/* =========================================================================== 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 . =========================================================================== */ #include "cg_headers.h" #include "cg_media.h" #include void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) { if (cg.drawingHUD && (!vr->cin_camera || vr->immersive_cinematics) && !vr->using_screen_layer) { 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); float xoffset = cg.drawingHUD == CG_HUD_SCALED ? -cg_hudStereo.value : 0; if (cg.stereoView == STEREO_LEFT) { xoffset *= -1; } //We need to add an offset due to the effect of the compositor projection for asymmetric FOVs xoffset += vr->off_center_fov * 640; *x *= screenXScale; *y *= screenYScale; if (w != NULL) { *w *= screenXScale; } if (h != NULL) { *h *= screenYScale; } *x += (640 - (640 * screenXScale)) / 2.0f + xoffset; *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); cgi_R_Font_DrawString (x, y, str, color, cgs.media.qhFontMedium, -1, 1.0f); }