jediacademy/codemp/cgame/cg_newDraw.c

900 lines
23 KiB
C

#include "cg_local.h"
#include "../ui/ui_shared.h"
extern displayContextDef_t cgDC;
int CG_GetSelectedPlayer() {
if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) {
cg_currentSelectedPlayer.integer = 0;
}
return cg_currentSelectedPlayer.integer;
}
qhandle_t CG_StatusHandle(int task) {
qhandle_t h = cgs.media.assaultShader;
switch (task) {
case TEAMTASK_OFFENSE :
h = cgs.media.assaultShader;
break;
case TEAMTASK_DEFENSE :
h = cgs.media.defendShader;
break;
case TEAMTASK_PATROL :
h = cgs.media.patrolShader;
break;
case TEAMTASK_FOLLOW :
h = cgs.media.followShader;
break;
case TEAMTASK_CAMP :
h = cgs.media.campShader;
break;
case TEAMTASK_RETRIEVE :
h = cgs.media.retrieveShader;
break;
case TEAMTASK_ESCORT :
h = cgs.media.escortShader;
break;
default :
h = cgs.media.assaultShader;
break;
}
return h;
}
float CG_GetValue(int ownerDraw) {
centity_t *cent;
clientInfo_t *ci;
playerState_t *ps;
cent = &cg_entities[cg.snap->ps.clientNum];
ps = &cg.snap->ps;
switch (ownerDraw) {
case CG_SELECTEDPLAYER_ARMOR:
ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()];
return ci->armor;
break;
case CG_SELECTEDPLAYER_HEALTH:
ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()];
return ci->health;
break;
case CG_PLAYER_ARMOR_VALUE:
return ps->stats[STAT_ARMOR];
break;
case CG_PLAYER_AMMO_VALUE:
if ( cent->currentState.weapon )
{
return ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
break;
case CG_PLAYER_SCORE:
return cg.snap->ps.persistant[PERS_SCORE];
break;
case CG_PLAYER_HEALTH:
return ps->stats[STAT_HEALTH];
break;
case CG_RED_SCORE:
return cgs.scores1;
break;
case CG_BLUE_SCORE:
return cgs.scores2;
break;
case CG_PLAYER_FORCE_VALUE:
return ps->fd.forcePower;
break;
default:
break;
}
return -1;
}
qboolean CG_OtherTeamHasFlag(void) {
if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) {
int team = cg.snap->ps.persistant[PERS_TEAM];
if (team == TEAM_RED && cgs.redflag == FLAG_TAKEN) {
return qtrue;
} else if (team == TEAM_BLUE && cgs.blueflag == FLAG_TAKEN) {
return qtrue;
} else {
return qfalse;
}
}
return qfalse;
}
qboolean CG_YourTeamHasFlag(void) {
if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) {
int team = cg.snap->ps.persistant[PERS_TEAM];
if (team == TEAM_RED && cgs.blueflag == FLAG_TAKEN) {
return qtrue;
} else if (team == TEAM_BLUE && cgs.redflag == FLAG_TAKEN) {
return qtrue;
} else {
return qfalse;
}
}
return qfalse;
}
// THINKABOUTME: should these be exclusive or inclusive..
//
qboolean CG_OwnerDrawVisible(int flags) {
if (flags & CG_SHOW_TEAMINFO) {
return (cg_currentSelectedPlayer.integer == numSortedTeamPlayers);
}
if (flags & CG_SHOW_NOTEAMINFO) {
return !(cg_currentSelectedPlayer.integer == numSortedTeamPlayers);
}
if (flags & CG_SHOW_OTHERTEAMHASFLAG) {
return CG_OtherTeamHasFlag();
}
if (flags & CG_SHOW_YOURTEAMHASENEMYFLAG) {
return CG_YourTeamHasFlag();
}
if (flags & (CG_SHOW_BLUE_TEAM_HAS_REDFLAG | CG_SHOW_RED_TEAM_HAS_BLUEFLAG)) {
if (flags & CG_SHOW_BLUE_TEAM_HAS_REDFLAG && (cgs.redflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_RED)) {
return qtrue;
} else if (flags & CG_SHOW_RED_TEAM_HAS_BLUEFLAG && (cgs.blueflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_BLUE)) {
return qtrue;
}
return qfalse;
}
if (flags & CG_SHOW_ANYTEAMGAME) {
if( cgs.gametype >= GT_TEAM) {
return qtrue;
}
}
if (flags & CG_SHOW_ANYNONTEAMGAME) {
if( cgs.gametype < GT_TEAM) {
return qtrue;
}
}
if (flags & CG_SHOW_CTF) {
if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
return qtrue;
}
}
if (flags & CG_SHOW_HEALTHCRITICAL) {
if (cg.snap->ps.stats[STAT_HEALTH] < 25) {
return qtrue;
}
}
if (flags & CG_SHOW_HEALTHOK) {
if (cg.snap->ps.stats[STAT_HEALTH] >= 25) {
return qtrue;
}
}
if (flags & CG_SHOW_SINGLEPLAYER) {
if( cgs.gametype == GT_SINGLE_PLAYER ) {
return qtrue;
}
}
if (flags & CG_SHOW_TOURNAMENT) {
if( cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL ) {
return qtrue;
}
}
if (flags & CG_SHOW_DURINGINCOMINGVOICE) {
}
if (flags & CG_SHOW_IF_PLAYER_HAS_FLAG) {
if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
return qtrue;
}
}
return qfalse;
}
const char *CG_GetKillerText(void) {
static const char *s = "";
if ( cg.killerName[0] ) {
s = va("%s %s", CG_GetStringEdString("MP_INGAME", "KILLEDBY"), cg.killerName );
}
return s;
}
const char *CG_GetGameStatusText(void) {
static const char *s = "";
if (cgs.gametype == GT_POWERDUEL)
{
s = "";
}
else if ( cgs.gametype < GT_TEAM)
{
if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR )
{
char sPlaceWith[256];
trap_SP_GetStringTextString("MP_INGAME_PLACE_WITH", sPlaceWith, sizeof(sPlaceWith));
s = va("%s %s %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), sPlaceWith, cg.snap->ps.persistant[PERS_SCORE] );
}
}
else
{
if ( cg.teamScores[0] == cg.teamScores[1] ) {
s = va("%s %i", CG_GetStringEdString("MP_INGAME", "TIEDAT"), cg.teamScores[0] );
} else if ( cg.teamScores[0] >= cg.teamScores[1] ) {
s = va("%s, %i / %i", CG_GetStringEdString("MP_INGAME", "RED_LEADS"), cg.teamScores[0], cg.teamScores[1] );
} else {
s = va("%s, %i / %i", CG_GetStringEdString("MP_INGAME", "BLUE_LEADS"), cg.teamScores[1], cg.teamScores[0] );
}
}
return s;
}
const char *CG_GameTypeString(void) {
if ( cgs.gametype == GT_FFA ) {
return "Free For All";
} else if ( cgs.gametype == GT_HOLOCRON ) {
return "Holocron FFA";
} else if ( cgs.gametype == GT_JEDIMASTER ) {
return "Jedi Master";
} else if ( cgs.gametype == GT_TEAM ) {
return "Team FFA";
} else if ( cgs.gametype == GT_SIEGE ) {
return "Siege";
} else if ( cgs.gametype == GT_CTF ) {
return "Capture the Flag";
} else if ( cgs.gametype == GT_CTY ) {
return "Capture the Ysalamiri";
}
return "";
}
#include "../namespace_begin.h"
extern int MenuFontToHandle(int iMenuFont);
#include "../namespace_end.h"
// maxX param is initially an X limit, but is also used as feedback. 0 = text was clipped to fit within, else maxX = next pos
//
static void CG_Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit, int iMenuFont)
{
qboolean bIsTrailingPunctuation;
// this is kinda dirty, but...
//
int iFontIndex = MenuFontToHandle(iMenuFont);
//float fMax = *maxX;
int iPixelLen = trap_R_Font_StrLenPixels(text, iFontIndex, scale);
if (x + iPixelLen > *maxX)
{
// whole text won't fit, so we need to print just the amount that does...
// Ok, this is slow and tacky, but only called occasionally, and it works...
//
char sTemp[4096]={0}; // lazy assumption
const char *psText = text;
char *psOut = &sTemp[0];
char *psOutLastGood = psOut;
unsigned int uiLetter;
while (*psText && (x + trap_R_Font_StrLenPixels(sTemp, iFontIndex, scale)<=*maxX)
&& psOut < &sTemp[sizeof(sTemp)-1] // sanity
)
{
int iAdvanceCount;
psOutLastGood = psOut;
uiLetter = trap_AnyLanguage_ReadCharFromString(psText, &iAdvanceCount, &bIsTrailingPunctuation);
psText += iAdvanceCount;
if (uiLetter > 255)
{
*psOut++ = uiLetter>>8;
*psOut++ = uiLetter&0xFF;
}
else
{
*psOut++ = uiLetter&0xFF;
}
}
*psOutLastGood = '\0';
*maxX = 0; // feedback
CG_Text_Paint(x, y, scale, color, sTemp, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
}
else
{
// whole text fits fine, so print it all...
//
*maxX = x + iPixelLen; // feedback the next position, as the caller expects
CG_Text_Paint(x, y, scale, color, text, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
}
}
#define PIC_WIDTH 12
extern const char *CG_GetLocationString(const char *loc); //cg_main.c
void CG_DrawNewTeamInfo(rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, qhandle_t shader) {
int xx;
float y;
int i, j, len, count;
const char *p;
vec4_t hcolor;
float pwidth, lwidth, maxx, leftOver;
clientInfo_t *ci;
gitem_t *item;
qhandle_t h;
// max player name width
pwidth = 0;
count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers;
for (i = 0; i < count; i++) {
ci = cgs.clientinfo + sortedTeamPlayers[i];
if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
len = CG_Text_Width( ci->name, scale, 0);
if (len > pwidth)
pwidth = len;
}
}
// max location name width
lwidth = 0;
for (i = 1; i < MAX_LOCATIONS; i++) {
p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+i));
if (p && *p) {
len = CG_Text_Width(p, scale, 0);
if (len > lwidth)
lwidth = len;
}
}
y = rect->y;
for (i = 0; i < count; i++) {
ci = cgs.clientinfo + sortedTeamPlayers[i];
if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
xx = rect->x + 1;
for (j = 0; j <= PW_NUM_POWERUPS; j++) {
if (ci->powerups & (1 << j)) {
item = BG_FindItemForPowerup( j );
if (item) {
CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, trap_R_RegisterShader( item->icon ) );
xx += PIC_WIDTH;
}
}
}
// FIXME: max of 3 powerups shown properly
xx = rect->x + (PIC_WIDTH * 3) + 2;
CG_GetColorForHealth( ci->health, ci->armor, hcolor );
trap_R_SetColor(hcolor);
CG_DrawPic( xx, y + 1, PIC_WIDTH - 2, PIC_WIDTH - 2, cgs.media.heartShader );
//Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor);
//CG_Text_Paint(xx, y + text_y, scale, hcolor, st, 0, 0);
// draw weapon icon
xx += PIC_WIDTH + 1;
// weapon used is not that useful, use the space for task
#if 0
if ( cg_weapons[ci->curWeapon].weaponIcon ) {
CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon );
} else {
CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cgs.media.deferShader );
}
#endif
trap_R_SetColor(NULL);
h = CG_StatusHandle(ci->teamTask);
if (h) {
CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, h);
}
xx += PIC_WIDTH + 1;
leftOver = rect->w - xx;
maxx = xx + leftOver / 3;
CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, ci->name, 0, 0, FONT_MEDIUM);
p = CG_GetLocationString(CG_ConfigString(CS_LOCATIONS+ci->location));
if (!p || !*p) {
p = "unknown";
}
xx += leftOver / 3 + 2;
maxx = rect->w - 4;
CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, p, 0, 0, FONT_MEDIUM);
y += text_y + 2;
if ( y + text_y + 2 > rect->y + rect->h ) {
break;
}
}
}
}
void CG_DrawTeamSpectators(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) {
if (cg.spectatorLen) {
float maxX;
if (cg.spectatorWidth == -1) {
cg.spectatorWidth = 0;
cg.spectatorPaintX = rect->x + 1;
cg.spectatorPaintX2 = -1;
}
if (cg.spectatorOffset > cg.spectatorLen) {
cg.spectatorOffset = 0;
cg.spectatorPaintX = rect->x + 1;
cg.spectatorPaintX2 = -1;
}
if (cg.time > cg.spectatorTime) {
cg.spectatorTime = cg.time + 10;
if (cg.spectatorPaintX <= rect->x + 2) {
if (cg.spectatorOffset < cg.spectatorLen) {
cg.spectatorPaintX += CG_Text_Width(&cg.spectatorList[cg.spectatorOffset], scale, 1) - 1;
cg.spectatorOffset++;
} else {
cg.spectatorOffset = 0;
if (cg.spectatorPaintX2 >= 0) {
cg.spectatorPaintX = cg.spectatorPaintX2;
} else {
cg.spectatorPaintX = rect->x + rect->w - 2;
}
cg.spectatorPaintX2 = -1;
}
} else {
cg.spectatorPaintX--;
if (cg.spectatorPaintX2 >= 0) {
cg.spectatorPaintX2--;
}
}
}
maxX = rect->x + rect->w - 2;
CG_Text_Paint_Limit(&maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, &cg.spectatorList[cg.spectatorOffset], 0, 0, FONT_MEDIUM);
if (cg.spectatorPaintX2 >= 0) {
float maxX2 = rect->x + rect->w - 2;
CG_Text_Paint_Limit(&maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, color, cg.spectatorList, 0, cg.spectatorOffset, FONT_MEDIUM);
}
if (cg.spectatorOffset && maxX > 0) {
// if we have an offset ( we are skipping the first part of the string ) and we fit the string
if (cg.spectatorPaintX2 == -1) {
cg.spectatorPaintX2 = rect->x + rect->w - 2;
}
} else {
cg.spectatorPaintX2 = -1;
}
}
}
void CG_DrawMedal(int ownerDraw, rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) {
score_t *score = &cg.scores[cg.selectedScore];
float value = 0;
char *text = NULL;
color[3] = 0.25;
switch (ownerDraw) {
case CG_ACCURACY:
value = score->accuracy;
break;
case CG_ASSISTS:
value = score->assistCount;
break;
case CG_DEFEND:
value = score->defendCount;
break;
case CG_EXCELLENT:
value = score->excellentCount;
break;
case CG_IMPRESSIVE:
value = score->impressiveCount;
break;
case CG_PERFECT:
value = score->perfect;
break;
case CG_GAUNTLET:
value = score->guantletCount;
break;
case CG_CAPTURES:
value = score->captures;
break;
}
if (value > 0) {
if (ownerDraw != CG_PERFECT) {
if (ownerDraw == CG_ACCURACY) {
text = va("%i%%", (int)value);
if (value > 50) {
color[3] = 1.0;
}
} else {
text = va("%i", (int)value);
color[3] = 1.0;
}
} else {
if (value) {
color[3] = 1.0;
}
text = "Wow";
}
}
trap_R_SetColor(color);
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
if (text) {
color[3] = 1.0;
value = CG_Text_Width(text, scale, 0);
CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h + 10 , scale, color, text, 0, 0, 0, FONT_MEDIUM);
}
trap_R_SetColor(NULL);
}
//
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle,int font) {
//Ignore all this, at least for now. May put some stat stuff back in menu files later.
#if 0
rectDef_t rect;
if ( cg_drawStatus.integer == 0 ) {
return;
}
//if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) {
// return;
//}
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
switch (ownerDraw) {
case CG_PLAYER_ARMOR_ICON:
CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
break;
case CG_PLAYER_ARMOR_ICON2D:
CG_DrawPlayerArmorIcon(&rect, qtrue);
break;
case CG_PLAYER_ARMOR_VALUE:
CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle);
break;
case CG_PLAYER_FORCE_VALUE:
CG_DrawPlayerForceValue(&rect, scale, color, shader, textStyle);
return ;
case CG_PLAYER_AMMO_ICON:
CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
break;
case CG_PLAYER_AMMO_ICON2D:
CG_DrawPlayerAmmoIcon(&rect, qtrue);
break;
case CG_PLAYER_AMMO_VALUE:
CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle);
break;
case CG_SELECTEDPLAYER_HEAD:
CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qfalse);
break;
case CG_VOICE_HEAD:
CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qtrue);
break;
case CG_VOICE_NAME:
CG_DrawSelectedPlayerName(&rect, scale, color, qtrue, textStyle);
break;
case CG_SELECTEDPLAYER_STATUS:
CG_DrawSelectedPlayerStatus(&rect);
break;
case CG_SELECTEDPLAYER_ARMOR:
CG_DrawSelectedPlayerArmor(&rect, scale, color, shader, textStyle);
break;
case CG_SELECTEDPLAYER_HEALTH:
CG_DrawSelectedPlayerHealth(&rect, scale, color, shader, textStyle);
break;
case CG_SELECTEDPLAYER_NAME:
CG_DrawSelectedPlayerName(&rect, scale, color, qfalse, textStyle);
break;
case CG_SELECTEDPLAYER_LOCATION:
CG_DrawSelectedPlayerLocation(&rect, scale, color, textStyle);
break;
case CG_SELECTEDPLAYER_WEAPON:
CG_DrawSelectedPlayerWeapon(&rect);
break;
case CG_SELECTEDPLAYER_POWERUP:
CG_DrawSelectedPlayerPowerup(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
break;
case CG_PLAYER_HEAD:
CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
break;
case CG_PLAYER_ITEM:
CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY);
break;
case CG_PLAYER_SCORE:
CG_DrawPlayerScore(&rect, scale, color, shader, textStyle);
break;
case CG_PLAYER_HEALTH:
CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle);
break;
case CG_RED_SCORE:
CG_DrawRedScore(&rect, scale, color, shader, textStyle);
break;
case CG_BLUE_SCORE:
CG_DrawBlueScore(&rect, scale, color, shader, textStyle);
break;
case CG_RED_NAME:
CG_DrawRedName(&rect, scale, color, textStyle);
break;
case CG_BLUE_NAME:
CG_DrawBlueName(&rect, scale, color, textStyle);
break;
case CG_BLUE_FLAGHEAD:
CG_DrawBlueFlagHead(&rect);
break;
case CG_BLUE_FLAGSTATUS:
CG_DrawBlueFlagStatus(&rect, shader);
break;
case CG_BLUE_FLAGNAME:
CG_DrawBlueFlagName(&rect, scale, color, textStyle);
break;
case CG_RED_FLAGHEAD:
CG_DrawRedFlagHead(&rect);
break;
case CG_RED_FLAGSTATUS:
CG_DrawRedFlagStatus(&rect, shader);
break;
case CG_RED_FLAGNAME:
CG_DrawRedFlagName(&rect, scale, color, textStyle);
break;
case CG_PLAYER_LOCATION:
CG_DrawPlayerLocation(&rect, scale, color, textStyle);
break;
case CG_TEAM_COLOR:
CG_DrawTeamColor(&rect, color);
break;
case CG_CTF_POWERUP:
CG_DrawCTFPowerUp(&rect);
break;
case CG_AREA_POWERUP:
CG_DrawAreaPowerUp(&rect, align, special, scale, color);
break;
case CG_PLAYER_STATUS:
CG_DrawPlayerStatus(&rect);
break;
case CG_PLAYER_HASFLAG:
CG_DrawPlayerHasFlag(&rect, qfalse);
break;
case CG_PLAYER_HASFLAG2D:
CG_DrawPlayerHasFlag(&rect, qtrue);
break;
case CG_AREA_SYSTEMCHAT:
CG_DrawAreaSystemChat(&rect, scale, color, shader);
break;
case CG_AREA_TEAMCHAT:
CG_DrawAreaTeamChat(&rect, scale, color, shader);
break;
case CG_AREA_CHAT:
CG_DrawAreaChat(&rect, scale, color, shader);
break;
case CG_GAME_TYPE:
CG_DrawGameType(&rect, scale, color, shader, textStyle);
break;
case CG_GAME_STATUS:
CG_DrawGameStatus(&rect, scale, color, shader, textStyle);
break;
case CG_KILLER:
CG_DrawKiller(&rect, scale, color, shader, textStyle);
break;
case CG_ACCURACY:
case CG_ASSISTS:
case CG_DEFEND:
case CG_EXCELLENT:
case CG_IMPRESSIVE:
case CG_PERFECT:
case CG_GAUNTLET:
case CG_CAPTURES:
CG_DrawMedal(ownerDraw, &rect, scale, color, shader);
break;
case CG_SPECTATORS:
CG_DrawTeamSpectators(&rect, scale, color, shader);
break;
case CG_TEAMINFO:
if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) {
CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader);
}
break;
case CG_CAPFRAGLIMIT:
CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle);
break;
case CG_1STPLACE:
CG_Draw1stPlace(&rect, scale, color, shader, textStyle);
break;
case CG_2NDPLACE:
CG_Draw2ndPlace(&rect, scale, color, shader, textStyle);
break;
default:
break;
}
#endif
}
void CG_MouseEvent(int x, int y) {
int n;
if ( (cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_JETPACK || cg.predictedPlayerState.pm_type == PM_FLOAT || cg.predictedPlayerState.pm_type == PM_SPECTATOR) && cg.showScores == qfalse) {
trap_Key_SetCatcher(0);
return;
}
cgs.cursorX+= x;
if (cgs.cursorX < 0)
cgs.cursorX = 0;
else if (cgs.cursorX > 640)
cgs.cursorX = 640;
cgs.cursorY += y;
if (cgs.cursorY < 0)
cgs.cursorY = 0;
else if (cgs.cursorY > 480)
cgs.cursorY = 480;
n = Display_CursorType(cgs.cursorX, cgs.cursorY);
cgs.activeCursor = 0;
if (n == CURSOR_ARROW) {
cgs.activeCursor = cgs.media.selectCursor;
} else if (n == CURSOR_SIZER) {
cgs.activeCursor = cgs.media.sizeCursor;
}
if (cgs.capturedItem) {
Display_MouseMove(cgs.capturedItem, x, y);
} else {
Display_MouseMove(NULL, cgs.cursorX, cgs.cursorY);
}
}
/*
==================
CG_HideTeamMenus
==================
*/
void CG_HideTeamMenu() {
Menus_CloseByName("teamMenu");
Menus_CloseByName("getMenu");
}
/*
==================
CG_ShowTeamMenus
==================
*/
void CG_ShowTeamMenu() {
Menus_OpenByName("teamMenu");
}
/*
==================
CG_EventHandling
==================
type 0 - no event handling
1 - team menu
2 - hud editor
*/
void CG_EventHandling(int type) {
cgs.eventHandling = type;
if (type == CGAME_EVENT_NONE) {
CG_HideTeamMenu();
} else if (type == CGAME_EVENT_TEAMMENU) {
//CG_ShowTeamMenu();
} else if (type == CGAME_EVENT_SCOREBOARD) {
}
}
void CG_KeyEvent(int key, qboolean down) {
if (!down) {
return;
}
if ( cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_JETPACK || cg.predictedPlayerState.pm_type == PM_NORMAL || (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)) {
CG_EventHandling(CGAME_EVENT_NONE);
trap_Key_SetCatcher(0);
return;
}
//if (key == trap_Key_GetKey("teamMenu") || !Display_CaptureItem(cgs.cursorX, cgs.cursorY)) {
// if we see this then we should always be visible
// CG_EventHandling(CGAME_EVENT_NONE);
// trap_Key_SetCatcher(0);
//}
Display_HandleKey(key, down, cgs.cursorX, cgs.cursorY);
if (cgs.capturedItem) {
cgs.capturedItem = NULL;
} else {
if (key == A_MOUSE2 && down) {
cgs.capturedItem = Display_CaptureItem(cgs.cursorX, cgs.cursorY);
}
}
}
int CG_ClientNumFromName(const char *p) {
int i;
for (i = 0; i < cgs.maxclients; i++) {
if (cgs.clientinfo[i].infoValid && Q_stricmp(cgs.clientinfo[i].name, p) == 0) {
return i;
}
}
return -1;
}
void CG_ShowResponseHead(void) {
Menus_OpenByName("voiceMenu");
trap_Cvar_Set("cl_conXOffset", "72");
cg.voiceTime = cg.time;
}
void CG_RunMenuScript(char **args) {
}
qboolean CG_DeferMenuScript (char **args)
{
return qfalse;
}
void CG_GetTeamColor(vec4_t *color) {
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
(*color)[0] = 1.0f;
(*color)[3] = 0.25f;
(*color)[1] = (*color)[2] = 0.0f;
} else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
(*color)[0] = (*color)[1] = 0.0f;
(*color)[2] = 1.0f;
(*color)[3] = 0.25f;
} else {
(*color)[0] = (*color)[2] = 0.0f;
(*color)[1] = 0.17f;
(*color)[3] = 0.25f;
}
}