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https://git.code.sf.net/p/quake/quakeforge
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Instead of creating new entities for the text views. This approximately halves the number of entities required to display flowed text, but also tests the ability to have an entity in multiple hierarchies (the goal of the ECS component and system changes).
266 lines
7.1 KiB
C
266 lines
7.1 KiB
C
/*
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cl_screen.c
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master for refresh, status bar, console, chat, notify, etc
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <time.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/image.h"
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#include "QF/pcx.h"
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#include "QF/screen.h"
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#include "QF/plugin/console.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "QF/ui/view.h"
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#include "r_local.h" //FIXME for r_cache_thrash
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#include "client/hud.h"
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#include "client/sbar.h"
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#include "client/screen.h"
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#include "client/view.h"
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#include "client/world.h"
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//#include "nq/include/client.h"
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int scr_showpause;
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static cvar_t scr_showpause_cvar = {
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.name = "showpause",
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.description =
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"Toggles display of pause graphic",
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.default_value = "1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &scr_showpause },
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};
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int scr_showram;
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static cvar_t scr_showram_cvar = {
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.name = "showram",
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.description =
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"Show RAM icon if game is running low on memory",
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.default_value = "1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &scr_showram },
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};
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int scr_showturtle;
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static cvar_t scr_showturtle_cvar = {
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.name = "showturtle",
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.description =
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"Show a turtle icon if your fps is below 10",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &scr_showturtle },
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};
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view_t cl_screen_view;
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static view_t net_view;
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static view_t timegraph_view;
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static view_t zgraph_view;
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static view_t loading_view;
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static view_t ram_view;
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static view_t turtle_view;
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static view_t pause_view;
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static viewstate_t *_vs;//FIXME ick
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static void
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SCR_CShift (void)
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{
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mleaf_t *leaf;
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int contents = CONTENTS_EMPTY;
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if (_vs->active && cl_world.scene->worldmodel) {
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vec4f_t origin;
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origin = Transform_GetWorldPosition (_vs->camera_transform);
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leaf = Mod_PointInLeaf (origin, cl_world.scene->worldmodel);
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contents = leaf->contents;
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}
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V_SetContentsColor (_vs, contents);
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r_funcs->Draw_BlendScreen (_vs->cshift_color);
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}
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static void
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scr_draw_views (void)
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{
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if (scr_showturtle) {
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static int count;
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if (r_data->frametime < 0.1) {
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count = 0;
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} else {
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count++;
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}
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View_SetVisible (turtle_view, count > 2);
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}
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// turn off for screenshots
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View_SetVisible (pause_view, scr_showpause && r_data->paused);
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View_SetVisible (ram_view, scr_showram && r_cache_thrash);
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double msg_time = _vs->realtime - _vs->last_servermessage;
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View_SetVisible (net_view, (!_vs->demoplayback && msg_time >= 0.3));
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View_SetVisible (loading_view, _vs->loading);
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// FIXME cvar callbacks
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View_SetVisible (timegraph_view, r_timegraph);
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View_SetVisible (zgraph_view, r_zgraph);
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}
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static SCR_Func scr_funcs_normal[] = {
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0, //Draw_Crosshair,
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HUD_Draw_Views,
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SCR_CShift,
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Sbar_DrawCenterPrint,
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scr_draw_views,
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Con_DrawConsole,
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0
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};
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static SCR_Func scr_funcs_intermission[] = {
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HUD_Draw_Views,
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Sbar_DrawCenterPrint,
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scr_draw_views,
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Con_DrawConsole,
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0
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};
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static SCR_Func *scr_funcs[] = {
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scr_funcs_normal,
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scr_funcs_intermission,
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};
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void
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CL_Init_Screen (void)
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{
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qpic_t *pic;
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HUD_Init ();
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cl_screen_view = View_New (hud_viewsys, nullview);
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con_module->data->console->screen_view = &cl_screen_view;
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View_SetPos (cl_screen_view, 0, 0);
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View_SetLen (cl_screen_view, viddef.width, viddef.height);
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View_SetGravity (cl_screen_view, grav_northwest);
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View_SetVisible (cl_screen_view, 1);
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pic = r_funcs->Draw_PicFromWad ("ram");
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ram_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (ram_view, 32, 0);
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View_SetLen (ram_view, pic->width, pic->height);
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View_SetGravity (ram_view, grav_northwest);
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Ent_SetComponent (ram_view.id, hud_pic, ram_view.reg, &pic);
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View_SetVisible (ram_view, 0);
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pic = r_funcs->Draw_PicFromWad ("turtle");
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turtle_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (turtle_view, 32, 0);
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View_SetLen (turtle_view, pic->width, pic->height);
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View_SetGravity (turtle_view, grav_northwest);
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Ent_SetComponent (turtle_view.id, hud_pic, turtle_view.reg, &pic);
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View_SetVisible (turtle_view, 0);
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Cvar_Register (&scr_showpause_cvar, 0, 0);
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Cvar_Register (&scr_showram_cvar, 0, 0);
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Cvar_Register (&scr_showturtle_cvar, 0, 0);
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pic = r_funcs->Draw_PicFromWad ("net");
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net_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (net_view, 64, 0);
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View_SetLen (net_view, pic->width, pic->height);
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View_SetGravity (net_view, grav_northwest);
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Ent_SetComponent (net_view.id, hud_pic, net_view.reg, &pic);
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View_SetVisible (net_view, 0);
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timegraph_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (timegraph_view, 0, 0);
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View_SetLen (timegraph_view, r_data->vid->width, 100);
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View_SetGravity (timegraph_view, grav_southwest);
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void *rtg = R_TimeGraph;
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Ent_SetComponent (timegraph_view.id, hud_func, timegraph_view.reg, &rtg);
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View_SetVisible (timegraph_view, r_timegraph);
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zgraph_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (zgraph_view, 0, 0);
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View_SetLen (zgraph_view, r_data->vid->width, 100);
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View_SetGravity (zgraph_view, grav_southwest);
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void *rzg = R_ZGraph;
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Ent_SetComponent (zgraph_view.id, hud_func, zgraph_view.reg, &rzg);
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View_SetVisible (zgraph_view, r_zgraph);
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const char *name = "gfx/loading.lmp";
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pic = r_funcs->Draw_CachePic (name, 1);
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loading_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (loading_view, 0, -24);
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View_SetLen (loading_view, pic->width, pic->height);
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View_SetGravity (loading_view, grav_center);
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Ent_SetComponent (loading_view.id, hud_cachepic, loading_view.reg, &name);
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View_SetVisible (loading_view, 0);
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name = "gfx/pause.lmp";
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pic = r_funcs->Draw_CachePic (name, 1);
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pause_view = View_New (hud_viewsys, cl_screen_view);
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View_SetPos (pause_view, 0, -24);
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View_SetLen (pause_view, pic->width, pic->height);
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View_SetGravity (pause_view, grav_center);
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Ent_SetComponent (pause_view.id, hud_cachepic, pause_view.reg, &name);
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View_SetVisible (pause_view, 0);
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}
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void
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CL_UpdateScreen (viewstate_t *vs)
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{
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unsigned index = !!vs->intermission;
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_vs = vs;
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if (index >= sizeof (scr_funcs) / sizeof (scr_funcs[0]))
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index = 0;
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//FIXME not every time
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if (vs->active) {
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if (vs->watervis)
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r_data->min_wateralpha = 0.0;
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else
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r_data->min_wateralpha = 1.0;
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}
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scr_funcs_normal[0] = r_funcs->Draw_Crosshair;
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V_PrepBlend (vs);
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V_RenderView (vs);
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SCR_UpdateScreen (vs->camera_transform, vs->time, scr_funcs[index]);
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}
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