sof2-sdk/code/cgame/cg_drawtools.c
2002-05-24 00:00:00 +00:00

421 lines
8.8 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"
/*
================
CG_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
#if 0
// adjust for wide screens
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
}
#endif
// scale for screen sizes
*x *= cgs.screenXScale;
*y *= cgs.screenYScale;
*w *= cgs.screenXScale;
*h *= cgs.screenYScale;
}
/*
================
CG_FillRect
Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
trap_R_SetColor( color );
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, NULL, cgs.media.whiteShader );
trap_R_SetColor( NULL );
}
/*
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CG_DrawSides
Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenXScale;
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, NULL, cgs.media.whiteShader );
trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, NULL, cgs.media.whiteShader );
}
void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenYScale;
trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, NULL, cgs.media.whiteShader );
trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, NULL, cgs.media.whiteShader );
}
/*
================
UI_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
trap_R_SetColor( color );
CG_DrawTopBottom(x, y, width, height, size);
CG_DrawSides(x, y, width, height, size);
trap_R_SetColor( NULL );
}
/*
================
CG_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, NULL, hShader );
}
/*
================
CG_DrawStretchPic
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawStretchPic(
float x,
float y,
float width,
float height,
float sx,
float sy,
float sw,
float sh,
const float* color,
qhandle_t hShader
)
{
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, sx, sy, sw, sh, NULL, hShader );
}
/*
================
CG_DrawRotatePic
Coordinates are 640*480 virtual values
A width of 0 will draw with the original image width
rotates around the upper right corner of the passed in point
=================
*/
void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawRotatePic( x, y, width, height, 0, 0, 1, 1, angle, hShader );
}
/*
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CG_DrawRotatePic2
Coordinates are 640*480 virtual values
A width of 0 will draw with the original image width
Actually rotates around the center point of the passed in coordinates
=================
*/
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawRotatePic2( x, y, width, height, 0, 0, 1, 1, angle, hShader );
}
/*
=================
CG_DrawStrlen
Returns character count, skiping color escape codes
=================
*/
int CG_DrawStrlen( const char *str ) {
const char *s = str;
int count = 0;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
} else {
count++;
s++;
}
}
return count;
}
/*
=============
CG_TileClearBox
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
float s1, t1, s2, t2;
s1 = x/64.0;
t1 = y/64.0;
s2 = (x+w)/64.0;
t2 = (y+h)/64.0;
trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, NULL, hShader );
}
/*
==============
CG_TileClear
Clear around a sized down screen
==============
*/
void CG_TileClear( void )
{
int top, bottom, left, right;
int w, h;
w = cgs.glconfig.vidWidth;
h = cgs.glconfig.vidHeight;
if ( cg.refdef.x == 0 && cg.refdef.y == 0 &&
cg.refdef.width == w && cg.refdef.height == h ) {
return; // full screen rendering
}
top = cg.refdef.y;
bottom = top + cg.refdef.height-1;
left = cg.refdef.x;
right = left + cg.refdef.width-1;
// clear above view screen
CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );
// clear below view screen
CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );
// clear left of view screen
CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );
// clear right of view screen
CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
}
/*
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CG_FadeColor
================
*/
float *CG_FadeColor( int startMsec, int totalMsec ) {
static vec4_t color;
int t;
if ( startMsec == 0 ) {
return NULL;
}
t = cg.time - startMsec;
if ( t >= totalMsec ) {
return NULL;
}
// fade out
if ( totalMsec - t < FADE_TIME ) {
color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
} else {
color[3] = 1.0;
}
color[0] = color[1] = color[2] = 1;
return color;
}
/*
================
CG_TeamColor
================
*/
float *CG_TeamColor( int team ) {
static vec4_t red = {1, 0.2f, 0.2f, 1};
static vec4_t blue = {0.2f, 0.2f, 1, 1};
static vec4_t other = {1, 1, 1, 1};
static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1};
switch ( team ) {
case TEAM_RED:
return red;
case TEAM_BLUE:
return blue;
case TEAM_SPECTATOR:
return spectator;
default:
return other;
}
}
/*
=================
CG_GetColorForHealth
=================
*/
void CG_GetColorForHealth( vec4_t color, int health, int armor )
{
int count;
int max;
VectorCopy ( colorWhite, color );
color[3] = 1.0f;
// calculate the total points of damage that can
// be sustained at the current health / armor level
if ( health <= 0 )
{
VectorCopy ( colorBlack, color );
return;
}
count = armor;
max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
if ( max < count )
{
count = max;
}
health += count;
// set the color based on health
color[0] = 1.0f;
if ( health >= 100 )
{
color[2] = 1.0f;
}
else if ( health < 66 )
{
color[2] = 0;
}
else
{
color[2] = ( health - 66 ) / 33.0;
}
if ( health > 60 )
{
color[1] = 1.0f;
}
else if ( health < 30 )
{
color[1] = 0;
}
else
{
color[1] = ( health - 30 ) / 30.0;
}
}
/*
=====================
CG_DrawText
Renders text on the screen
=====================
*/
void CG_DrawText ( float x, float y, qhandle_t font, float scale, vec4_t color, const char* text, int limit, int flags )
{
x *= cgs.screenXScale;
y *= cgs.screenYScale;
scale *= (cgs.screenXScale);
trap_R_DrawText ( (int)x, (int)y, font, scale, color, text, limit, flags );
}
/*
=====================
CG_DrawTimer
Draws a timer on the screen with the given parameters
=====================
*/
void CG_DrawTimer ( float x, float y, qhandle_t font, float scale, vec4_t color, int flags, int msec )
{
const char* s;
if ( msec )
{
int mins;
int seconds;
int tens;
qboolean neg;
// Remember the milliseconds were negative
// before making them positive again
if ( msec < 0 )
{
msec *= -1;
neg = qtrue;
}
else
{
neg = qfalse;
}
seconds = msec / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "%s%i:%i%i", neg?"-":"",mins, tens, seconds );
}
else
{
s = "------";
}
CG_DrawText ( x, y, font, scale, color, s, 0, flags );
}
/*
=====================
CG_DrawTextWithCursor
Renders text on the screen with a blinking cursor
=====================
*/
void CG_DrawTextWithCursor ( float x, float y, qhandle_t font, float scale, vec4_t color, const char* text, int limit, int flags, int cursorPos, char cursor )
{
x *= cgs.screenXScale;
y *= cgs.screenYScale;
scale *= (cgs.screenXScale);
trap_R_DrawTextWithCursor ( (int)x, (int)y, font, scale, color, text, limit, flags, cursorPos, cursor );
}