q3rally/engine/code/client/cl_scrn.c
zturtleman 3b4f4cdfa9 ioquake3 resync to revision 2369 from 2317.
Some revision messages:

Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources.
Play correct team sounds when in spectator mode and following a player.
Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.)
When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.)
really fix the confusion with game entity and refentity numbers
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
Added Rend2, an alternate renderer. (Bug #4358)
Fix restoring fs_game when default.cfg is missing.
Fix restoring old fs_game upon leaving a server. Patch by Ensiform.
Change more operator commands to require sv_running to be usable. Patch by Ensiform.
Fix some "> MAX_*" to be ">= MAX_*".
Fix follow command to find clients whose name begins with a number.
Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
Add usage messages for gc, tell, vtell, and votell commands.
Check player names in gc, tell, vtell, and votell commands.
#5799 - Change messagemode text box to display colors like in console input box.
Improve "play" command, based on a patch from Ensiform.
Check for invalid filename in OpenAL's RegisterSound function.
Changed Base sound system to warn not error when sound filename is empty or too long.
Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00

594 lines
13 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
#include "client.h"
qboolean scr_initialized; // ready to draw
cvar_t *cl_timegraph;
cvar_t *cl_debuggraph;
cvar_t *cl_graphheight;
cvar_t *cl_graphscale;
cvar_t *cl_graphshift;
/*
================
SCR_DrawNamedPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
qhandle_t hShader;
assert( width != 0 );
hShader = re.RegisterShader( picname );
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
SCR_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ) {
float xscale;
float yscale;
#if 0
// adjust for wide screens
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
*x += 0.5 * ( cls.glconfig.vidWidth - ( cls.glconfig.vidHeight * 640 / 480 ) );
}
#endif
// scale for screen sizes
xscale = cls.glconfig.vidWidth / 640.0;
yscale = cls.glconfig.vidHeight / 480.0;
if ( x ) {
*x *= xscale;
}
if ( y ) {
*y *= yscale;
}
if ( w ) {
*w *= xscale;
}
if ( h ) {
*h *= yscale;
}
}
/*
================
SCR_FillRect
Coordinates are 640*480 virtual values
=================
*/
void SCR_FillRect( float x, float y, float width, float height, const float *color ) {
re.SetColor( color );
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
/*
================
SCR_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
** SCR_DrawChar
** chars are drawn at 640*480 virtual screen size
*/
static void SCR_DrawChar( int x, int y, float size, int ch ) {
int row, col;
float frow, fcol;
float ax, ay, aw, ah;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -size ) {
return;
}
ax = x;
ay = y;
aw = size;
ah = size;
SCR_AdjustFrom640( &ax, &ay, &aw, &ah );
row = ch>>4;
col = ch&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
re.DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
}
/*
** SCR_DrawSmallChar
** small chars are drawn at native screen resolution
*/
void SCR_DrawSmallChar( int x, int y, int ch ) {
int row, col;
float frow, fcol;
float size;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -SMALLCHAR_HEIGHT ) {
return;
}
row = ch>>4;
col = ch&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
re.DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
}
/*
==================
SCR_DrawBigString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void SCR_DrawStringExt( int x, int y, float size, const char *string, float *setColor, qboolean forceColor,
qboolean noColorEscape ) {
vec4_t color;
const char *s;
int xx;
// draw the drop shadow
color[0] = color[1] = color[2] = 0;
color[3] = setColor[3];
re.SetColor( color );
s = string;
xx = x;
while ( *s ) {
if ( !noColorEscape && Q_IsColorString( s ) ) {
s += 2;
continue;
}
SCR_DrawChar( xx+2, y+2, size, *s );
xx += size;
s++;
}
// draw the colored text
s = string;
xx = x;
re.SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
color[3] = setColor[3];
re.SetColor( color );
}
if ( !noColorEscape ) {
s += 2;
continue;
}
}
SCR_DrawChar( xx, y, size, *s );
xx += size;
s++;
}
re.SetColor( NULL );
}
void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qfalse, noColorEscape );
}
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ) {
SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qtrue, noColorEscape );
}
/*
==================
SCR_DrawSmallString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
==================
*/
void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor,
qboolean noColorEscape ) {
vec4_t color;
const char *s;
int xx;
// draw the colored text
s = string;
xx = x;
re.SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
color[3] = setColor[3];
re.SetColor( color );
}
if ( !noColorEscape ) {
s += 2;
continue;
}
}
SCR_DrawSmallChar( xx, y, *s );
xx += SMALLCHAR_WIDTH;
s++;
}
re.SetColor( NULL );
}
/*
** SCR_Strlen -- skips color escape codes
*/
static int SCR_Strlen( const char *str ) {
const char *s = str;
int count = 0;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
} else {
count++;
s++;
}
}
return count;
}
/*
** SCR_GetBigStringWidth
*/
int SCR_GetBigStringWidth( const char *str ) {
return SCR_Strlen( str ) * BIGCHAR_WIDTH;
}
//===============================================================================
/*
=================
SCR_DrawDemoRecording
=================
*/
void SCR_DrawDemoRecording( void ) {
char string[1024];
int pos;
if ( !clc.demorecording ) {
return;
}
if ( clc.spDemoRecording ) {
return;
}
pos = FS_FTell( clc.demofile );
sprintf( string, "RECORDING %s: %ik", clc.demoName, pos / 1024 );
SCR_DrawStringExt( 320 - strlen( string ) * 4, 20, 8, string, g_color_table[7], qtrue, qfalse );
}
#ifdef USE_VOIP
/*
=================
SCR_DrawVoipMeter
=================
*/
void SCR_DrawVoipMeter( void ) {
char buffer[16];
char string[256];
int limit, i;
if (!cl_voipShowMeter->integer)
return; // player doesn't want to show meter at all.
else if (!cl_voipSend->integer)
return; // not recording at the moment.
else if (clc.state != CA_ACTIVE)
return; // not connected to a server.
else if (!clc.voipEnabled)
return; // server doesn't support VoIP.
else if (clc.demoplaying)
return; // playing back a demo.
else if (!cl_voip->integer)
return; // client has VoIP support disabled.
limit = (int) (clc.voipPower * 10.0f);
if (limit > 10)
limit = 10;
for (i = 0; i < limit; i++)
buffer[i] = '*';
while (i < 10)
buffer[i++] = ' ';
buffer[i] = '\0';
sprintf( string, "VoIP: [%s]", buffer );
SCR_DrawStringExt( 320 - strlen( string ) * 4, 10, 8, string, g_color_table[7], qtrue, qfalse );
}
#endif
/*
===============================================================================
DEBUG GRAPH
===============================================================================
*/
static int current;
static float values[1024];
/*
==============
SCR_DebugGraph
==============
*/
void SCR_DebugGraph (float value)
{
values[current] = value;
current = (current + 1) % ARRAY_LEN(values);
}
/*
==============
SCR_DrawDebugGraph
==============
*/
void SCR_DrawDebugGraph (void)
{
int a, x, y, w, i, h;
float v;
//
// draw the graph
//
w = cls.glconfig.vidWidth;
x = 0;
y = cls.glconfig.vidHeight;
re.SetColor( g_color_table[0] );
re.DrawStretchPic(x, y - cl_graphheight->integer,
w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
for (a=0 ; a<w ; a++)
{
i = (ARRAY_LEN(values)+current-1-(a % ARRAY_LEN(values))) % ARRAY_LEN(values);
v = values[i];
v = v * cl_graphscale->integer + cl_graphshift->integer;
if (v < 0)
v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer));
h = (int)v % cl_graphheight->integer;
re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader );
}
}
//=============================================================================
/*
==================
SCR_Init
==================
*/
void SCR_Init( void ) {
cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT);
cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT);
cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT);
cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT);
cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT);
scr_initialized = qtrue;
}
//=======================================================
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
qboolean uiFullscreen;
re.BeginFrame( stereoFrame );
uiFullscreen = (uivm && VM_Call( uivm, UI_IS_FULLSCREEN ));
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
if ( uiFullscreen || (clc.state != CA_ACTIVE && clc.state != CA_CINEMATIC) ) {
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
re.SetColor( g_color_table[0] );
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
}
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
if ( uivm && !uiFullscreen ) {
switch( clc.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad clc.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering(stereoFrame);
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
break;
case CA_ACTIVE:
// always supply STEREO_CENTER as vieworg offset is now done by the engine.
CL_CGameRendering(stereoFrame);
SCR_DrawDemoRecording();
#ifdef USE_VOIP
SCR_DrawVoipMeter();
#endif
break;
}
}
// the menu draws next
if ( Key_GetCatcher( ) & KEYCATCH_UI && uivm ) {
VM_Call( uivm, UI_REFRESH, cls.realtime );
}
// console draws next
Con_DrawConsole ();
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
SCR_DrawDebugGraph ();
}
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
void SCR_UpdateScreen( void ) {
static int recursive;
if ( !scr_initialized ) {
return; // not initialized yet
}
if ( ++recursive > 2 ) {
Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" );
}
recursive = 1;
// If there is no VM, there are also no rendering commands issued. Stop the renderer in
// that case.
if( uivm || com_dedicated->integer )
{
// XXX
int in_anaglyphMode = Cvar_VariableIntegerValue("r_anaglyphMode");
// if running in stereo, we need to draw the frame twice
if ( cls.glconfig.stereoEnabled || in_anaglyphMode) {
SCR_DrawScreenField( STEREO_LEFT );
SCR_DrawScreenField( STEREO_RIGHT );
} else {
SCR_DrawScreenField( STEREO_CENTER );
}
if ( com_speeds->integer ) {
re.EndFrame( &time_frontend, &time_backend );
} else {
re.EndFrame( NULL, NULL );
}
}
recursive = 0;
}