jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_drawtools.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "cg_local.h"
#include "cg_media.h"
#include <JKXR/VrClientInfo.h>
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
if (cg.drawingHUD && (!vr->cin_camera || vr->immersive_cinematics) && !vr->using_screen_layer)
{
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float screenXScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? cg_hudScale.value : 1.0f);
float screenYScale = 1.0f / (cg.drawingHUD == CG_HUD_SCALED ? cg_hudScale.value : 1.25f);
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float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -cg_hudStereo.value : 0;
if (cg.stereoView == STEREO_LEFT) {
xoffset *= -1;
}
*x *= screenXScale;
*y *= screenYScale;
if (w != NULL) {
*w *= screenXScale;
}
if (h != NULL) {
*h *= screenYScale;
}
*x += (640 - (640 * screenXScale)) / 2.0f + xoffset;
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*y += (480 - (480 * screenYScale)) / 2.0f - cg_hudYOffset.value;
}
}
void CG_AdjustFrom640Int( int *x, int *y, int *w, int *h ) {
float fx = (float)*x;
float fy = (float)*y;
float fw = 0;
if (w != NULL)
{
fw = (float)*w;
}
float fh = 0;
if (h != NULL)
{
fh = (float)*h;
}
CG_AdjustFrom640(&fx, &fy, (w != NULL) ? &fw : NULL, (h != NULL) ? &fh : NULL);
*x = (int)fx;
*y = (int)fy;
if (w != NULL)
{
*w = (int)fw;
}
if (h != NULL)
{
*h = (int)fh;
}
}
/*
================
CG_DrawSides
Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
//size *= cgs.screenXScale;
CG_AdjustFrom640(&x, &y, &w, &h);
cgi_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
cgi_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
}
void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
//size *= cgs.screenYScale;
CG_AdjustFrom640(&x, &y, &w, &h);
cgi_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
cgi_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
}
/*
================
CG_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
cgi_R_SetColor( color );
CG_AdjustFrom640(&x, &y, &width, &height);
CG_DrawTopBottom(x, y, width, height, size);
CG_DrawSides(x, y, width, height, size);
cgi_R_SetColor( NULL );
}
/*
================
CG_FillRect
Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
cgi_R_SetColor( color );
CG_AdjustFrom640(&x, &y, &width, &height);
cgi_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader);
cgi_R_SetColor( NULL );
}
/*
================
CG_Scissor
Coordinates are 640*480 virtual values
=================
*/
void CG_Scissor( float x, float y, float width, float height)
{
CG_AdjustFrom640(&x, &y, &width, &height);
cgi_R_Scissor( x, y, width, height);
}
/*
================
CG_DrawPic
Coordinates are 640*480 virtual values
A width of 0 will draw with the original image width
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
CG_AdjustFrom640(&x, &y, &width, &height);
cgi_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
CG_DrawPic2
Coordinates are 640*480 virtual values
A width of 0 will draw with the original image width
Can also specify the exact texture coordinates
=================
*/
void CG_DrawPic2( float x, float y, float width, float height, float s1, float t1, float s2, float t2, qhandle_t hShader )
{
CG_AdjustFrom640(&x, &y, &width, &height);
cgi_R_DrawStretchPic( x, y, width, height, s1, t1, s2, t2, 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);
cgi_R_DrawRotatePic( x, y, width, height, 0, 0, 1, 1, angle, hShader );
}
/*
================
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);
cgi_R_DrawRotatePic2( x, y, width, height, 0, 0, 1, 1, angle, hShader );
}
/*
===============
CG_DrawChar
Coordinates and size in 640*480 virtual screen size
===============
*/
void CG_DrawChar( int x, int y, int width, int height, int ch ) {
int row, col;
float frow, fcol;
float size;
float ax, ay, aw, ah;
ch &= 255;
if ( ch == ' ' ) {
return;
}
ax = x;
ay = y;
aw = width;
ah = height;
row = ch>>4;
col = ch&15;
/*
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
cgi_R_DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size,
cgs.media.charsetShader );
*/
float size2;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.03125;
size2 = 0.0625;
CG_AdjustFrom640(&ax, &ay, &aw, &ah);
cgi_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size2,
cgs.media.charsetShader );
}
/*
==================
CG_DrawStringExt
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight ) {
vec4_t color;
const char *s;
int xx;
// draw the drop shadow
if (shadow) {
color[0] = color[1] = color[2] = 0;
color[3] = setColor[3];
cgi_R_SetColor( color );
s = string;
xx = x;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
continue;
}
CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
xx += charWidth;
s++;
}
}
// draw the colored text
s = string;
xx = x;
cgi_R_SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
color[3] = setColor[3];
cgi_R_SetColor( color );
}
s += 2;
continue;
}
CG_DrawChar( xx, y, charWidth, charHeight, *s );
xx += charWidth;
s++;
}
cgi_R_SetColor( NULL );
}
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
auto fx = (float)x;
auto fy = (float)y;
CG_AdjustFrom640(&fx, &fy, NULL, NULL);
CG_DrawStringExt( (int)fx, (int)fy, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT );
}
/*
=================
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;
// CG_AdjustFrom640Int(&x, &y, &w, &h);
s1 = x/64.0;
t1 = y/64.0;
s2 = (x+w)/64.0;
t2 = (y+h)/64.0;
cgi_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, 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 );
}
/*
================
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_DrawNumField
Take x,y positions as if 640 x 480 and scales them to the proper resolution
==============
*/
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill)
{
char num[16], *ptr;
int l;
int frame;
int xWidth;
if (width < 1) {
return;
}
// draw number string
if (width > 5) {
width = 5;
}
switch ( width ) {
case 1:
value = value > 9 ? 9 : value;
value = value < 0 ? 0 : value;
break;
case 2:
value = value > 99 ? 99 : value;
value = value < -9 ? -9 : value;
break;
case 3:
value = value > 999 ? 999 : value;
value = value < -99 ? -99 : value;
break;
case 4:
value = value > 9999 ? 9999 : value;
value = value < -999 ? -999 : value;
break;
}
Com_sprintf (num, sizeof(num), "%i", value);
l = strlen(num);
if (l > width)
l = width;
// FIXME: Might need to do something different for the chunky font??
switch(style)
{
case NUM_FONT_SMALL:
xWidth = charWidth;
break;
case NUM_FONT_CHUNKY:
xWidth = (charWidth/1.2f) + 2;
break;
default:
case NUM_FONT_BIG:
xWidth = (charWidth/2) + 7;//(charWidth/6);
break;
}
if ( zeroFill )
{
for (int i = 0; i < (width - l); i++ )
{
int _x = x;
int _y = y;
int _charWidth = charWidth;
int _charHeight = charHeight;
//CG_AdjustFrom640Int(&_x, &_y, &_charWidth, &_charHeight);
switch(style)
{
case NUM_FONT_SMALL:
CG_DrawPic( _x,_y, _charWidth, _charHeight, cgs.media.smallnumberShaders[0] );
break;
case NUM_FONT_CHUNKY:
CG_DrawPic( _x,_y, _charWidth, _charHeight, cgs.media.chunkyNumberShaders[0] );
break;
default:
case NUM_FONT_BIG:
CG_DrawPic( _x,_y, _charWidth, _charHeight, cgs.media.numberShaders[0] );
break;
}
x += 2 + (xWidth);
}
}
else
{
x += 2 + (xWidth)*(width - l);
}
ptr = num;
while (*ptr && l)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
int _x = x;
int _y = y;
int _charWidth = charWidth;
int _charHeight = charHeight;
//CG_AdjustFrom640Int(&_x, &_y, &_charWidth, &_charHeight);
switch(style)
{
case NUM_FONT_SMALL:
CG_DrawPic( _x, _y, _charWidth, _charHeight, cgs.media.smallnumberShaders[frame] );
x++; // For a one line gap
break;
case NUM_FONT_CHUNKY:
CG_DrawPic( _x, _y, _charWidth, _charHeight, cgs.media.chunkyNumberShaders[frame] );
break;
default:
case NUM_FONT_BIG:
CG_DrawPic( _x, _y, _charWidth, _charHeight, cgs.media.numberShaders[frame] );
break;
}
x += (xWidth);
ptr++;
l--;
}
}
/*
=================
CG_DrawProportionalString
=================
*/
void CG_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color )
{
//assert(!style);//call this directly if you need style (OR it into the font handle)
CG_AdjustFrom640Int(&x, &y, NULL, NULL);
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cgi_R_Font_DrawString (x, y, str, color, cgs.media.qhFontMedium, -1, FONT_SCALE);
}