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https://github.com/DrBeef/ioq3quest.git
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817 lines
17 KiB
C
817 lines
17 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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, 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, cgs.media.whiteShader );
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trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, 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, cgs.media.whiteShader );
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trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, 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, hShader );
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}
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/*
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===============
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CG_DrawChar
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Coordinates and size in 640*480 virtual screen size
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===============
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*/
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void CG_DrawChar( int x, int y, int width, int height, int ch ) {
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int row, col;
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float frow, fcol;
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float size;
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float ax, ay, aw, ah;
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ch &= 255;
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if ( ch == ' ' ) {
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return;
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}
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ax = x;
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ay = y;
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aw = width;
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ah = height;
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CG_AdjustFrom640( &ax, &ay, &aw, &ah );
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row = ch>>4;
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col = ch&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.0625;
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trap_R_DrawStretchPic( ax, ay, aw, ah,
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fcol, frow,
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fcol + size, frow + size,
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cgs.media.charsetShader );
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}
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/*
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==================
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CG_DrawStringExt
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Draws a multi-colored string with a drop shadow, optionally forcing
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to a fixed color.
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Coordinates are at 640 by 480 virtual resolution
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==================
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*/
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void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
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qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
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vec4_t color;
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const char *s;
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int xx;
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int cnt;
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if (maxChars <= 0)
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maxChars = 32767; // do them all!
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// draw the drop shadow
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if (shadow) {
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color[0] = color[1] = color[2] = 0;
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color[3] = setColor[3];
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trap_R_SetColor( color );
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s = string;
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xx = x;
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cnt = 0;
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while ( *s && cnt < maxChars) {
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if ( Q_IsColorString( s ) ) {
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s += 2;
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continue;
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}
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CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
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cnt++;
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xx += charWidth;
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s++;
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}
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}
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// draw the colored text
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s = string;
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xx = x;
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cnt = 0;
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trap_R_SetColor( setColor );
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while ( *s && cnt < maxChars) {
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if ( Q_IsColorString( s ) ) {
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if ( !forceColor ) {
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memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
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color[3] = setColor[3];
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trap_R_SetColor( color );
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}
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s += 2;
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continue;
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}
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CG_DrawChar( xx, y, charWidth, charHeight, *s );
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xx += charWidth;
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cnt++;
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s++;
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}
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trap_R_SetColor( NULL );
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}
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void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
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float color[4];
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color[0] = color[1] = color[2] = 1.0;
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color[3] = alpha;
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CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
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}
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void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
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CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
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}
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void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
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float color[4];
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color[0] = color[1] = color[2] = 1.0;
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color[3] = alpha;
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CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
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}
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void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
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CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
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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, 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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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( int health, int armor, vec4_t hcolor ) {
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int count;
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int max;
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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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VectorClear( hcolor ); // black
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hcolor[3] = 1;
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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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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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hcolor[0] = 1.0;
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hcolor[3] = 1.0;
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if ( health >= 100 ) {
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hcolor[2] = 1.0;
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} else if ( health < 66 ) {
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hcolor[2] = 0;
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} else {
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hcolor[2] = ( health - 66 ) / 33.0;
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}
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if ( health > 60 ) {
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hcolor[1] = 1.0;
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} else if ( health < 30 ) {
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hcolor[1] = 0;
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} else {
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hcolor[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_ColorForHealth
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=================
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*/
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void CG_ColorForHealth( vec4_t hcolor ) {
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CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH],
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cg.snap->ps.stats[STAT_ARMOR], hcolor );
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}
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/*
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=================
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UI_DrawProportionalString2
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=================
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*/
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static int propMap[128][3] = {
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
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{0, 0, PROP_SPACE_WIDTH}, // SPACE
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{11, 122, 7}, // !
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{154, 181, 14}, // "
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{55, 122, 17}, // #
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{79, 122, 18}, // $
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{101, 122, 23}, // %
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{153, 122, 18}, // &
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{9, 93, 7}, // '
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{207, 122, 8}, // (
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{230, 122, 9}, // )
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{177, 122, 18}, // *
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{30, 152, 18}, // +
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{85, 181, 7}, // ,
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{34, 93, 11}, // -
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{110, 181, 6}, // .
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{130, 152, 14}, // /
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{22, 64, 17}, // 0
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{41, 64, 12}, // 1
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{58, 64, 17}, // 2
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{78, 64, 18}, // 3
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{98, 64, 19}, // 4
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{120, 64, 18}, // 5
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{141, 64, 18}, // 6
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{204, 64, 16}, // 7
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{162, 64, 17}, // 8
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{182, 64, 18}, // 9
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{59, 181, 7}, // :
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{35,181, 7}, // ;
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{203, 152, 14}, // <
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{56, 93, 14}, // =
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{228, 152, 14}, // >
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{177, 181, 18}, // ?
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{28, 122, 22}, // @
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{5, 4, 18}, // A
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{27, 4, 18}, // B
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{48, 4, 18}, // C
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{69, 4, 17}, // D
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{90, 4, 13}, // E
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{106, 4, 13}, // F
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{121, 4, 18}, // G
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{143, 4, 17}, // H
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{164, 4, 8}, // I
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{175, 4, 16}, // J
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{195, 4, 18}, // K
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{216, 4, 12}, // L
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{230, 4, 23}, // M
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{6, 34, 18}, // N
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{27, 34, 18}, // O
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{48, 34, 18}, // P
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{68, 34, 18}, // Q
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{90, 34, 17}, // R
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{110, 34, 18}, // S
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{130, 34, 14}, // T
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{146, 34, 18}, // U
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{166, 34, 19}, // V
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{185, 34, 29}, // W
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{215, 34, 18}, // X
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{234, 34, 18}, // Y
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{5, 64, 14}, // Z
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{60, 152, 7}, // [
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{106, 151, 13}, // '\'
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{83, 152, 7}, // ]
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{128, 122, 17}, // ^
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{4, 152, 21}, // _
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{134, 181, 5}, // '
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{5, 4, 18}, // A
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{27, 4, 18}, // B
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{48, 4, 18}, // C
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{69, 4, 17}, // D
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{90, 4, 13}, // E
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{106, 4, 13}, // F
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{121, 4, 18}, // G
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{143, 4, 17}, // H
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{164, 4, 8}, // I
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{175, 4, 16}, // J
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{195, 4, 18}, // K
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{216, 4, 12}, // L
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{230, 4, 23}, // M
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{6, 34, 18}, // N
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{27, 34, 18}, // O
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{48, 34, 18}, // P
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{68, 34, 18}, // Q
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{90, 34, 17}, // R
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{110, 34, 18}, // S
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{130, 34, 14}, // T
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{146, 34, 18}, // U
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{166, 34, 19}, // V
|
|
{185, 34, 29}, // W
|
|
{215, 34, 18}, // X
|
|
{234, 34, 18}, // Y
|
|
{5, 64, 14}, // Z
|
|
{153, 152, 13}, // {
|
|
{11, 181, 5}, // |
|
|
{180, 152, 13}, // }
|
|
{79, 93, 17}, // ~
|
|
{0, 0, -1} // DEL
|
|
};
|
|
|
|
static int propMapB[26][3] = {
|
|
{11, 12, 33},
|
|
{49, 12, 31},
|
|
{85, 12, 31},
|
|
{120, 12, 30},
|
|
{156, 12, 21},
|
|
{183, 12, 21},
|
|
{207, 12, 32},
|
|
|
|
{13, 55, 30},
|
|
{49, 55, 13},
|
|
{66, 55, 29},
|
|
{101, 55, 31},
|
|
{135, 55, 21},
|
|
{158, 55, 40},
|
|
{204, 55, 32},
|
|
|
|
{12, 97, 31},
|
|
{48, 97, 31},
|
|
{82, 97, 30},
|
|
{118, 97, 30},
|
|
{153, 97, 30},
|
|
{185, 97, 25},
|
|
{213, 97, 30},
|
|
|
|
{11, 139, 32},
|
|
{42, 139, 51},
|
|
{93, 139, 32},
|
|
{126, 139, 31},
|
|
{158, 139, 25},
|
|
};
|
|
|
|
#define PROPB_GAP_WIDTH 4
|
|
#define PROPB_SPACE_WIDTH 12
|
|
#define PROPB_HEIGHT 36
|
|
|
|
/*
|
|
=================
|
|
UI_DrawBannerString
|
|
=================
|
|
*/
|
|
static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
|
|
{
|
|
const char* s;
|
|
unsigned char ch;
|
|
float ax;
|
|
float ay;
|
|
float aw;
|
|
float ah;
|
|
float frow;
|
|
float fcol;
|
|
float fwidth;
|
|
float fheight;
|
|
|
|
// draw the colored text
|
|
trap_R_SetColor( color );
|
|
|
|
ax = x * cgs.screenXScale + cgs.screenXBias;
|
|
ay = y * cgs.screenYScale;
|
|
|
|
s = str;
|
|
while ( *s )
|
|
{
|
|
ch = *s & 127;
|
|
if ( ch == ' ' ) {
|
|
ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale;
|
|
}
|
|
else if ( ch >= 'A' && ch <= 'Z' ) {
|
|
ch -= 'A';
|
|
fcol = (float)propMapB[ch][0] / 256.0f;
|
|
frow = (float)propMapB[ch][1] / 256.0f;
|
|
fwidth = (float)propMapB[ch][2] / 256.0f;
|
|
fheight = (float)PROPB_HEIGHT / 256.0f;
|
|
aw = (float)propMapB[ch][2] * cgs.screenXScale;
|
|
ah = (float)PROPB_HEIGHT * cgs.screenYScale;
|
|
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB );
|
|
ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale);
|
|
}
|
|
s++;
|
|
}
|
|
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) {
|
|
const char * s;
|
|
int ch;
|
|
int width;
|
|
vec4_t drawcolor;
|
|
|
|
// find the width of the drawn text
|
|
s = str;
|
|
width = 0;
|
|
while ( *s ) {
|
|
ch = *s;
|
|
if ( ch == ' ' ) {
|
|
width += PROPB_SPACE_WIDTH;
|
|
}
|
|
else if ( ch >= 'A' && ch <= 'Z' ) {
|
|
width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH;
|
|
}
|
|
s++;
|
|
}
|
|
width -= PROPB_GAP_WIDTH;
|
|
|
|
switch( style & UI_FORMATMASK ) {
|
|
case UI_CENTER:
|
|
x -= width / 2;
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
x -= width;
|
|
break;
|
|
|
|
case UI_LEFT:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( style & UI_DROPSHADOW ) {
|
|
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
|
|
drawcolor[3] = color[3];
|
|
UI_DrawBannerString2( x+2, y+2, str, drawcolor );
|
|
}
|
|
|
|
UI_DrawBannerString2( x, y, str, color );
|
|
}
|
|
|
|
|
|
int UI_ProportionalStringWidth( const char* str ) {
|
|
const char * s;
|
|
int ch;
|
|
int charWidth;
|
|
int width;
|
|
|
|
s = str;
|
|
width = 0;
|
|
while ( *s ) {
|
|
ch = *s & 127;
|
|
charWidth = propMap[ch][2];
|
|
if ( charWidth != -1 ) {
|
|
width += charWidth;
|
|
width += PROP_GAP_WIDTH;
|
|
}
|
|
s++;
|
|
}
|
|
|
|
width -= PROP_GAP_WIDTH;
|
|
return width;
|
|
}
|
|
|
|
static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset )
|
|
{
|
|
const char* s;
|
|
unsigned char ch;
|
|
float ax;
|
|
float ay;
|
|
float aw;
|
|
float ah;
|
|
float frow;
|
|
float fcol;
|
|
float fwidth;
|
|
float fheight;
|
|
|
|
// draw the colored text
|
|
trap_R_SetColor( color );
|
|
|
|
ax = x * cgs.screenXScale + cgs.screenXBias;
|
|
ay = y * cgs.screenYScale;
|
|
|
|
s = str;
|
|
while ( *s )
|
|
{
|
|
ch = *s & 127;
|
|
if ( ch == ' ' ) {
|
|
aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale;
|
|
} else if ( propMap[ch][2] != -1 ) {
|
|
fcol = (float)propMap[ch][0] / 256.0f;
|
|
frow = (float)propMap[ch][1] / 256.0f;
|
|
fwidth = (float)propMap[ch][2] / 256.0f;
|
|
fheight = (float)PROP_HEIGHT / 256.0f;
|
|
aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale;
|
|
ah = (float)PROP_HEIGHT * cgs.screenYScale * sizeScale;
|
|
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset );
|
|
} else {
|
|
aw = 0;
|
|
}
|
|
|
|
ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale);
|
|
s++;
|
|
}
|
|
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_ProportionalSizeScale
|
|
=================
|
|
*/
|
|
float UI_ProportionalSizeScale( int style ) {
|
|
if( style & UI_SMALLFONT ) {
|
|
return 0.75;
|
|
}
|
|
|
|
return 1.00;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
UI_DrawProportionalString
|
|
=================
|
|
*/
|
|
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) {
|
|
vec4_t drawcolor;
|
|
int width;
|
|
float sizeScale;
|
|
|
|
sizeScale = UI_ProportionalSizeScale( style );
|
|
|
|
switch( style & UI_FORMATMASK ) {
|
|
case UI_CENTER:
|
|
width = UI_ProportionalStringWidth( str ) * sizeScale;
|
|
x -= width / 2;
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
width = UI_ProportionalStringWidth( str ) * sizeScale;
|
|
x -= width;
|
|
break;
|
|
|
|
case UI_LEFT:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( style & UI_DROPSHADOW ) {
|
|
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
|
|
drawcolor[3] = color[3];
|
|
UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp );
|
|
}
|
|
|
|
if ( style & UI_INVERSE ) {
|
|
drawcolor[0] = color[0] * 0.8;
|
|
drawcolor[1] = color[1] * 0.8;
|
|
drawcolor[2] = color[2] * 0.8;
|
|
drawcolor[3] = color[3];
|
|
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp );
|
|
return;
|
|
}
|
|
|
|
if ( style & UI_PULSE ) {
|
|
drawcolor[0] = color[0] * 0.8;
|
|
drawcolor[1] = color[1] * 0.8;
|
|
drawcolor[2] = color[2] * 0.8;
|
|
drawcolor[3] = color[3];
|
|
UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
|
|
|
|
drawcolor[0] = color[0];
|
|
drawcolor[1] = color[1];
|
|
drawcolor[2] = color[2];
|
|
drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR );
|
|
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow );
|
|
return;
|
|
}
|
|
|
|
UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
|
|
}
|