/* gl_screen.c master for refresh, status bar, console, chat, notify, etc 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H #include #endif #ifdef HAVE_STRINGS_H #include #endif #include #include "cl_parse.h" #include "cmd.h" #include "console.h" #include "draw.h" #include "glquake.h" #include "host.h" #include "keys.h" #include "menu.h" #include "pcx.h" #include "sbar.h" #include "skin.h" #include "sys.h" #include "tga.h" #include "view.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 int oldscreensize, oldfov; int oldsbar; cvar_t *scr_viewsize; cvar_t *scr_fov; // 10 - 170 cvar_t *scr_conspeed; cvar_t *scr_centertime; cvar_t *scr_showram; cvar_t *scr_showturtle; cvar_t *scr_showpause; cvar_t *scr_printspeed; cvar_t *gl_triplebuffer; cvar_t *crosshair; cvar_t *crosshaircolor; cvar_t *cl_crossx; cvar_t *cl_crossy; 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; extern int sb_lines; viddef_t vid; // global video state vrect_t scr_vrect; qboolean scr_disabled_for_loading; float scr_disabled_time; qboolean block_drawing; void SCR_ScreenShot_f (void); void SCR_RSShot_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_Character8 (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 (); } //============================================================================= /* 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 = (x == 0) ? 90 : atan (height / x); // 0 shouldn't happen a = a * 360 / M_PI; return a; } /* SCR_CalcRefdef Must be called whenever vid changes Internal use only */ static void SCR_CalcRefdef (void) { 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 Cvar_SetValue (scr_viewsize, bound (30, scr_viewsize->int_val, 120)); // bound field of view Cvar_SetValue (scr_fov, bound (10, scr_fov->value, 170)); if (scr_viewsize->int_val >= 120) sb_lines = 0; // no status bar at all else if (scr_viewsize->int_val >= 110) sb_lines = 24; // no inventory else sb_lines = 24 + 16 + 8; if (scr_viewsize->int_val >= 100) { full = true; size = 100.0; } else { size = scr_viewsize->int_val; } // intermission is always full screen if (cl.intermission) { full = true; size = 100.0; sb_lines = 0; } size /= 100.0; if (!cl_sbar->int_val && full) h = vid.height; else h = vid.height - sb_lines; r_refdef.vrect.width = vid.width * size + 0.5; 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 + 0.5; if (cl_sbar->int_val || !full) { if (r_refdef.vrect.height > vid.height - sb_lines) r_refdef.vrect.height = vid.height - sb_lines; } else 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->int_val; 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) { if (scr_viewsize->int_val < 120) { Cvar_SetValue (scr_viewsize, scr_viewsize->int_val + 10); vid.recalc_refdef = 1; } } /* SCR_SizeDown_f Keybinding command */ void SCR_SizeDown_f (void) { Cvar_SetValue (scr_viewsize, scr_viewsize->int_val - 10); vid.recalc_refdef = 1; } //============================================================================ /* SCR_Init */ void SCR_Init_Cvars (void) { scr_fov = Cvar_Get ("fov", "90", CVAR_NONE, "Your point of view in degrees. Smaller than 90 zooms in."); scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE, "Set the screen size 30 minimum, 120 maximum"); scr_conspeed = Cvar_Get ("scr_conspeed", "300", CVAR_NONE, "How quickly console scrolls up or down"); scr_showram = Cvar_Get ("showram", "1", CVAR_NONE, "Show RAM icon if game is running low on memory"); scr_showturtle = Cvar_Get ("showturtle", "0", CVAR_NONE, "Show a turtle icon if your fps is slower than 10"); scr_showpause = Cvar_Get ("showpause", "1", CVAR_NONE, "Toggles display of pause graphic"); scr_centertime = Cvar_Get ("scr_centertime", "2", CVAR_NONE, "How long in seconds screen hints are displayed"); scr_printspeed = Cvar_Get ("scr_printspeed", "8", CVAR_NONE, "How fast the text is displayed at the end of the single player episodes"); gl_triplebuffer = Cvar_Get ("gl_triplebuffer", "1", CVAR_ARCHIVE, "Set to 1 by default. Fixes status bar flicker on some hardware"); crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, "Color of the new crosshair"); crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "Crosshair type. 0 off, 1 old without color, 2 new with colors"); cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE, "Sets the position of the crosshair on the X-axis."); cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE, "Sets the position of the crosshair on the Y-axis."); } void SCR_Init (void) { // // register our commands // Cmd_AddCommand ("screenshot", SCR_ScreenShot_f); Cmd_AddCommand ("snap", SCR_RSShot_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_DrawRam */ void SCR_DrawRam (void) { if (!scr_showram->int_val) 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->int_val) 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 (cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged < UPDATE_BACKUP - 1) return; if (cls.demoplayback) return; Draw_Pic (scr_vrect.x + 64, scr_vrect.y, scr_net); } extern cvar_t *show_time; extern cvar_t *show_fps; void SCR_DrawFPS (void) { static double lastframetime; double t; extern int fps_count; static int lastfps; int i, x, y; char st[80]; if (!show_fps->int_val) return; t = Sys_DoubleTime (); if ((t - lastframetime) >= 1.0) { lastfps = fps_count; fps_count = 0; lastframetime = t; } snprintf (st, sizeof (st), "%3d FPS", lastfps); // FIXME! This is evil. -- Deek // calculate the location of the clock if (show_time->int_val <= 0) { i = 8; } else if (show_time->int_val == 1) { i = 56; } else { i = 80; } x = cl_hudswap->int_val ? vid.width - ((strlen (st) * 8) + i) : i; y = vid.height - sb_lines - 8; Draw_String8 (x, y, st); } /* SCR_DrawTime Draw a clock on the screen Written by Misty, rewritten by Deek. */ void SCR_DrawTime (void) { int x, y; char st[80]; time_t utc = 0; struct tm *local = NULL; char *timefmt = NULL; // any cvar that can take multiple settings must be able to handle abuse. if (show_time->int_val <= 0) return; // Get local time utc = time (NULL); local = localtime (&utc); if (show_time->int_val == 1) { // Use international format timefmt = "%k:%M"; } else if (show_time->int_val >= 2) { // US AM/PM display timefmt = "%l:%M %P"; } strftime (st, sizeof (st), timefmt, local); // Print it at far left/right of screen x = cl_hudswap->int_val ? (vid.width - ((strlen (st) * 8) + 8)) : 8; y = vid.height - (sb_lines + 8); Draw_String8 (x, y, st); } /* DrawPause */ void SCR_DrawPause (void) { qpic_t *pic; if (!scr_showpause->int_val) // 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_SetUpToDrawConsole */ void SCR_SetUpToDrawConsole (void) { Con_CheckResize (); // decide on the height of the console if (cls.state != ca_active) { 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); clearconsole = 0; } else { if (key_dest == key_game || key_dest == key_message) Con_DrawNotify (); // only draw notify in game } } /* ============================================================================== SCREEN SHOTS ============================================================================== */ /* SCR_ScreenShot_f */ void SCR_ScreenShot_f (void) { byte *buffer; char pcxname[MAX_OSPATH]; // // find a file name to save it to // if (!COM_NextFilename (pcxname, "qf", ".tga")) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n"); return; } buffer = malloc (glwidth * glheight * 3); glReadPixels (glx, gly, glwidth, glheight, GL_BGR, GL_UNSIGNED_BYTE, buffer); WriteTGAfile (pcxname, buffer, glwidth, glheight); free (buffer); Con_Printf ("Wrote %s\n", pcxname); } /* Find closest color in the palette for named color */ int MipColor (int r, int g, int b) { int i; float dist; int best = 0; float bestdist; int r1, g1, b1; static int lr = -1, lg = -1, lb = -1; static int lastbest; if (r == lr && g == lg && b == lb) return lastbest; bestdist = 256 * 256 * 3; for (i = 0; i < 256; i++) { r1 = host_basepal[i * 3] - r; g1 = host_basepal[i * 3 + 1] - g; b1 = host_basepal[i * 3 + 2] - b; dist = r1 * r1 + g1 * g1 + b1 * b1; if (dist < bestdist) { bestdist = dist; best = i; } } lr = r; lg = g; lb = b; lastbest = best; return best; } // in gl_draw.c extern byte *draw_chars; // 8*8 graphic characters void SCR_DrawCharToSnap (int num, byte * dest, int width) { int row, col; byte *source; int drawline; int x; row = num >> 4; col = num & 15; source = draw_chars + (row << 10) + (col << 3); drawline = 8; while (drawline--) { for (x = 0; x < 8; x++) if (source[x]) dest[x] = source[x]; else dest[x] = 98; source += 128; dest -= width; } } void SCR_DrawStringToSnap (const char *s, byte * buf, int x, int y, int width) { byte *dest; const unsigned char *p; dest = buf + ((y * width) + x); p = (const unsigned char *) s; while (*p) { SCR_DrawCharToSnap (*p++, dest, width); dest += 8; } } /* SCR_RSShot_f */ void SCR_RSShot_f (void) { int x, y; unsigned char *src, *dest; char pcxname[80]; unsigned char *newbuf; int w, h; int dx, dy, dex, dey, nx; int r, b, g; int count; float fracw, frach; char st[80]; time_t now; if (CL_IsUploading ()) return; // already one pending if (cls.state < ca_onserver) return; // gotta be connected Con_Printf ("Remote screen shot requested.\n"); snprintf (pcxname, sizeof (pcxname), "rss.pcx"); // // save the pcx file // newbuf = malloc (glheight * glwidth * 3); glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, newbuf); w = (vid.width < RSSHOT_WIDTH) ? glwidth : RSSHOT_WIDTH; h = (vid.height < RSSHOT_HEIGHT) ? glheight : RSSHOT_HEIGHT; fracw = (float) glwidth / (float) w; frach = (float) glheight / (float) h; for (y = 0; y < h; y++) { dest = newbuf + (w * 3 * y); for (x = 0; x < w; x++) { r = g = b = 0; dx = x * fracw; dex = (x + 1) * fracw; if (dex == dx) dex++; // at least one dy = y * frach; dey = (y + 1) * frach; if (dey == dy) dey++; // at least one count = 0; for ( /* */ ; dy < dey; dy++) { src = newbuf + (glwidth * 3 * dy) + dx * 3; for (nx = dx; nx < dex; nx++) { r += *src++; g += *src++; b += *src++; count++; } } r /= count; g /= count; b /= count; *dest++ = r; *dest++ = b; *dest++ = g; } } // convert to eight bit for (y = 0; y < h; y++) { src = newbuf + (w * 3 * y); dest = newbuf + (w * y); for (x = 0; x < w; x++) { *dest++ = MipColor (src[0], src[1], src[2]); src += 3; } } time (&now); strcpy (st, ctime (&now)); st[strlen (st) - 1] = 0; SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 1, w); strncpy (st, cls.servername, sizeof (st)); st[sizeof (st) - 1] = 0; SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 11, w); strncpy (st, name->string, sizeof (st)); st[sizeof (st) - 1] = 0; SCR_DrawStringToSnap (st, newbuf, w - strlen (st) * 8, h - 21, w); WritePCXfile (pcxname, newbuf, w, h, w, host_basepal, true, true); free (newbuf); Con_Printf ("Wrote %s\n", pcxname); Con_Printf ("Sending shot to server...\n"); } //============================================================================= char *scr_notifystring; 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_Character8 (x, y, start[j]); y += 8; while (*start && *start != '\n') start++; if (!*start) break; start++; // skip the \n } while (1); } //============================================================================= 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)); } } extern void R_ForceLightUpdate (void); int oldviewsize = 0; unsigned char lighthalf_v[3]; qboolean lighthalf; extern cvar_t *gl_lightmode; extern cvar_t *brightness; /* 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) { double time1 = 0, time2; float f; if (block_drawing) return; vid.numpages = 2 + gl_triplebuffer->int_val; 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) // not initialized yet return; if (oldsbar != cl_sbar->int_val) { oldsbar = cl_sbar->int_val; vid.recalc_refdef = true; } if (oldviewsize != scr_viewsize->int_val) { oldviewsize = scr_viewsize->int_val; vid.recalc_refdef = true; } GL_BeginRendering (&glx, &gly, &glwidth, &glheight); if (r_speeds->int_val) { time1 = Sys_DoubleTime (); c_brush_polys = 0; c_alias_polys = 0; } if (oldfov != scr_fov->value) { // determine size of refresh window oldfov = scr_fov->value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // do 3D refresh drawing, and then update the screen if (lighthalf != gl_lightmode->int_val) { lighthalf = gl_lightmode->int_val; if (lighthalf) lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128; else lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255; R_ForceLightUpdate (); } SCR_SetUpToDrawConsole (); V_RenderView (); GL_Set2D (); // draw any areas not covered by the refresh SCR_TileClear (); if (r_netgraph->int_val) R_NetGraph (); if (cl.intermission == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (cl.intermission == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (); } else { if (crosshair->int_val) Draw_Crosshair (); SCR_DrawRam (); SCR_DrawNet (); SCR_DrawFPS (); SCR_DrawTime (); SCR_DrawTurtle (); SCR_DrawPause (); SCR_CheckDrawCenterString (); Sbar_Draw (); SCR_DrawConsole (); M_Draw (); } // LordHavoc: adjustable brightness and contrast, // also makes polyblend apply to whole screen glDisable (GL_TEXTURE_2D); Cvar_SetValue (brightness, bound (1, brightness->value, 5)); if (lighthalf) // LordHavoc: render was done at half // // brightness f = brightness->value * 2; else f = brightness->value; if (f >= 1.002) { // Make sure we don't get bit by // roundoff errors glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_QUADS); while (f >= 1.002) { // precision if (f >= 2) glColor3f (1, 1, 1); else glColor3f (f - 1, f - 1, f - 1); glVertex2f (0, 0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); f *= 0.5; } glEnd (); glColor3ubv (lighthalf_v); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (v_blend[3]) { glBegin (GL_QUADS); glColor4fv (v_blend); glVertex2f (0, 0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor3ubv (lighthalf_v); } glEnable (GL_TEXTURE_2D); V_UpdatePalette (); if (r_speeds->int_val) { // glFinish (); time2 = Sys_DoubleTime (); Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int) ((time2 - time1) * 1000), c_brush_polys, c_alias_polys); } glFinish (); GL_EndRendering (); }