/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2005 - 2015, ioquake3 contributors 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 . =========================================================================== */ // cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc #include "client.h" #include "cl_uiapi.h" extern console_t con; qboolean scr_initialized; // ready to draw cvar_t *cl_timegraph; cvar_t *cl_debuggraph; cvar_t *cl_graphheight; cvar_t *cl_graphscale; cvar_t *cl_graphshift; /* ================ SCR_DrawNamedPic Coordinates are 640*480 virtual values ================= */ void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { qhandle_t hShader; assert( width != 0 ); hShader = re->RegisterShader( picname ); re->DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ================ SCR_FillRect Coordinates are 640*480 virtual values ================= */ void SCR_FillRect( float x, float y, float width, float height, const float *color ) { re->SetColor( color ); re->DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader ); re->SetColor( NULL ); } /* ================ SCR_DrawPic Coordinates are 640*480 virtual values ================= */ void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { re->DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ** SCR_DrawChar ** chars are drawn at 640*480 virtual screen size */ static void SCR_DrawChar( int x, int y, float size, int ch ) { int row, col; float frow, fcol; float ax, ay, aw, ah; ch &= 255; if ( ch == ' ' ) { return; } if ( y < -size ) { return; } ax = x; ay = y; aw = size; ah = size; row = ch>>4; col = ch&15; float size2; frow = row*0.0625; fcol = col*0.0625; size = 0.03125; size2 = 0.0625; re->DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size2, cls.charSetShader ); } /* ** SCR_DrawSmallChar ** small chars are drawn at native screen resolution */ void SCR_DrawSmallChar( int x, int y, int ch ) { int row, col; float frow, fcol; float size; ch &= 255; if ( ch == ' ' ) { return; } if ( y < -SMALLCHAR_HEIGHT ) { return; } row = ch>>4; col = ch&15; float size2; frow = row*0.0625; fcol = col*0.0625; size = 0.03125; // size = 0.0625; size2 = 0.0625; re->DrawStretchPic( x * con.xadjust, y * con.yadjust, SMALLCHAR_WIDTH * con.xadjust, SMALLCHAR_HEIGHT * con.yadjust, fcol, frow, fcol + size, frow + size2, cls.charSetShader ); } /* ================== SCR_DrawBigString[Color] Draws a multi-colored string with a drop shadow, optionally forcing to a fixed color. Coordinates are at 640 by 480 virtual resolution ================== */ void SCR_DrawStringExt( int x, int y, float size, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape ) { vec4_t color; const char *s; int xx; // draw the drop shadow color[0] = color[1] = color[2] = 0; color[3] = setColor[3]; re->SetColor( color ); s = string; xx = x; while ( *s ) { if ( !noColorEscape && Q_IsColorString( s ) ) { s += 2; continue; } SCR_DrawChar( xx+2, y+2, size, *s ); xx += size; s++; } // draw the colored text s = string; xx = x; re->SetColor( setColor ); while ( *s ) { if ( Q_IsColorString( s ) ) { if ( !forceColor ) { Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); color[3] = setColor[3]; re->SetColor( color ); } if ( !noColorEscape ) { s += 2; continue; } } SCR_DrawChar( xx, y, size, *s ); xx += size; s++; } re->SetColor( NULL ); } void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ) { float color[4]; color[0] = color[1] = color[2] = 1.0; color[3] = alpha; SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qfalse, noColorEscape ); } void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ) { SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qtrue, noColorEscape ); } /* ================== SCR_DrawSmallString[Color] Draws a multi-colored string with a drop shadow, optionally forcing to a fixed color. Coordinates are at 640 by 480 virtual resolution ================== */ void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape ) { vec4_t color; const char *s; int xx; // draw the colored text s = string; xx = x; re->SetColor( setColor ); while ( *s ) { if ( Q_IsColorString( s ) ) { if ( !forceColor ) { Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); color[3] = setColor[3]; re->SetColor( color ); } if ( !noColorEscape ) { s += 2; continue; } } SCR_DrawSmallChar( xx, y, *s ); xx += SMALLCHAR_WIDTH; s++; } re->SetColor( NULL ); } /* ** SCR_Strlen -- skips color escape codes */ static int SCR_Strlen( const char *str ) { const char *s = str; int count = 0; while ( *s ) { if ( Q_IsColorString( s ) ) { s += 2; } else { count++; s++; } } return count; } /* ** SCR_GetBigStringWidth */ int SCR_GetBigStringWidth( const char *str ) { return SCR_Strlen( str ) * BIGCHAR_WIDTH; } //=============================================================================== /* ================= SCR_DrawDemoRecording ================= */ void SCR_DrawDemoRecording( void ) { char string[1024]; int pos; if ( !clc.demorecording ) { return; } if ( clc.spDemoRecording ) { return; } if (!cl_drawRecording->integer) { return; } pos = FS_FTell( clc.demofile ); Com_sprintf( string, sizeof(string), "RECORDING %s: %ik", clc.demoName, pos / 1024 ); SCR_DrawStringExt( 320 - strlen( string ) * 4, 20, 8, string, g_color_table[7], qtrue, qfalse ); } /* =============================================================================== DEBUG GRAPH =============================================================================== */ typedef struct graphsamp_s { float value; int color; } graphsamp_t; static int current; static graphsamp_t values[1024]; /* ============== SCR_DebugGraph ============== */ void SCR_DebugGraph (float value, int color) { values[current&1023].value = value; values[current&1023].color = color; current++; } /* ============== SCR_DrawDebugGraph ============== */ void SCR_DrawDebugGraph (void) { int a, x, y, w, i, h; float v; // // draw the graph // w = 640; x = 0; y = 480; re->SetColor( g_color_table[0] ); re->DrawStretchPic(x, y - cl_graphheight->integer, w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader ); re->SetColor( NULL ); for (a=0 ; ainteger + cl_graphshift->integer; if (v < 0) v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer)); h = (int)v % cl_graphheight->integer; re->DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader ); } } //============================================================================= /* ================== SCR_Init ================== */ void SCR_Init( void ) { cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT); cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT); cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT); cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT); cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT); scr_initialized = qtrue; } //======================================================= /* ================== SCR_DrawScreenField This will be called twice if rendering in stereo mode ================== */ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re->BeginFrame( stereoFrame ); qboolean uiFullscreen = (qboolean)(cls.uiStarted && UIVM_IsFullscreen()); if ( !cls.uiStarted ) { Com_DPrintf("draw screen without UI loaded\n"); return; } // if the menu is going to cover the entire screen, we // don't need to render anything under it //actually, yes you do, unless you want clients to cycle out their reliable //commands from sitting in the menu. -rww if ( (cls.uiStarted && !uiFullscreen) || (!(cls.framecount&7) && cls.state == CA_ACTIVE) ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); UIVM_SetActiveMenu( UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time UIVM_Refresh( cls.realtime ); UIVM_DrawConnectScreen( qfalse ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time UIVM_Refresh( cls.realtime ); UIVM_DrawConnectScreen( qtrue ); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame ); SCR_DrawDemoRecording(); break; } } // the menu draws next if ( Key_GetCatcher( ) & KEYCATCH_UI && cls.uiStarted ) { UIVM_Refresh( cls.realtime ); } // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph (); } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen( void ) { static int recursive; if ( !scr_initialized ) { return; // not initialized yet } if ( ++recursive > 2 ) { Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" ); } recursive = 1; // If there is no VM, there are also no rendering commands issued. Stop the renderer in // that case. if( cls.uiStarted || com_dedicated->integer ) { // if running in stereo, we need to draw the frame twice if ( cls.glconfig.stereoEnabled ) { SCR_DrawScreenField( STEREO_LEFT ); SCR_DrawScreenField( STEREO_RIGHT ); } else { SCR_DrawScreenField( STEREO_CENTER ); } if ( com_speeds->integer ) { re->EndFrame( &time_frontend, &time_backend ); } else { re->EndFrame( NULL, NULL ); } } recursive = 0; }