/* 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 "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/keys.h" #include "QF/pcx.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/texture.h" #include "QF/vfs.h" #include "QF/vid.h" #include "compat.h" #include "d_iface.h" #include "r_cvar.h" #include "r_local.h" #include "sbar.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 always rendered, unless the console is full screen console is: notify lines half full */ // 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; 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 *pconupdate; vrect_t scr_vrect; qboolean scr_disabled_for_loading; 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 (const char *str) { strncpy (scr_centerstring, str, sizeof (scr_centerstring) - 1); scr_centertime_off = scr_centertime->value; scr_centertime_start = r_realtime; // 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 (r_force_fullscreen /*FIXME*/) remaining = scr_printspeed->value * (r_realtime - 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 (int swap) { scr_copytop = 1; if (scr_center_lines > scr_erase_lines) scr_erase_lines = scr_center_lines; scr_centertime_off -= r_frametime; if (scr_centertime_off <= 0 && !r_force_fullscreen /*FIXME*/) return; if (key_dest != key_game) return; SCR_DrawCenterString (); } //============================================================================= 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) { vrect_t vrect; float size; int h; qboolean full = false; scr_fullupdate = 0; // force a background redraw vid.recalc_refdef = 0; // force the status bar to redraw Sbar_Changed (); //======================================== // bound viewsize 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 (r_force_fullscreen /*FIXME*/) { full = true; size = 100.0; sb_lines = 0; } size /= 100.0; h = vid.height - r_lineadj; 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 (r_refdef.vrect.height > vid.height - r_lineadj) r_refdef.vrect.height = vid.height - r_lineadj; 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; // 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, r_lineadj); // 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, r_lineadj, vid.aspect); } extern float v_blend[4]; void SCR_ApplyBlend (void) // Used to be V_UpdatePalette { int r, g, b, i; byte *basepal, *newpal; byte pal[768]; basepal = vid_basepal; newpal = pal; for (i = 0; i < 256; i++) { r = basepal[0]; g = basepal[1]; b = basepal[2]; basepal += 3; r += (int) (v_blend[3] * (v_blend[0] * 256 - r)); g += (int) (v_blend[3] * (v_blend[1] * 256 - g)); b += (int) (v_blend[3] * (v_blend[2] * 256 - b)); newpal[0] = gammatable[r]; newpal[1] = gammatable[g]; newpal[2] = gammatable[b]; newpal += 3; } VID_ShiftPalette (pal); } /* 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; } //============================================================================ void SCR_Init (void) { // register our commands Cmd_AddCommand ("screenshot", SCR_ScreenShot_f, "Take a screenshot and " "write it as qfxxx.tga in the current directory"); Cmd_AddCommand ("sizeup", SCR_SizeUp_f, "Increase the size of the screen"); Cmd_AddCommand ("sizedown", SCR_SizeDown_f, "Decrease the size of the " "screen"); scr_ram = Draw_PicFromWad ("ram"); scr_net = Draw_PicFromWad ("net"); scr_turtle = Draw_PicFromWad ("turtle"); scr_initialized = true; } void SCR_DrawRam (int swap) { if (!scr_showram->int_val) return; if (!r_cache_thrash) return; Draw_Pic (scr_vrect.x + 32, scr_vrect.y, scr_ram); } void SCR_DrawTurtle (int swap) { static int count; if (!scr_showturtle->int_val) return; if (r_frametime < 0.1) { count = 0; return; } count++; if (count < 3) return; Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle); } extern cvar_t *show_fps; extern cvar_t *show_time; void SCR_DrawFPS (int swap) { 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); /* Misty: New trick! (for me) the ? makes this work like a if then else - IE: if cl_hudswap->int_val is not null, do first case, else (else is a : here) do second case. Deek taught me this trick */ if (show_time->int_val <= 0) { i = 8; } else if (show_time->int_val == 1) { i = 56; } else { i = 80; } x = swap ? 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 (int swap) { 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"; } // Print it next to the fps meter strftime (st, sizeof (st), timefmt, local); x = swap ? (vid.width - ((strlen (st) * 8) + 8)) : 8; y = vid.height - (sb_lines + 8); Draw_String8 (x, y, st); } void SCR_DrawPause (int swap) { qpic_t *pic; if (!scr_showpause->int_val) // turn off for screenshots return; if (!r_paused) return; pic = Draw_CachePic ("gfx/pause.lmp", true); Draw_Pic ((vid.width - pic->width) / 2, (vid.height - 48 - pic->height) / 2, pic); } //============================================================================= void SCR_SetUpToDrawConsole (void) { Con_CheckResize (); // decide on the height of the console if (!r_active) { scr_conlines = vid.height; // full screen scr_con_current = scr_conlines; } else if (key_dest == key_console) scr_conlines = vid.height * bound (0.2, scr_consize->value, 1); else scr_conlines = 0; // none visible if (scr_conlines < scr_con_current) { scr_con_current -= scr_conspeed->value * r_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 * r_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; } void SCR_DrawConsole (int swap) { if (scr_con_current) { scr_copyeverything = 1; Con_DrawConsole (scr_con_current); Con_DrawDownload (scr_con_current); clearconsole = 0; } else { if (key_dest == key_game || key_dest == key_message) Con_DrawNotify (); // only draw notify in game } } /* SCREEN SHOTS */ tex_t * SCR_ScreenShot (int width, int height) { int x, y; unsigned char *src, *dest; int w, h; int dx, dy, dex, dey, nx; int r, b, g; int count; float fracw, frach; tex_t *tex; // enable direct drawing of console to back buffer D_EnableBackBufferAccess (); w = (vid.width < width) ? vid.width : width; h = (vid.height < height) ? vid.height : height; fracw = (float) vid.width / (float) w; frach = (float) vid.height / (float) h; tex = Hunk_TempAlloc (field_offset (tex_t, data[w * h])); if (!tex) return 0; for (y = 0; y < h; y++) { dest = tex->data + (w * 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 = vid.buffer + (vid.rowbytes * dy) + dx; for (nx = dx; nx < dex; nx++) { r += vid_basepal[*src * 3]; g += vid_basepal[*src * 3 + 1]; b += vid_basepal[*src * 3 + 2]; src++; count++; } } r /= count; g /= count; b /= count; *dest++ = MipColor (r, g, b); } } // for adapters that can't stay mapped in for linear writes all the time D_DisableBackBufferAccess (); return tex; } void SCR_ScreenShot_f (void) { char pcxname[MAX_OSPATH]; pcx_t *pcx; int pcx_len; // find a file name to save it to if (!COM_NextFilename (pcxname, "qf", ".pcx")) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX"); return; } // enable direct drawing of console to back buffer D_EnableBackBufferAccess (); // save the pcx file pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes, vid_basepal, false, &pcx_len); COM_WriteFile (pcxname, pcx, pcx_len); // for adapters that can't stay mapped in for linear writes all the time D_DisableBackBufferAccess (); 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 = vid_basepal[i * 3] - r; g1 = vid_basepal[i * 3 + 1] - g; b1 = vid_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 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, tex_t *tex, int x, int y) { byte *buf = tex->data; byte *dest; const unsigned char *p; int width = tex->width; dest = buf + ((y * width) + x); p = (const unsigned char *) s; while (*p) { SCR_DrawCharToSnap (*p++, dest, width); dest += 8; } } //============================================================================= 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); } //============================================================================= /* 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 (double realtime, SCR_Func *scr_funcs, int swap) { static int oldscr_viewsize; vrect_t vrect; if (scr_skipupdate || block_drawing) return; if (scr_disabled_for_loading) return; #ifdef _WIN32 { // don't suck up any cpu if minimized extern qboolean Minimized; if (Minimized) return; } #endif r_realtime = realtime; scr_copytop = 0; scr_copyeverything = 0; if (!scr_initialized || !con_initialized) return; // not initialized yet if (scr_viewsize->int_val != oldscr_viewsize) { oldscr_viewsize = scr_viewsize->int_val; vid.recalc_refdef = 1; } // // check for vid changes // if (oldfov != scr_fov->int_val) { oldfov = scr_fov->int_val; vid.recalc_refdef = true; } if (oldscreensize != scr_viewsize->int_val) { oldscreensize = scr_viewsize->int_val; vid.recalc_refdef = true; } if (vid.recalc_refdef) { // something changed, so reorder the screen 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 (); 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 (r_force_fullscreen /*FIXME*/ == 1 && key_dest == key_game) { Sbar_IntermissionOverlay (); } else if (r_force_fullscreen /*FIXME*/ == 2 && key_dest == key_game) { Sbar_FinaleOverlay (); SCR_CheckDrawCenterString (swap); } else { while (*scr_funcs) { (*scr_funcs)(swap); scr_funcs++; } } D_DisableBackBufferAccess (); // for adapters that can't stay // mapped in // for linear writes all the time if (pconupdate) { D_UpdateRects (pconupdate); } SCR_ApplyBlend (); // // 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); } }