/* Copyright (C) 1997-2001 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. */ // cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc /* full screen console put up loading plaque blanked background with loading plaque blanked background with menu cinematics full screen image for quit and victory end of unit intermissions */ #include "client.h" float scr_con_current; // aproaches scr_conlines at scr_conspeed float scr_conlines; // 0.0 to 1.0 lines of console to display qboolean scr_initialized; // ready to draw int scr_draw_loading; vrect_t scr_vrect; // position of render window on screen cvar_t *scr_viewsize; cvar_t *scr_conspeed; cvar_t *scr_centertime; cvar_t *scr_showturtle; cvar_t *scr_showpause; cvar_t *scr_printspeed; cvar_t *scr_netgraph; cvar_t *scr_timegraph; cvar_t *scr_debuggraph; cvar_t *scr_graphheight; cvar_t *scr_graphscale; cvar_t *scr_graphshift; cvar_t *scr_drawall; typedef struct { int x1, y1, x2, y2; } dirty_t; dirty_t scr_dirty, scr_old_dirty[2]; char crosshair_pic[MAX_QPATH]; int crosshair_width, crosshair_height; void SCR_TimeRefresh_f (void); void SCR_Loading_f (void); /* =============================================================================== BAR GRAPHS =============================================================================== */ /* ============== CL_AddNetgraph A new packet was just parsed ============== */ void CL_AddNetgraph (void) { int i; int in; int ping; // if using the debuggraph for something else, don't // add the net lines if (scr_debuggraph->value || scr_timegraph->value) return; for (i=0 ; i 30) ping = 30; SCR_DebugGraph (ping, 0xd0); } typedef struct { float value; int color; } graphsamp_t; static int current; static graphsamp_t values[1024]; /* ============== SCR_DebugGraph ============== */ void SCR_DebugGraph (float value, int color) { values[current&1023].value = value; values[current&1023].color = color; current++; } /* ============== SCR_DrawDebugGraph ============== */ void SCR_DrawDebugGraph (void) { int a, x, y, w, i, h; float v; int color; // // draw the graph // w = scr_vrect.width; x = scr_vrect.x; y = scr_vrect.y+scr_vrect.height; re.DrawFill (x, y-scr_graphheight->value, w, scr_graphheight->value, 8); for (a=0 ; avalue + scr_graphshift->value; if (v < 0) v += scr_graphheight->value * (1+(int)(-v/scr_graphheight->value)); h = (int)v % (int)scr_graphheight->value; re.DrawFill (x+w-1-a, y - h, 1, h, color); } } /* =============================================================================== 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_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) { char *s; char line[64]; int i, j, l; 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; s = str; while (*s) { if (*s == '\n') scr_center_lines++; s++; } // echo it to the console Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"); s = str; do { // scan the width of the line for (l=0 ; l<40 ; l++) if (s[l] == '\n' || !s[l]) break; for (i=0 ; i<(40-l)/2 ; i++) line[i] = ' '; for (j=0 ; jvalue < 40) Cvar_Set ("viewsize","40"); if (scr_viewsize->value > 100) Cvar_Set ("viewsize","100"); size = scr_viewsize->value; scr_vrect.width = viddef.width*size/100; scr_vrect.width &= ~7; scr_vrect.height = viddef.height*size/100; scr_vrect.height &= ~1; scr_vrect.x = (viddef.width - scr_vrect.width)/2; scr_vrect.y = (viddef.height - scr_vrect.height)/2; } /* ================= SCR_SizeUp_f Keybinding command ================= */ void SCR_SizeUp_f (void) { Cvar_SetValue ("viewsize",scr_viewsize->value+10); } /* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f (void) { Cvar_SetValue ("viewsize",scr_viewsize->value-10); } /* ================= SCR_Sky_f Set a specific sky and rotation speed ================= */ void SCR_Sky_f (void) { float rotate; vec3_t axis; if (Cmd_Argc() < 2) { Com_Printf ("Usage: sky \n"); return; } if (Cmd_Argc() > 2) rotate = atof(Cmd_Argv(2)); else rotate = 0; if (Cmd_Argc() == 6) { axis[0] = atof(Cmd_Argv(3)); axis[1] = atof(Cmd_Argv(4)); axis[2] = atof(Cmd_Argv(5)); } else { axis[0] = 0; axis[1] = 0; axis[2] = 1; } re.SetSky (Cmd_Argv(1), rotate, axis); } //============================================================================ /* ================== SCR_Init ================== */ void SCR_Init (void) { scr_viewsize = Cvar_Get ("viewsize", "100", CVAR_ARCHIVE); scr_conspeed = Cvar_Get ("scr_conspeed", "3", 0); scr_showturtle = Cvar_Get ("scr_showturtle", "0", 0); scr_showpause = Cvar_Get ("scr_showpause", "1", 0); scr_centertime = Cvar_Get ("scr_centertime", "2.5", 0); scr_printspeed = Cvar_Get ("scr_printspeed", "8", 0); scr_netgraph = Cvar_Get ("netgraph", "0", 0); scr_timegraph = Cvar_Get ("timegraph", "0", 0); scr_debuggraph = Cvar_Get ("debuggraph", "0", 0); scr_graphheight = Cvar_Get ("graphheight", "32", 0); scr_graphscale = Cvar_Get ("graphscale", "1", 0); scr_graphshift = Cvar_Get ("graphshift", "0", 0); scr_drawall = Cvar_Get ("scr_drawall", "0", 0); // // register our commands // Cmd_AddCommand ("timerefresh",SCR_TimeRefresh_f); Cmd_AddCommand ("loading",SCR_Loading_f); Cmd_AddCommand ("sizeup",SCR_SizeUp_f); Cmd_AddCommand ("sizedown",SCR_SizeDown_f); Cmd_AddCommand ("sky",SCR_Sky_f); scr_initialized = true; } /* ============== SCR_DrawNet ============== */ void SCR_DrawNet (void) { if (cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged < CMD_BACKUP-1) return; re.DrawPic (scr_vrect.x+64, scr_vrect.y, "net"); } /* ============== SCR_DrawPause ============== */ void SCR_DrawPause (void) { int w, h; if (!scr_showpause->value) // turn off for screenshots return; if (!cl_paused->value) return; re.DrawGetPicSize (&w, &h, "pause"); re.DrawPic ((viddef.width-w)/2, viddef.height/2 + 8, "pause"); } /* ============== SCR_DrawLoading ============== */ void SCR_DrawLoading (void) { int w, h; if (!scr_draw_loading) return; scr_draw_loading = false; re.DrawGetPicSize (&w, &h, "loading"); re.DrawPic ((viddef.width-w)/2, (viddef.height-h)/2, "loading"); } //============================================================================= /* ================== SCR_RunConsole Scroll it up or down ================== */ void SCR_RunConsole (void) { // decide on the height of the console if (cls.key_dest == key_console) scr_conlines = 0.5; // half screen else scr_conlines = 0; // none visible if (scr_conlines < scr_con_current) { scr_con_current -= scr_conspeed->value*cls.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*cls.frametime; if (scr_conlines < scr_con_current) scr_con_current = scr_conlines; } } /* ================== SCR_DrawConsole ================== */ void SCR_DrawConsole (void) { Con_CheckResize (); if (cls.state == ca_disconnected || cls.state == ca_connecting) { // forced full screen console Con_DrawConsole (1.0); return; } if (cls.state != ca_active || !cl.refresh_prepped) { // connected, but can't render Con_DrawConsole (0.5); re.DrawFill (0, viddef.height/2, viddef.width, viddef.height/2, 0); return; } if (scr_con_current) { Con_DrawConsole (scr_con_current); } else { if (cls.key_dest == key_game || cls.key_dest == key_message) Con_DrawNotify (); // only draw notify in game } } //============================================================================= /* ================ SCR_BeginLoadingPlaque ================ */ void SCR_BeginLoadingPlaque (void) { S_StopAllSounds (); cl.sound_prepped = false; // don't play ambients CDAudio_Stop (); if (cls.disable_screen) return; if (developer->value) return; if (cls.state == ca_disconnected) return; // if at console, don't bring up the plaque if (cls.key_dest == key_console) return; if (cl.cinematictime > 0) scr_draw_loading = 2; // clear to balack first else scr_draw_loading = 1; SCR_UpdateScreen (); cls.disable_screen = Sys_Milliseconds (); cls.disable_servercount = cl.servercount; } /* ================ SCR_EndLoadingPlaque ================ */ void SCR_EndLoadingPlaque (void) { cls.disable_screen = 0; Con_ClearNotify (); } /* ================ SCR_Loading_f ================ */ void SCR_Loading_f (void) { SCR_BeginLoadingPlaque (); } /* ================ SCR_TimeRefresh_f ================ */ int entitycmpfnc( const entity_t *a, const entity_t *b ) { /* ** all other models are sorted by model then skin */ if ( a->model == b->model ) { return ( ( int ) a->skin - ( int ) b->skin ); } else { return ( ( int ) a->model - ( int ) b->model ); } } void SCR_TimeRefresh_f (void) { int i; int start, stop; float time; if ( cls.state != ca_active ) return; start = Sys_Milliseconds (); if (Cmd_Argc() == 2) { // run without page flipping re.BeginFrame( 0 ); for (i=0 ; i<128 ; i++) { cl.refdef.viewangles[1] = i/128.0*360.0; re.RenderFrame (&cl.refdef); } re.EndFrame(); } else { for (i=0 ; i<128 ; i++) { cl.refdef.viewangles[1] = i/128.0*360.0; re.BeginFrame( 0 ); re.RenderFrame (&cl.refdef); re.EndFrame(); } } stop = Sys_Milliseconds (); time = (stop-start)/1000.0; Com_Printf ("%f seconds (%f fps)\n", time, 128/time); } /* ================= SCR_AddDirtyPoint ================= */ void SCR_AddDirtyPoint (int x, int y) { if (x < scr_dirty.x1) scr_dirty.x1 = x; if (x > scr_dirty.x2) scr_dirty.x2 = x; if (y < scr_dirty.y1) scr_dirty.y1 = y; if (y > scr_dirty.y2) scr_dirty.y2 = y; } void SCR_DirtyScreen (void) { SCR_AddDirtyPoint (0, 0); SCR_AddDirtyPoint (viddef.width-1, viddef.height-1); } /* ============== SCR_TileClear Clear any parts of the tiled background that were drawn on last frame ============== */ void SCR_TileClear (void) { int i; int top, bottom, left, right; dirty_t clear; if (scr_drawall->value) SCR_DirtyScreen (); // for power vr or broken page flippers... if (scr_con_current == 1.0) return; // full screen console if (scr_viewsize->value == 100) return; // full screen rendering if (cl.cinematictime > 0) return; // full screen cinematic // erase rect will be the union of the past three frames // so tripple buffering works properly clear = scr_dirty; for (i=0 ; i<2 ; i++) { if (scr_old_dirty[i].x1 < clear.x1) clear.x1 = scr_old_dirty[i].x1; if (scr_old_dirty[i].x2 > clear.x2) clear.x2 = scr_old_dirty[i].x2; if (scr_old_dirty[i].y1 < clear.y1) clear.y1 = scr_old_dirty[i].y1; if (scr_old_dirty[i].y2 > clear.y2) clear.y2 = scr_old_dirty[i].y2; } scr_old_dirty[1] = scr_old_dirty[0]; scr_old_dirty[0] = scr_dirty; scr_dirty.x1 = 9999; scr_dirty.x2 = -9999; scr_dirty.y1 = 9999; scr_dirty.y2 = -9999; // don't bother with anything convered by the console) top = scr_con_current*viddef.height; if (top >= clear.y1) clear.y1 = top; if (clear.y2 <= clear.y1) return; // nothing disturbed top = scr_vrect.y; bottom = top + scr_vrect.height-1; left = scr_vrect.x; right = left + scr_vrect.width-1; if (clear.y1 < top) { // clear above view screen i = clear.y2 < top-1 ? clear.y2 : top-1; re.DrawTileClear (clear.x1 , clear.y1, clear.x2 - clear.x1 + 1, i - clear.y1+1, "backtile"); clear.y1 = top; } if (clear.y2 > bottom) { // clear below view screen i = clear.y1 > bottom+1 ? clear.y1 : bottom+1; re.DrawTileClear (clear.x1, i, clear.x2-clear.x1+1, clear.y2-i+1, "backtile"); clear.y2 = bottom; } if (clear.x1 < left) { // clear left of view screen i = clear.x2 < left-1 ? clear.x2 : left-1; re.DrawTileClear (clear.x1, clear.y1, i-clear.x1+1, clear.y2 - clear.y1 + 1, "backtile"); clear.x1 = left; } if (clear.x2 > right) { // clear left of view screen i = clear.x1 > right+1 ? clear.x1 : right+1; re.DrawTileClear (i, clear.y1, clear.x2-i+1, clear.y2 - clear.y1 + 1, "backtile"); clear.x2 = right; } } //=============================================================== #define STAT_MINUS 10 // num frame for '-' stats digit char *sb_nums[2][11] = { {"num_0", "num_1", "num_2", "num_3", "num_4", "num_5", "num_6", "num_7", "num_8", "num_9", "num_minus"}, {"anum_0", "anum_1", "anum_2", "anum_3", "anum_4", "anum_5", "anum_6", "anum_7", "anum_8", "anum_9", "anum_minus"} }; #define ICON_WIDTH 24 #define ICON_HEIGHT 24 #define CHAR_WIDTH 16 #define ICON_SPACE 8 /* ================ SizeHUDString Allow embedded \n in the string ================ */ void SizeHUDString (char *string, int *w, int *h) { int lines, width, current; lines = 1; width = 0; current = 0; while (*string) { if (*string == '\n') { lines++; current = 0; } else { current++; if (current > width) width = current; } string++; } *w = width * 8; *h = lines * 8; } void DrawHUDString (char *string, int x, int y, int centerwidth, int xor) { int margin; char line[1024]; int width; int i; margin = x; while (*string) { // scan out one line of text from the string width = 0; while (*string && *string != '\n') line[width++] = *string++; line[width] = 0; if (centerwidth) x = margin + (centerwidth - width*8)/2; else x = margin; for (i=0 ; i 5) width = 5; SCR_AddDirtyPoint (x, y); SCR_AddDirtyPoint (x+width*CHAR_WIDTH+2, y+23); Com_sprintf (num, sizeof(num), "%i", value); l = strlen(num); if (l > width) l = width; x += 2 + CHAR_WIDTH*(width - l); ptr = num; while (*ptr && l) { if (*ptr == '-') frame = STAT_MINUS; else frame = *ptr -'0'; re.DrawPic (x,y,sb_nums[color][frame]); x += CHAR_WIDTH; ptr++; l--; } } /* =============== SCR_TouchPics Allows rendering code to cache all needed sbar graphics =============== */ void SCR_TouchPics (void) { int i, j; for (i=0 ; i<2 ; i++) for (j=0 ; j<11 ; j++) re.RegisterPic (sb_nums[i][j]); if (crosshair->value) { if (crosshair->value > 3 || crosshair->value < 0) crosshair->value = 3; Com_sprintf (crosshair_pic, sizeof(crosshair_pic), "ch%i", (int)(crosshair->value)); re.DrawGetPicSize (&crosshair_width, &crosshair_height, crosshair_pic); if (!crosshair_width) crosshair_pic[0] = 0; } } /* ================ SCR_ExecuteLayoutString ================ */ void SCR_ExecuteLayoutString (char *s) { int x, y; int value; char *token; int width; int index; clientinfo_t *ci; if (cls.state != ca_active || !cl.refresh_prepped) return; if (!s[0]) return; x = 0; y = 0; width = 3; while (s) { token = COM_Parse (&s); if (!strcmp(token, "xl")) { token = COM_Parse (&s); x = atoi(token); continue; } if (!strcmp(token, "xr")) { token = COM_Parse (&s); x = viddef.width + atoi(token); continue; } if (!strcmp(token, "xv")) { token = COM_Parse (&s); x = viddef.width/2 - 160 + atoi(token); continue; } if (!strcmp(token, "yt")) { token = COM_Parse (&s); y = atoi(token); continue; } if (!strcmp(token, "yb")) { token = COM_Parse (&s); y = viddef.height + atoi(token); continue; } if (!strcmp(token, "yv")) { token = COM_Parse (&s); y = viddef.height/2 - 120 + atoi(token); continue; } if (!strcmp(token, "pic")) { // draw a pic from a stat number token = COM_Parse (&s); value = cl.frame.playerstate.stats[atoi(token)]; if (value >= MAX_IMAGES) Com_Error (ERR_DROP, "Pic >= MAX_IMAGES"); if (cl.configstrings[CS_IMAGES+value]) { SCR_AddDirtyPoint (x, y); SCR_AddDirtyPoint (x+23, y+23); re.DrawPic (x, y, cl.configstrings[CS_IMAGES+value]); } continue; } if (!strcmp(token, "client")) { // draw a deathmatch client block int score, ping, time; token = COM_Parse (&s); x = viddef.width/2 - 160 + atoi(token); token = COM_Parse (&s); y = viddef.height/2 - 120 + atoi(token); SCR_AddDirtyPoint (x, y); SCR_AddDirtyPoint (x+159, y+31); token = COM_Parse (&s); value = atoi(token); if (value >= MAX_CLIENTS || value < 0) Com_Error (ERR_DROP, "client >= MAX_CLIENTS"); ci = &cl.clientinfo[value]; token = COM_Parse (&s); score = atoi(token); token = COM_Parse (&s); ping = atoi(token); token = COM_Parse (&s); time = atoi(token); DrawAltString (x+32, y, ci->name); DrawString (x+32, y+8, "Score: "); DrawAltString (x+32+7*8, y+8, va("%i", score)); DrawString (x+32, y+16, va("Ping: %i", ping)); DrawString (x+32, y+24, va("Time: %i", time)); if (!ci->icon) ci = &cl.baseclientinfo; re.DrawPic (x, y, ci->iconname); continue; } if (!strcmp(token, "ctf")) { // draw a ctf client block int score, ping; char block[80]; token = COM_Parse (&s); x = viddef.width/2 - 160 + atoi(token); token = COM_Parse (&s); y = viddef.height/2 - 120 + atoi(token); SCR_AddDirtyPoint (x, y); SCR_AddDirtyPoint (x+159, y+31); token = COM_Parse (&s); value = atoi(token); if (value >= MAX_CLIENTS || value < 0) Com_Error (ERR_DROP, "client >= MAX_CLIENTS"); ci = &cl.clientinfo[value]; token = COM_Parse (&s); score = atoi(token); token = COM_Parse (&s); ping = atoi(token); if (ping > 999) ping = 999; sprintf(block, "%3d %3d %-12.12s", score, ping, ci->name); if (value == cl.playernum) DrawAltString (x, y, block); else DrawString (x, y, block); continue; } if (!strcmp(token, "picn")) { // draw a pic from a name token = COM_Parse (&s); SCR_AddDirtyPoint (x, y); SCR_AddDirtyPoint (x+23, y+23); re.DrawPic (x, y, token); continue; } if (!strcmp(token, "num")) { // draw a number token = COM_Parse (&s); width = atoi(token); token = COM_Parse (&s); value = cl.frame.playerstate.stats[atoi(token)]; SCR_DrawField (x, y, 0, width, value); continue; } if (!strcmp(token, "hnum")) { // health number int color; width = 3; value = cl.frame.playerstate.stats[STAT_HEALTH]; if (value > 25) color = 0; // green else if (value > 0) color = (cl.frame.serverframe>>2) & 1; // flash else color = 1; if (cl.frame.playerstate.stats[STAT_FLASHES] & 1) re.DrawPic (x, y, "field_3"); SCR_DrawField (x, y, color, width, value); continue; } if (!strcmp(token, "anum")) { // ammo number int color; width = 3; value = cl.frame.playerstate.stats[STAT_AMMO]; if (value > 5) color = 0; // green else if (value >= 0) color = (cl.frame.serverframe>>2) & 1; // flash else continue; // negative number = don't show if (cl.frame.playerstate.stats[STAT_FLASHES] & 4) re.DrawPic (x, y, "field_3"); SCR_DrawField (x, y, color, width, value); continue; } if (!strcmp(token, "rnum")) { // armor number int color; width = 3; value = cl.frame.playerstate.stats[STAT_ARMOR]; if (value < 1) continue; color = 0; // green if (cl.frame.playerstate.stats[STAT_FLASHES] & 2) re.DrawPic (x, y, "field_3"); SCR_DrawField (x, y, color, width, value); continue; } if (!strcmp(token, "stat_string")) { token = COM_Parse (&s); index = atoi(token); if (index < 0 || index >= MAX_CONFIGSTRINGS) Com_Error (ERR_DROP, "Bad stat_string index"); index = cl.frame.playerstate.stats[index]; if (index < 0 || index >= MAX_CONFIGSTRINGS) Com_Error (ERR_DROP, "Bad stat_string index"); DrawString (x, y, cl.configstrings[index]); continue; } if (!strcmp(token, "cstring")) { token = COM_Parse (&s); DrawHUDString (token, x, y, 320, 0); continue; } if (!strcmp(token, "string")) { token = COM_Parse (&s); DrawString (x, y, token); continue; } if (!strcmp(token, "cstring2")) { token = COM_Parse (&s); DrawHUDString (token, x, y, 320,0x80); continue; } if (!strcmp(token, "string2")) { token = COM_Parse (&s); DrawAltString (x, y, token); continue; } if (!strcmp(token, "if")) { // draw a number token = COM_Parse (&s); value = cl.frame.playerstate.stats[atoi(token)]; if (!value) { // skip to endif while (s && strcmp(token, "endif") ) { token = COM_Parse (&s); } } continue; } } } /* ================ SCR_DrawStats The status bar is a small layout program that is based on the stats array ================ */ void SCR_DrawStats (void) { SCR_ExecuteLayoutString (cl.configstrings[CS_STATUSBAR]); } /* ================ SCR_DrawLayout ================ */ #define STAT_LAYOUTS 13 void SCR_DrawLayout (void) { if (!cl.frame.playerstate.stats[STAT_LAYOUTS]) return; SCR_ExecuteLayoutString (cl.layout); } //======================================================= /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen (void) { int numframes; int i; float separation[2] = { 0, 0 }; // if the screen is disabled (loading plaque is up, or vid mode changing) // do nothing at all if (cls.disable_screen) { if (Sys_Milliseconds() - cls.disable_screen > 120000) { cls.disable_screen = 0; Com_Printf ("Loading plaque timed out.\n"); } return; } if (!scr_initialized || !con.initialized) return; // not initialized yet /* ** range check cl_camera_separation so we don't inadvertently fry someone's ** brain */ if ( cl_stereo_separation->value > 1.0 ) Cvar_SetValue( "cl_stereo_separation", 1.0 ); else if ( cl_stereo_separation->value < 0 ) Cvar_SetValue( "cl_stereo_separation", 0.0 ); if ( cl_stereo->value ) { numframes = 2; separation[0] = -cl_stereo_separation->value / 2; separation[1] = cl_stereo_separation->value / 2; } else { separation[0] = 0; separation[1] = 0; numframes = 1; } for ( i = 0; i < numframes; i++ ) { re.BeginFrame( separation[i] ); if (scr_draw_loading == 2) { // loading plaque over black screen int w, h; re.CinematicSetPalette(NULL); scr_draw_loading = false; re.DrawGetPicSize (&w, &h, "loading"); re.DrawPic ((viddef.width-w)/2, (viddef.height-h)/2, "loading"); // re.EndFrame(); // return; } // if a cinematic is supposed to be running, handle menus // and console specially else if (cl.cinematictime > 0) { if (cls.key_dest == key_menu) { if (cl.cinematicpalette_active) { re.CinematicSetPalette(NULL); cl.cinematicpalette_active = false; } M_Draw (); // re.EndFrame(); // return; } else if (cls.key_dest == key_console) { if (cl.cinematicpalette_active) { re.CinematicSetPalette(NULL); cl.cinematicpalette_active = false; } SCR_DrawConsole (); // re.EndFrame(); // return; } else { SCR_DrawCinematic(); // re.EndFrame(); // return; } } else { // make sure the game palette is active if (cl.cinematicpalette_active) { re.CinematicSetPalette(NULL); cl.cinematicpalette_active = false; } // do 3D refresh drawing, and then update the screen SCR_CalcVrect (); // clear any dirty part of the background SCR_TileClear (); V_RenderView ( separation[i] ); SCR_DrawStats (); if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1) SCR_DrawLayout (); if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 2) CL_DrawInventory (); SCR_DrawNet (); SCR_CheckDrawCenterString (); if (scr_timegraph->value) SCR_DebugGraph (cls.frametime*300, 0); if (scr_debuggraph->value || scr_timegraph->value || scr_netgraph->value) SCR_DrawDebugGraph (); SCR_DrawPause (); SCR_DrawConsole (); M_Draw (); SCR_DrawLoading (); } } re.EndFrame(); }