quakeforge/libs/video/renderer/sw/screen.c
2001-10-28 04:23:37 +00:00

921 lines
18 KiB
C

/*
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
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <time.h>
#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;
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_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 (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 > 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->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);
}
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);
}
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);
if (show_time->int_val <= 0) {
i = 8;
} else if (show_time->int_val == 1) {
i = 56;
} else {
i = 80;
}
/* 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 */
x = swap ? vid.width - ((strlen (st) * 8) + i) : i;
y = vid.height - (sb_lines + 8);
Draw_String (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_String (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
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_Character (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;
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);
}
}