenterPrint Called for important messages that should stay in the center of the screen for a few moments ============== */ void SCR_CenterPrint (char *str) { strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1); scr_centertime_off = scr_centertime.value; scr_centertime_start = cl.time; // count the number of lines for centering scr_center_lines = 1; while (*str) { if (*str == '\n') scr_center_lines++; str++; } } void SCR_DrawCenterString (void) { char *start; int l; int j; int x, y; int remaining; // the finale prints the characters one at a time if (cl.intermission) remaining = scr_printspeed.value * (cl.time - scr_centertime_start); else remaining = 9999; scr_erase_center = 0; start = scr_centerstring; if (scr_center_lines <= 4) y = vid.height*0.35; else y = 48; do { // scan the width of the line for (l=0 ; l<40 ; l++) if (start[l] == '\n' || !start[l]) break; x = (vid.width - l*8)/2; for (j=0 ; j scr_erase_lines) scr_erase_lines = scr_center_lines; scr_centertime_off -= host_frametime; if (scr_centertime_off <= 0 && !cl.intermission) return; if (key_dest != key_game) return; SCR_DrawCenterString (); } /* =============================================================================== Press somthing printing =============================================================================== */ char scr_usestring[1024]; float scr_usetime_off = 0.0f; int button_pic_x; extern qpic_t *b_circle; extern qpic_t *b_square; extern qpic_t *b_cross; extern qpic_t *b_triangle; extern qpic_t *b_left; extern qpic_t *b_right; extern qpic_t *b_up; extern qpic_t *b_down; extern qpic_t *b_lt; extern qpic_t *b_rt; extern qpic_t *b_start; extern qpic_t *b_select; extern qpic_t *b_home; /* ============== SCR_UsePrint Similiar to above, but will also print the current button for the action. ============== */ qpic_t *GetButtonIcon (char *buttonname) { int j; int l; char *b; l = strlen(buttonname); for (j=0 ; j<256 ; j++) { b = keybindings[j]; if (!b) continue; if (!strncmp (b, buttonname, l) ) { if (!strcmp(Key_KeynumToString(j), "UPARROW")) return b_up; else if (!strcmp(Key_KeynumToString(j), "DOWNARROW")) return b_down; else if (!strcmp(Key_KeynumToString(j), "LEFTARROW")) return b_left; else if (!strcmp(Key_KeynumToString(j), "RIGHTARROW")) return b_right; else if (!strcmp(Key_KeynumToString(j), "SELECT")) return b_select; else if (!strcmp(Key_KeynumToString(j), "HOME")) return b_home; else if (!strcmp(Key_KeynumToString(j), "TRIANGLE")) return b_triangle; else if (!strcmp(Key_KeynumToString(j), "CIRCLE")) return b_circle; else if (!strcmp(Key_KeynumToString(j), "CROSS")) return b_cross; else if (!strcmp(Key_KeynumToString(j), "SQUARE")) return b_square; else if (!strcmp(Key_KeynumToString(j), "LTRIGGER")) return b_lt; else if (!strcmp(Key_KeynumToString(j), "RTRIGGER")) return b_rt; } } return b_cross; } char *GetUseButtonL () { int j; int l; char *b; l = strlen("+use"); for (j=0 ; j<256 ; j++) { b = keybindings[j]; if (!b) continue; if (!strncmp (b, "+use", l) ) { if (!strcmp(Key_KeynumToString(j), "SELECT") || !strcmp(Key_KeynumToString(j), "LTRIGGER") || !strcmp(Key_KeynumToString(j), "RTRIGGER") || !strcmp(Key_KeynumToString(j), "HOME")) return " "; else return " "; } } return " "; } char *GetPerkName (int perk) { switch (perk) { case 1: return "Quick Revive"; case 2: return "Juggernog"; case 3: return "Speed Cola"; case 4: return "Double Tap"; case 5: return "Stamin-Up"; case 6: return "PhD Flopper"; case 7: return "Deadshot Daiquiri"; case 8: return "Mule Kick"; default: return "NULL"; } } void SCR_UsePrint (int type, int cost, int weapon) { //naievil -- fixme /* char s[128]; switch (type) { case 0://clear strcpy(s, ""); break; case 1://door strcpy(s, va("Hold %s to open Door [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 2://debris strcpy(s, va("Hold %s to remove Debris [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 3://ammo strcpy(s, va("Hold %s to buy Ammo for %s [Cost:%i]\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch, cost)); button_pic_x = 5; break; case 4://weapon strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), pr_strings+sv_player->v.Weapon_Name_Touch, cost)); button_pic_x = 5; break; case 5://window strcpy(s, va("Hold %s to Rebuild Barrier\n", GetUseButtonL())); button_pic_x = 5; break; case 6://box strcpy(s, va("Hold %s to buy a Random Weapon [cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 7://box take strcpy(s, va("Press %s to take Weapon\n", GetUseButtonL())); button_pic_x = 6; break; case 8://power strcpy(s, "The Power must be Activated first\n"); button_pic_x = 100; break; case 9://perk strcpy(s, va("Hold %s to buy %s [Cost:%i]\n", GetUseButtonL(), GetPerkName(weapon), cost)); button_pic_x = 5; break; case 10://turn on power strcpy(s, va("Hold %s to Turn On the Power\n", GetUseButtonL())); button_pic_x = 5; break; case 11://turn on trap strcpy(s, va("Hold %s to Activate the Trap [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 12://PAP strcpy(s, va("Hold %s to Pack-a-Punch [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 13://revive strcpy(s, va("Hold %s to Fix your Code.. :)\n", GetUseButtonL())); button_pic_x = 5; break; case 14://use teleporter (free) strcpy(s, va("Hold %s to use Teleporter\n", GetUseButtonL())); button_pic_x = 5; break; case 15://use teleporter (cost) strcpy(s, va("Hold %s to use Teleporter [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; case 16://tp cooldown strcpy(s, "Teleporter is cooling down\n"); button_pic_x = 100; break; case 17://link strcpy(s, va("Hold %s to initiate link to pad\n", GetUseButtonL())); button_pic_x = 5; break; case 18://no link strcpy(s, "Link not active\n"); button_pic_x = 100; break; case 19://finish link strcpy(s, va("Hold %s to link pad with core\n", GetUseButtonL())); button_pic_x = 5; break; case 20://buyable ending strcpy(s, va("Hold %s to End the Game [Cost:%i]\n", GetUseButtonL(), cost)); button_pic_x = 5; break; default: Con_Printf ("No type defined in engine for useprint\n"); break; } strncpy (scr_usestring, va(s), sizeof(scr_usestring)-1); scr_usetime_off = 0.1; */ } void SCR_DrawUseString (void) { int l; int x, y; if (cl.stats[STAT_HEALTH] < 0) return; // the finale prints the characters one at a time y = vid.height*0.70; l = strlen (scr_usestring); x = (vid.width - l*8)/2; Draw_String (x, y, scr_usestring); Draw_Pic (x + button_pic_x*8, y, GetButtonIcon("+use")); } void SCR_CheckDrawUseString (void) { scr_copytop = 1; scr_usetime_off -= host_frametime; if (scr_usetime_off <= 0 && !cl.intermission) return; if (key_dest != key_game) return; if (cl.stats[STAT_HEALTH] <= 0) return; SCR_DrawUseString (); } //============================================================================= /* ==================== CalcFov ==================== */ float CalcFov (float fov_x, float width, float height) { float a; float x; if (fov_x < 1 || fov_x > 179) Sys_Error ("Bad fov: %f", fov_x); x = width/tan(fov_x/360*M_PI); a = atan (height/x); a = a*360/M_PI; return a; } /* ================= SCR_CalcRefdef Must be called whenever vid changes Internal use only ================= */ static void SCR_CalcRefdef (void) { vrect_t vrect; float size; int h; qboolean full = false; scr_fullupdate = 0; // force a background redraw vid.recalc_refdef = 0; // force the status bar to redraw Sbar_Changed (); //======================================== // bound viewsize if (scr_viewsize.value < 30) Cvar_Set ("viewsize","30"); if (scr_viewsize.value > 120) Cvar_Set ("viewsize","120"); // bound field of view if (scr_fov.value < 10) Cvar_Set ("fov","10"); if (scr_fov.value > 170) Cvar_Set ("fov","170"); // intermission is always full screen if (cl.intermission) size = 120; else size = scr_viewsize.value; if (size >= 120) sb_lines = 0; // no status bar at all else if (size >= 110) sb_lines = 24; // no inventory else sb_lines = 24+16+8; if (scr_viewsize.value >= 100.0) { full = true; size = 100.0; } else size = scr_viewsize.value; if (cl.intermission) { full = true; size = 100; sb_lines = 0; } size /= 100.0; h = vid.height - sb_lines; r_refdef.vrect.width = vid.width * size; if (r_refdef.vrect.width < 96) { size = 96.0 / r_refdef.vrect.width; r_refdef.vrect.width = 96; // min for icons } r_refdef.vrect.height = vid.height * size; if (r_refdef.vrect.height > vid.height - sb_lines) r_refdef.vrect.height = vid.height - sb_lines; if (r_refdef.vrect.height > vid.height) r_refdef.vrect.height = vid.height; r_refdef.vrect.x = (vid.width - r_refdef.vrect.width)/2; if (full) r_refdef.vrect.y = 0; else r_refdef.vrect.y = (h - r_refdef.vrect.height)/2; r_refdef.fov_x = scr_fov.value; r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height); scr_vrect = r_refdef.vrect; } /* ================= SCR_SizeUp_f Keybinding command ================= */ void SCR_SizeUp_f (void) { Cvar_SetValue ("viewsize",scr_viewsize.value+10); vid.recalc_refdef = 1; } /* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f (void) { Cvar_SetValue ("viewsize",scr_viewsize.value-10); vid.recalc_refdef = 1; } //============================================================================ /* ================== SCR_Init ================== */ void SCR_Init (void) { Cvar_RegisterVariable (&scr_fov); Cvar_RegisterVariable (&scr_viewsize); Cvar_RegisterVariable (&scr_conspeed); Cvar_RegisterVariable (&scr_showram); Cvar_RegisterVariable (&scr_showturtle); Cvar_RegisterVariable (&scr_showpause); Cvar_RegisterVariable (&scr_centertime); Cvar_RegisterVariable (&scr_printspeed); Cvar_RegisterVariable (&scr_showfps); Cvar_RegisterVariable (&gl_triplebuffer); // // register our commands // Cmd_AddCommand ("screenshot",SCR_ScreenShot_f); Cmd_AddCommand ("sizeup",SCR_SizeUp_f); Cmd_AddCommand ("sizedown",SCR_SizeDown_f); scr_ram = Draw_PicFromWad ("ram"); scr_net = Draw_PicFromWad ("net"); scr_turtle = Draw_PicFromWad ("turtle"); scr_initialized = true; } //============================================================================ /* ============== SCR_DrawFPS -- johnfitz ============== */ void SCR_DrawFPS (void) { static double oldtime = 0; static double lastfps = 0; static int oldframecount = 0; double elapsed_time; int frames; elapsed_time = realtime - oldtime; frames = r_framecount - oldframecount; if (elapsed_time < 0 || frames < 0) { oldtime = realtime; oldframecount = r_framecount; return; } // update value every 3/4 second if (elapsed_time > 0.75) { lastfps = frames / elapsed_time; oldtime = realtime; oldframecount = r_framecount; } if (scr_showfps.value) { char st[16]; int x, y; sprintf (st, "%4.0f fps", lastfps); x = 320 - (strlen(st)<<3); y = 200 - 8; Draw_String (0, 0, st); } } /* ============== SCR_DrawRam ============== */ void SCR_DrawRam (void) { if (!scr_showram.value) return; if (!r_cache_thrash) return; Draw_Pic (scr_vrect.x+32, scr_vrect.y, scr_ram); } /* ============== SCR_DrawTurtle ============== */ void SCR_DrawTurtle (void) { static int count; if (!scr_showturtle.value) return; if (host_frametime < 0.1) { count = 0; return; } count++; if (count < 3) return; Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle); } /* ============== SCR_DrawNet ============== */ void SCR_DrawNet (void) { if (realtime - cl.last_received_message < 0.3) return; if (cls.demoplayback) return; Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net); } /* ============== DrawPause ============== */ void SCR_DrawPause (void) { qpic_t *pic; if (!scr_showpause.value) // turn off for screenshots return; if (!cl.paused) return; pic = Draw_CachePic ("gfx/pause.lmp"); Draw_Pic ( (vid.width - pic->width)/2, (vid.height - 48 - pic->height)/2, pic); } /* ============== SCR_DrawLoading ============== */ void SCR_DrawLoading (void) { qpic_t *pic; if (!scr_drawloading) return; pic = Draw_CachePic ("gfx/loading.lmp"); Draw_Pic ( (vid.width - pic->width)/2, (vid.height - 48 - pic->height)/2, pic); } //============================================================================= /* ================== SCR_SetUpToDrawConsole ================== */ void SCR_SetUpToDrawConsole (void) { Con_CheckResize (); if (scr_drawloading) return; // never a console with loading plaque // decide on the height of the console con_forcedup = !cl.worldmodel || cls.signon != SIGNONS; if (con_forcedup) { scr_conlines = vid.height; // full screen scr_con_current = scr_conlines; } else if (key_dest == key_console) scr_conlines = vid.height/2; // half screen else scr_conlines = 0; // none visible if (scr_conlines < scr_con_current) { scr_con_current -= scr_conspeed.value*host_frametime; if (scr_conlines > scr_con_current) scr_con_current = scr_conlines; } else if (scr_conlines > scr_con_current) { scr_con_current += scr_conspeed.value*host_frametime; if (scr_conlines < scr_con_current) scr_con_current = scr_conlines; } if (clearconsole++ < vid.numpages) { Sbar_Changed (); } else if (clearnotify++ < vid.numpages) { } else con_notifylines = 0; } /* ================== SCR_DrawConsole ================== */ void SCR_DrawConsole (void) { if (scr_con_current) { scr_copyeverything = 1; Con_DrawConsole (scr_con_current, true); clearconsole = 0; } else { if (key_dest == key_game || key_dest == key_message) Con_DrawNotify (); // only draw notify in game } } /* ============================================================================== SCREEN SHOTS ============================================================================== */ typedef struct _TargaHeader { unsigned char id_length, colormap_type, image_type; unsigned short colormap_index, colormap_length; unsigned char colormap_size; unsigned short x_origin, y_origin, width, height; unsigned char pixel_size, attributes; } TargaHeader; /* ================== SCR_ScreenShot_f ================== */ void SCR_ScreenShot_f (void) { byte *buffer; char pcxname[80]; char checkname[MAX_OSPATH]; int i, c, temp; // // find a file name to save it to // strcpy(pcxname,"quake00.tga"); for (i=0 ; i<=99 ; i++) { pcxname[5] = i/10 + '0'; pcxname[6] = i%10 + '0'; sprintf (checkname, "%s/%s", com_gamedir, pcxname); if (Sys_FileTime(checkname) == -1) break; // file doesn't exist } if (i==100) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n"); return; } buffer = malloc(glwidth*glheight*3 + 18); memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = glwidth&255; buffer[13] = glwidth>>8; buffer[14] = glheight&255; buffer[15] = glheight>>8; buffer[16] = 24; // pixel size glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 ); // swap rgb to bgr c = 18+glwidth*glheight*3; for (i=18 ; i 0) { // left Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - sb_lines); // right Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0, vid.width - r_refdef.vrect.x + r_refdef.vrect.width, vid.height - sb_lines); } if (r_refdef.vrect.y > 0) { // top Draw_TileClear (r_refdef.vrect.x, 0, r_refdef.vrect.x + r_refdef.vrect.width, r_refdef.vrect.y); // bottom Draw_TileClear (r_refdef.vrect.x, r_refdef.vrect.y + r_refdef.vrect.height, r_refdef.vrect.width, vid.height - sb_lines - (r_refdef.vrect.height + r_refdef.vrect.y)); } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. WARNING: be very careful calling this from elsewhere, because the refresh needs almost the entire 256k of stack space! ================== */ void SCR_UpdateScreen (void) { static float oldscr_viewsize; vrect_t vrect; if (block_drawing) return; vid.numpages = 2 + gl_triplebuffer.value; scr_copytop = 0; scr_copyeverything = 0; if (scr_disabled_for_loading) { if (realtime - scr_disabled_time > 60) { scr_disabled_for_loading = false; Con_Printf ("load failed.\n"); } else return; } if (!scr_initialized || !con_initialized) return; // not initialized yet GL_BeginRendering (&glx, &gly, &glwidth, &glheight); // // determine size of refresh window // if (oldfov != scr_fov.value) { oldfov = scr_fov.value; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize.value) { oldscreensize = scr_viewsize.value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // naievil -- fixme //Draw_Crosshair (); //muff - to show FPS on screen SCR_DrawFPS (); //SCR_DrawBAT (); //naievil -- fixme SCR_DrawPause (); SCR_CheckDrawCenterString (); SCR_CheckDrawUseString (); //HUD_Draw (); // naievil -- fixme SCR_DrawConsole (); M_Draw (); // naievil -- fixme //if(scr_loadscreen.value) // SCR_DrawLoadScreen(); // naievil -- fixme //Draw_LoadingFill(); V_UpdatePalette (); GL_EndRendering (); }