/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/console.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/pcx.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/texture.h" #include "QF/va.h" #include "compat.h" #include "r_cvar.h" #include "r_local.h" #include "r_screen.h" #include "sbar.h" #include "view.h" /* SCR_CalcRefdef Must be called whenever vid changes Internal use only */ static void SCR_CalcRefdef (void) { vrect_t vrect; float size; int h, lines; qboolean full = false; scr_fullupdate = 0; // force a background redraw vid.recalc_refdef = 0; // force the status bar to redraw Sbar_Changed (); // bound field of view Cvar_SetValue (scr_fov, bound (1, scr_fov->value, 170)); if (r_viewsize >= 100) { full = true; size = 100.0; } else { size = r_viewsize; } // intermission is always full screen lines = r_lineadj; if (r_force_fullscreen /* FIXME: better test */) { full = true; size = 100.0; lines = 0; } size /= 100.0; h = vid.height - 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 (r_refdef.vrect.height > h) r_refdef.vrect.height = h; 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->value; 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); // notify the refresh of the change R_ViewChanged (&vrect, r_lineadj, vid.aspect); } static 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); } /* SCREEN SHOTS */ tex_t * SCR_ScreenShot (int width, int height) { unsigned char *src, *dest; float fracw, frach; int count, dex, dey, dx, dy, nx, r, g, b, x, y, w, h; tex_t *tex; // enable direct drawing of console to back buffer D_EnableBackBufferAccess (); w = (vid.width < (unsigned int) width) ? vid.width : (unsigned int) width; h = (vid.height < (unsigned int) height) ? vid.height : (unsigned int) height; fracw = (float) vid.width / (float) w; frach = (float) vid.height / (float) h; tex = malloc (field_offset (tex_t, data[w * h])); if (!tex) return 0; tex->width = w; tex->height = h; tex->palette = vid.palette; for (y = 0; y < h; y++) { dest = tex->data + (w * (h - y - 1)); 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) { dstring_t *pcxname = dstring_new (); pcx_t *pcx; int pcx_len; // find a file name to save it to if (!QFS_NextFilename (pcxname, va ("%s/qf", qfs_gamedir->dir.def), ".pcx")) { Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX"); } else { // 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); QFS_WriteFile (pcxname->str, 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->str); } dstring_delete (pcxname); } /* 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) { vrect_t vrect; if (scr_skipupdate || block_drawing) return; r_realtime = realtime; scr_copytop = 0; scr_copyeverything = 0; if (!scr_initialized) return; // not initialized yet 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 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 (); } else { while (*scr_funcs) { (*scr_funcs)(); 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 - r_lineadj; 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); } }