// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc // leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "client.h" #include "client_ui.h" extern console_t con; qboolean scr_initialized; // ready to draw cvar_t *cl_timegraph; cvar_t *cl_debuggraph; cvar_t *cl_graphheight; cvar_t *cl_graphscale; cvar_t *cl_graphshift; /* ================ SCR_DrawNamedPic Coordinates are 640*480 virtual values ================= */ void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { qhandle_t hShader; assert( width != 0 ); hShader = re.RegisterShader( picname ); re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ================ SCR_FillRect Coordinates are 640*480 virtual values ================= */ void SCR_FillRect( float x, float y, float width, float height, const float *color ) { re.SetColor( color ); re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); } /* ================ SCR_DrawPic Coordinates are 640*480 virtual values A width of 0 will draw with the original image width ================= */ void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ** SCR_DrawBigChar ** big chars are drawn at 640*480 virtual screen size */ void SCR_DrawBigChar( int x, int y, int ch ) { int row, col; float frow, fcol; float size; float ax, ay, aw, ah; ch &= 255; if ( ch == ' ' ) { return; } if ( y < -BIGCHAR_HEIGHT ) { return; } ax = x; ay = y; aw = BIGCHAR_WIDTH; ah = BIGCHAR_HEIGHT; row = ch>>4; col = ch&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; /* re.DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size, cls.charSetShader ); */ float size2; frow = row*0.0625; fcol = col*0.0625; size = 0.03125; size2 = 0.0625; re.DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size2, cls.charSetShader ); } /* ** SCR_DrawSmallChar ** small chars are drawn at native screen resolution */ void SCR_DrawSmallChar( int x, int y, int ch ) { int row, col; float frow, fcol; float size; ch &= 255; if ( ch == ' ' ) { return; } if ( y < -SMALLCHAR_HEIGHT ) { return; } row = ch>>4; col = ch&15; /* frow = row*0.0625; fcol = col*0.0625; size = 0.0625; re.DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, fcol, frow, fcol + size, frow + size, cls.charSetShader ); */ float size2; frow = row*0.0625; fcol = col*0.0625; size = 0.03125; size2 = 0.0625; re.DrawStretchPic( x * con.xadjust, y * con.yadjust, SMALLCHAR_WIDTH * con.xadjust, SMALLCHAR_HEIGHT * con.yadjust, fcol, frow, fcol + size, frow + size2, cls.charSetShader ); } /* ================== SCR_DrawBigString[Color] Draws a multi-colored string with a drop shadow, optionally forcing to a fixed color. Coordinates are at 640 by 480 virtual resolution ================== */ void SCR_DrawBigStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor ) { vec4_t color; const char *s; int xx; // draw the drop shadow color[0] = color[1] = color[2] = 0; color[3] = setColor[3]; re.SetColor( color ); s = string; xx = x; while ( *s ) { if ( Q_IsColorString( s ) ) { s += 2; continue; } SCR_DrawBigChar( xx+2, y+2, *s ); xx+=16; s++; } // draw the colored text s = string; xx = x; re.SetColor( setColor ); while ( *s ) { if ( Q_IsColorString( s ) ) { if ( !forceColor ) { memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); color[3] = setColor[3]; re.SetColor( color ); } s += 2; continue; } SCR_DrawBigChar( xx, y, *s ); xx+=16; s++; } re.SetColor( NULL ); } void SCR_DrawBigString( int x, int y, const char *s, float alpha ) { float color[4]; color[0] = color[1] = color[2] = 1.0; color[3] = alpha; SCR_DrawBigStringExt( x, y, s, color, qfalse ); } void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { SCR_DrawBigStringExt( x, y, s, color, qtrue ); } /* ** SCR_Strlen -- skips color escape codes */ static int SCR_Strlen( const char *str ) { const char *s = str; int count = 0; while ( *s ) { if ( Q_IsColorString( s ) ) { s += 2; } else { count++; s++; } } return count; } /* ** SCR_GetBigStringWidth */ int SCR_GetBigStringWidth( const char *str ) { return SCR_Strlen( str ) * 16; } //=============================================================================== /* =============================================================================== DEBUG GRAPH =============================================================================== */ #ifndef _XBOX typedef struct { float value; int color; } graphsamp_t; static int current; static graphsamp_t values[1024]; /* ============== SCR_DebugGraph ============== */ void SCR_DebugGraph (float value, int color) { values[current&1023].value = value; values[current&1023].color = color; current++; } /* ============== SCR_DrawDebugGraph ============== */ void SCR_DrawDebugGraph (void) { int a, x, y, w, i, h; float v; int color; // // draw the graph // w = cls.glconfig.vidWidth; x = 0; y = cls.glconfig.vidHeight; re.SetColor( g_color_table[0] ); re.DrawStretchPic(x, y - cl_graphheight->integer, w, cl_graphheight->integer, 0, 0, 0, 0, 0 ); re.SetColor( NULL ); for (a=0 ; ainteger + cl_graphshift->integer; if (v < 0) v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer)); h = (int)v % cl_graphheight->integer; re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, 0 ); } } #endif // _XBOX //============================================================================= /* ================== SCR_Init ================== */ void SCR_Init( void ) { cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT); cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT); cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT); cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT); cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT); scr_initialized = qtrue; } //======================================================= void UI_SetActiveMenu( const char* menuname,const char *menuID ); void _UI_Refresh( int realtime ); void UI_DrawConnect( const char *servername, const char * updateInfoString ); /* ================== SCR_DrawScreenField This will be called twice if rendering in stereo mode ================== */ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( cls.state != CA_ACTIVE ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, 0 ); re.SetColor( NULL ); } } // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !_UI_IsFullscreen() ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up UI_SetActiveMenu( "mainMenu",NULL ); // VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog UI_DrawConnect( clc.servername, cls.updateInfoString ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); break; case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { SCR_DrawCinematic(); } else { CL_CGameRendering( stereoFrame ); } break; } } #ifndef _XBOX // on xbox this is rendered right before a flip re.ProcessDissolve(); #endif // _XBOX // draw downloading progress bar // the menu draws next _UI_Refresh( cls.realtime ); // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything #ifndef _XBOX if ( cl_debuggraph->integer || cl_timegraph->integer ) { SCR_DrawDebugGraph (); } #endif } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen( void ) { static int recursive; if ( !scr_initialized ) { return; // not initialized yet } // load the ref / ui / cgame if needed CL_StartHunkUsers(); if ( ++recursive > 2 ) { Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" ); } recursive = qtrue; // if running in stereo, we need to draw the frame twice if ( cls.glconfig.stereoEnabled ) { SCR_DrawScreenField( STEREO_LEFT ); SCR_DrawScreenField( STEREO_RIGHT ); } else { SCR_DrawScreenField( STEREO_CENTER ); } if ( com_speeds->integer ) { re.EndFrame( &time_frontend, &time_backend ); } else { re.EndFrame( NULL, NULL ); } recursive = 0; } // this stuff is only used by the savegame (SG) code for screenshots... // #ifdef _XBOX /* static byte bScreenData[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4]; static qboolean screenDataValid = qfalse; void SCR_UnprecacheScreenshot() { screenDataValid = qfalse; } */ void SCR_PrecacheScreenshot() { // No screenshots unless connected to single player local server... // // char *psInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ]; // int iMaxClients = atoi(Info_ValueForKey( psInfo, "sv_maxclients" )); // (no need to check single-player status in voyager, this code base is all singleplayer) if ( cls.state != CA_ACTIVE ) { return; } #ifndef _XBOX if (cls.keyCatchers == 0) { // in-game... // // SCR_UnprecacheScreenshot(); // pbScreenData = (byte *)Z_Malloc(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4); S_ClearSoundBuffer(); // clear DMA etc because the following glReadPixels() call can take ages re.GetScreenShot( (byte *) &bScreenData, SG_SCR_WIDTH, SG_SCR_HEIGHT); screenDataValid = qtrue; } else { // we're in the console, or menu, or message input... // } #endif // save the current screenshot to the user space to be used // with a savegame #ifdef _XBOX extern void SaveCompressedScreenshot( const char* filename ); SaveCompressedScreenshot("u:\\saveimage.xbx"); #endif } /* byte *SCR_GetScreenshot(qboolean *qValid) { if (!screenDataValid) { SCR_PrecacheScreenshot(); } if (qValid) { *qValid = screenDataValid; } return (byte *)&bScreenData; } // called from save-game code to set the lo-res loading screen to be the one from the save file... // void SCR_SetScreenshot(const byte *pbData, int w, int h) { if (w == SG_SCR_WIDTH && h == SG_SCR_HEIGHT) { screenDataValid = qtrue; memcpy(&bScreenData, pbData, SG_SCR_WIDTH*SG_SCR_HEIGHT*4); } else { screenDataValid = qfalse; memset(&bScreenData, 0, SG_SCR_WIDTH*SG_SCR_HEIGHT*4); } } */ // This is just a client-side wrapper for the function RE_TempRawImage_ReadFromFile() in the renderer code... // /* byte* SCR_TempRawImage_ReadFromFile(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip) { return re.TempRawImage_ReadFromFile(psLocalFilename, piWidth, piHeight, pbReSampleBuffer, qbVertFlip); } // // ditto (sort of)... // void SCR_TempRawImage_CleanUp() { re.TempRawImage_CleanUp(); } */ #endif