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