Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-01-08 04:50:26 +00:00
|
|
|
Portions Copyright (C) 1999,2000 Nelson Rush.
|
2000-01-25 05:59:19 +00:00
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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"
|
|
|
|
#include "r_local.h"
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
#include <time.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
|
|
|
|
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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;
|
2000-01-25 05:59:19 +00:00
|
|
|
float oldsbar;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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"};
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
int sb_lines;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
viddef_t vid; // global video state
|
|
|
|
|
|
|
|
vrect_t *pconupdate;
|
|
|
|
vrect_t scr_vrect;
|
|
|
|
|
|
|
|
qboolean scr_disabled_for_loading;
|
|
|
|
qboolean scr_drawloading;
|
|
|
|
float scr_disabled_time;
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
qboolean scr_skipupdate;
|
|
|
|
|
|
|
|
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_EraseCenterString (void)
|
|
|
|
{
|
|
|
|
int y;
|
|
|
|
|
|
|
|
if (scr_erase_center++ > vid.numpages)
|
|
|
|
{
|
|
|
|
scr_erase_lines = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (scr_center_lines <= 4)
|
|
|
|
y = vid.height*0.35;
|
|
|
|
else
|
|
|
|
y = 48;
|
|
|
|
|
|
|
|
scr_copytop = 1;
|
2000-01-25 05:59:19 +00:00
|
|
|
Draw_TileClear (0, y, vid.width, min(8*scr_erase_lines, vid.height - y - 1));
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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 ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
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;
|
|
|
|
|
|
|
|
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");
|
|
|
|
|
|
|
|
r_refdef.fov_x = scr_fov.value;
|
|
|
|
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
// these calculations mirror those in R_Init() for r_refdef, but take no
|
|
|
|
// account of water warping
|
|
|
|
vrect.x = 0;
|
|
|
|
vrect.y = 0;
|
|
|
|
vrect.width = vid.width;
|
|
|
|
vrect.height = vid.height;
|
|
|
|
|
|
|
|
R_SetVrect (&vrect, &scr_vrect, sb_lines);
|
|
|
|
|
|
|
|
// guard against going from one mode to another that's less than half the
|
|
|
|
// vertical resolution
|
|
|
|
if (scr_con_current > vid.height)
|
|
|
|
scr_con_current = vid.height;
|
|
|
|
|
|
|
|
// notify the refresh of the change
|
|
|
|
R_ViewChanged (&vrect, sb_lines, vid.aspect);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
SCR_SizeUp_f
|
|
|
|
|
|
|
|
Keybinding command
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void SCR_SizeUp_f (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
if (scr_viewsize.value < 120) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Cvar_SetValue ("viewsize",scr_viewsize.value+10);
|
|
|
|
vid.recalc_refdef = 1;
|
2000-01-25 05:59:19 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
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);
|
|
|
|
|
|
|
|
//
|
|
|
|
// register our commands
|
|
|
|
//
|
|
|
|
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
|
|
|
|
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
|
|
|
|
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
scr_ram = W_GetLumpName ("ram");
|
|
|
|
scr_net = W_GetLumpName ("net");
|
|
|
|
scr_turtle = W_GetLumpName ("turtle");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
scr_initialized = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2000-01-19 05:31:22 +00:00
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SCR_DrawFPS
|
|
|
|
|
|
|
|
Backported by Jules Bean <jules@jellybean.co.uk> from
|
|
|
|
quakeworld client
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SCR_DrawFPS (void)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
extern cvar_t show_fps;
|
2000-01-19 05:31:22 +00:00
|
|
|
static double lastframetime;
|
|
|
|
double t;
|
|
|
|
extern int fps_count;
|
|
|
|
static int lastfps;
|
|
|
|
int x, y;
|
|
|
|
char st[80];
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
if (!show_fps.value)
|
|
|
|
return;
|
2000-01-19 05:31:22 +00:00
|
|
|
|
|
|
|
t = Sys_DoubleTime();
|
|
|
|
if ((t - lastframetime) >= 1.0) {
|
|
|
|
lastfps = fps_count;
|
|
|
|
fps_count = 0;
|
|
|
|
lastframetime = t;
|
|
|
|
}
|
|
|
|
|
|
|
|
snprintf(st, sizeof(st), "%3d FPS", lastfps);
|
|
|
|
x = vid.width - strlen(st) * 8 - 8;
|
|
|
|
y = vid.height - sb_lines - 8;
|
|
|
|
// Draw_TileClear(x, y, strlen(st) * 8, 8);
|
|
|
|
Draw_String(x, y, st);
|
|
|
|
}
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
==============
|
|
|
|
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
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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)
|
|
|
|
{
|
|
|
|
scr_copytop = 1;
|
|
|
|
Draw_TileClear (0,(int)scr_con_current,vid.width, vid.height - (int)scr_con_current);
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
else if (clearnotify++ < vid.numpages)
|
|
|
|
{
|
|
|
|
scr_copytop = 1;
|
|
|
|
Draw_TileClear (0,0,vid.width, con_notifylines);
|
|
|
|
}
|
|
|
|
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
|
|
|
|
{
|
|
|
|
char manufacturer;
|
|
|
|
char version;
|
|
|
|
char encoding;
|
|
|
|
char bits_per_pixel;
|
|
|
|
unsigned short xmin,ymin,xmax,ymax;
|
|
|
|
unsigned short hres,vres;
|
|
|
|
unsigned char palette[48];
|
|
|
|
char reserved;
|
|
|
|
char color_planes;
|
|
|
|
unsigned short bytes_per_line;
|
|
|
|
unsigned short palette_type;
|
|
|
|
char filler[58];
|
|
|
|
unsigned char data; // unbounded
|
|
|
|
} pcx_t;
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
WritePCXfile
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void WritePCXfile (char *filename, byte *data, int width, int height,
|
2000-01-25 05:59:19 +00:00
|
|
|
int rowbytes, byte *palette)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int i, j, length;
|
|
|
|
pcx_t *pcx;
|
|
|
|
byte *pack;
|
|
|
|
|
|
|
|
pcx = Hunk_TempAlloc (width*height*2+1000);
|
|
|
|
if (pcx == NULL)
|
|
|
|
{
|
|
|
|
Con_Printf("SCR_ScreenShot_f: not enough memory\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pcx->manufacturer = 0x0a; // PCX id
|
|
|
|
pcx->version = 5; // 256 color
|
|
|
|
pcx->encoding = 1; // uncompressed
|
|
|
|
pcx->bits_per_pixel = 8; // 256 color
|
|
|
|
pcx->xmin = 0;
|
|
|
|
pcx->ymin = 0;
|
|
|
|
pcx->xmax = LittleShort((short)(width-1));
|
|
|
|
pcx->ymax = LittleShort((short)(height-1));
|
|
|
|
pcx->hres = LittleShort((short)width);
|
|
|
|
pcx->vres = LittleShort((short)height);
|
|
|
|
Q_memset (pcx->palette,0,sizeof(pcx->palette));
|
|
|
|
pcx->color_planes = 1; // chunky image
|
|
|
|
pcx->bytes_per_line = LittleShort((short)width);
|
|
|
|
pcx->palette_type = LittleShort(2); // not a grey scale
|
|
|
|
Q_memset (pcx->filler,0,sizeof(pcx->filler));
|
|
|
|
|
|
|
|
// pack the image
|
|
|
|
pack = &pcx->data;
|
|
|
|
|
|
|
|
for (i=0 ; i<height ; i++)
|
|
|
|
{
|
|
|
|
for (j=0 ; j<width ; j++)
|
|
|
|
{
|
|
|
|
if ( (*data & 0xc0) != 0xc0)
|
|
|
|
*pack++ = *data++;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*pack++ = 0xc1;
|
|
|
|
*pack++ = *data++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
data += rowbytes - width;
|
|
|
|
}
|
|
|
|
|
|
|
|
// write the palette
|
|
|
|
*pack++ = 0x0c; // palette ID byte
|
|
|
|
for (i=0 ; i<768 ; i++)
|
|
|
|
*pack++ = *palette++;
|
|
|
|
|
|
|
|
// write output file
|
|
|
|
length = pack - (byte *)pcx;
|
|
|
|
COM_WriteFile (filename, pcx, length);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_ScreenShot_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_ScreenShot_f (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
char pcxname[80];
|
|
|
|
char checkname[MAX_OSPATH];
|
|
|
|
|
|
|
|
//
|
|
|
|
// find a file name to save it to
|
|
|
|
//
|
|
|
|
strcpy(pcxname,"quake00.pcx");
|
|
|
|
|
|
|
|
for (i=0 ; i<=99 ; i++)
|
|
|
|
{
|
|
|
|
pcxname[5] = i/10 + '0';
|
|
|
|
pcxname[6] = i%10 + '0';
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(checkname, sizeof(checkname), "%s/%s", com_gamedir, pcxname);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (Sys_FileTime(checkname) == -1)
|
|
|
|
break; // file doesn't exist
|
|
|
|
}
|
|
|
|
if (i==100)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
2000-01-25 05:59:19 +00:00
|
|
|
}
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
//
|
|
|
|
// save the pcx file
|
|
|
|
//
|
|
|
|
D_EnableBackBufferAccess (); // enable direct drawing of console to back
|
|
|
|
// buffer
|
|
|
|
|
|
|
|
WritePCXfile (pcxname, vid.buffer, vid.width, vid.height, vid.rowbytes,
|
|
|
|
host_basepal);
|
|
|
|
|
|
|
|
D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
|
|
|
|
// for linear writes all the time
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
//=============================================================================
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
==================
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
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;
|
2000-01-25 05:59:19 +00:00
|
|
|
static float oldlcd_x;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vrect_t vrect;
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (scr_skipupdate || block_drawing)
|
|
|
|
return;
|
|
|
|
|
|
|
|
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
|
2000-01-25 05:59:19 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef _WIN32
|
|
|
|
{ // don't suck up any cpu if minimized
|
|
|
|
extern int Minimized;
|
|
|
|
|
|
|
|
if (Minimized)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
}
|
2000-01-25 05:59:19 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (cls.state == ca_dedicated)
|
2000-01-25 05:59:19 +00:00
|
|
|
return;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (!scr_initialized || !con_initialized)
|
|
|
|
return; // not initialized yet
|
|
|
|
|
|
|
|
if (scr_viewsize.value != oldscr_viewsize)
|
|
|
|
{
|
|
|
|
oldscr_viewsize = scr_viewsize.value;
|
|
|
|
vid.recalc_refdef = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// check for vid changes
|
|
|
|
//
|
|
|
|
if (oldfov != scr_fov.value)
|
|
|
|
{
|
|
|
|
oldfov = scr_fov.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (oldlcd_x != lcd_x.value)
|
|
|
|
{
|
|
|
|
oldlcd_x = lcd_x.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (oldscreensize != scr_viewsize.value)
|
|
|
|
{
|
|
|
|
oldscreensize = scr_viewsize.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
2000-01-25 05:59:19 +00:00
|
|
|
|
|
|
|
if (oldsbar != cl_sbar.value)
|
|
|
|
{
|
|
|
|
oldsbar = cl_sbar.value;
|
|
|
|
vid.recalc_refdef = true;
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (vid.recalc_refdef)
|
|
|
|
{
|
2000-01-25 05:59:19 +00:00
|
|
|
// something changed, so reorder the screen
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
SCR_CalcRefdef ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// do 3D refresh drawing, and then update the screen
|
|
|
|
//
|
|
|
|
D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
|
|
|
|
|
|
|
|
if (scr_fullupdate++ < vid.numpages)
|
|
|
|
{ // clear the entire screen
|
|
|
|
scr_copyeverything = 1;
|
|
|
|
Draw_TileClear (0,0,vid.width,vid.height);
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
|
|
|
|
pconupdate = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
SCR_SetUpToDrawConsole ();
|
|
|
|
SCR_EraseCenterString ();
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
|
|
|
|
// for linear writes all the time
|
|
|
|
|
|
|
|
VID_LockBuffer ();
|
|
|
|
V_RenderView ();
|
|
|
|
VID_UnlockBuffer ();
|
|
|
|
|
|
|
|
D_EnableBackBufferAccess (); // of all overlay stuff if drawing directly
|
|
|
|
|
|
|
|
if (scr_drawdialog)
|
|
|
|
{
|
|
|
|
Sbar_Draw ();
|
|
|
|
Draw_FadeScreen ();
|
|
|
|
SCR_DrawNotifyString ();
|
|
|
|
scr_copyeverything = true;
|
|
|
|
}
|
|
|
|
else if (scr_drawloading)
|
|
|
|
{
|
|
|
|
SCR_DrawLoading ();
|
|
|
|
Sbar_Draw ();
|
|
|
|
}
|
|
|
|
else 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 (cl.intermission == 3 && key_dest == key_game)
|
|
|
|
{
|
|
|
|
SCR_CheckDrawCenterString ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SCR_DrawRam ();
|
|
|
|
SCR_DrawNet ();
|
|
|
|
SCR_DrawTurtle ();
|
|
|
|
SCR_DrawPause ();
|
2000-01-19 05:31:22 +00:00
|
|
|
SCR_DrawFPS ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
SCR_CheckDrawCenterString ();
|
|
|
|
Sbar_Draw ();
|
2000-01-25 05:59:19 +00:00
|
|
|
SCR_DrawConsole ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
M_Draw ();
|
|
|
|
}
|
|
|
|
|
2000-01-25 05:59:19 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
|
|
|
|
// for linear writes all the time
|
|
|
|
if (pconupdate)
|
|
|
|
{
|
|
|
|
D_UpdateRects (pconupdate);
|
|
|
|
}
|
|
|
|
|
|
|
|
V_UpdatePalette ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// update one of three areas
|
|
|
|
//
|
|
|
|
if (scr_copyeverything)
|
|
|
|
{
|
|
|
|
vrect.x = 0;
|
|
|
|
vrect.y = 0;
|
|
|
|
vrect.width = vid.width;
|
|
|
|
vrect.height = vid.height;
|
|
|
|
vrect.pnext = 0;
|
|
|
|
|
|
|
|
VID_Update (&vrect);
|
|
|
|
}
|
|
|
|
else if (scr_copytop)
|
|
|
|
{
|
|
|
|
vrect.x = 0;
|
|
|
|
vrect.y = 0;
|
|
|
|
vrect.width = vid.width;
|
|
|
|
vrect.height = vid.height - sb_lines;
|
|
|
|
vrect.pnext = 0;
|
|
|
|
|
|
|
|
VID_Update (&vrect);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vrect.x = scr_vrect.x;
|
|
|
|
vrect.y = scr_vrect.y;
|
|
|
|
vrect.width = scr_vrect.width;
|
|
|
|
vrect.height = scr_vrect.height;
|
|
|
|
vrect.pnext = 0;
|
|
|
|
|
|
|
|
VID_Update (&vrect);
|
2000-01-25 05:59:19 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SCR_UpdateWholeScreen
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SCR_UpdateWholeScreen (void)
|
|
|
|
{
|
|
|
|
scr_fullupdate = 0;
|
|
|
|
SCR_UpdateScreen ();
|
|
|
|
}
|