glquake/source/gl_screen.c

1315 lines
26 KiB
C

/*
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","80", qtrue}; // 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<l ; j++, x+=8)
{
Draw_Character (x, y, start[j]);
if (!remaining--)
return;
}
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
void SCR_CheckDrawCenterString (void)
{
scr_copytop = 1;
if (scr_center_lines > 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;
// naievil -- fixme
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<c ; i+=3)
{
temp = buffer[i];
buffer[i] = buffer[i+2];
buffer[i+2] = temp;
}
COM_WriteFile (pcxname, buffer, glwidth*glheight*3 + 18 );
free (buffer);
Con_Printf ("Wrote %s\n", pcxname);
}
//=============================================================================
/*
===============
SCR_BeginLoadingPlaque
================
*/
void SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
if (cls.state != ca_connected)
return;
if (cls.signon != SIGNONS)
return;
// redraw with no console and the loading plaque
Con_ClearNotify ();
scr_centertime_off = 0;
scr_con_current = 0;
scr_drawloading = true;
scr_fullupdate = 0;
Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
scr_disabled_for_loading = true;
scr_disabled_time = realtime;
scr_fullupdate = 0;
}
/*
===============
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque (void)
{
scr_disabled_for_loading = false;
scr_fullupdate = 0;
Con_ClearNotify ();
}
//=============================================================================
char *scr_notifystring;
qboolean scr_drawdialog;
void SCR_DrawNotifyString (void)
{
char *start;
int l;
int j;
int x, y;
start = scr_notifystring;
y = vid.height*0.35;
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<l ; j++, x+=8)
Draw_Character (x, y, start[j]);
y += 8;
while (*start && *start != '\n')
start++;
if (!*start)
break;
start++; // skip the \n
} while (1);
}
/*
==================
SCR_ModalMessage
Displays a text string in the center of the screen and waits for a Y or N
keypress.
==================
*/
int SCR_ModalMessage (char *text)
{
if (cls.state == ca_dedicated)
return true;
scr_notifystring = text;
// draw a fresh screen
scr_fullupdate = 0;
scr_drawdialog = true;
SCR_UpdateScreen ();
scr_drawdialog = false;
S_ClearBuffer (); // so dma doesn't loop current sound
do
{
key_count = -1; // wait for a key down and up
Sys_SendKeyEvents ();
} while (key_lastpress != 'y' && key_lastpress != 'n' && key_lastpress != K_ESCAPE);
scr_fullupdate = 0;
SCR_UpdateScreen ();
return key_lastpress == 'y';
}
//=============================================================================
/*
===============
SCR_BringDownConsole
Brings the console down and fades the palettes back to normal
================
*/
void SCR_BringDownConsole (void)
{
int i;
scr_centertime_off = 0;
for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
SCR_UpdateScreen ();
cl.cshifts[0].percent = 0; // no area contents palette on next frame
VID_SetPalette (host_basepal);
}
void SCR_TileClear (void)
{
if (r_refdef.vrect.x > 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!
==================
*/
int GetWeaponZoomAmmount (void)
{
switch (cl.stats[STAT_ACTIVEWEAPON])
{
case W_MP40:
case W_357:
case W_SAWNOFF:
case W_TRENCH:
case W_PANZER:
case W_RAY:
case W_THOMPSON:
case W_COLT:
case W_PPSH:
case W_TYPE:
//case W_TESLA:
return 5;
break;
case W_STG:
case W_BROWNING:
return 10;
break;
case W_KAR:
case W_GEWEHR:
case W_M1:
case W_M1A1:
case W_BAR:
case W_FG:
case W_KAR_SCOPE:
case W_PTRS:
//case W_HEADCRACKER:
//case W_PENETRATOR:
return 20;
break;
default:
return 5;
break;
}
}
float zoomin_time;
int original_fov;
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 (cl.stats[STAT_ZOOM] == 1)
{
/*if (zoomin_time == 0 && !original_fov)
{
original_fov = scr_fov.value;
zoomin_time = Sys_FloatTime () + 0.01;
Cvar_SetValue ("fov", scr_fov.value - 2.5);
}
else if (zoomin_time < Sys_FloatTime ())
{
int tempfloat = original_fov - GetWeaponZoomAmmount();
if (scr_fov.value > tempfloat)
{
zoomin_time = Sys_FloatTime () + 0.01;
Cvar_SetValue ("fov", scr_fov.value - 2.5);
}
else
{
Cvar_SetValue ("fov", tempfloat);
zoomin_time = 0;
}
}*/
if(!original_fov)
original_fov = scr_fov.value;
if(scr_fov.value > (GetWeaponZoomAmmount() + 1))//+1 for accounting for floating point inaccurraces
{
scr_fov.value += ((original_fov - GetWeaponZoomAmmount()) - scr_fov.value) * 0.25;
Cvar_SetValue("fov",scr_fov.value);
}
}
else if (cl.stats[STAT_ZOOM] == 2)
{
Cvar_SetValue ("fov", 30);
zoomin_time = 0;
}
else if (cl.stats[STAT_ZOOM] == 3)
{
if(!original_fov)
original_fov = scr_fov.value;
//original_fov = scr_fov.value;
scr_fov.value += (original_fov - 10 - scr_fov.value) * 0.3;
Cvar_SetValue("fov",scr_fov.value);
}
else if (cl.stats[STAT_ZOOM] == 0 && original_fov != 0)
{
/*zoomin_time = Sys_FloatTime () + 0.01;
Cvar_SetValue ("fov", scr_fov.value + 2.5);
if (scr_fov.value == original_fov)
{
zoomin_time = 0;
original_fov = 0;
}*/
if(scr_fov.value < (original_fov + 1))//+1 for accounting for floating point inaccuracies
{
scr_fov.value += (original_fov - scr_fov.value) * 0.25;
Cvar_SetValue("fov",scr_fov.value);
}
else
{
original_fov = 0;
}
}
if (oldfov != scr_fov.value)
{
oldfov = scr_fov.value;
vid.recalc_refdef = qtrue;
}
if (oldscreensize != 120)
{
oldscreensize = 120;
vid.recalc_refdef = qtrue;
}
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 ();
}