lilium-voyager/code/cgame/cg_drawtools.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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 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
===========================================================================
*/
//
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"
/*
================
CG_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
#if 0
// adjust for wide screens
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
}
#endif
// scale for screen sizes
*x *= cgs.screenXScale;
*y *= cgs.screenYScale;
*w *= cgs.screenXScale;
*h *= cgs.screenYScale;
}
/*
================
CG_FillRect
Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
trap_R_SetColor( color );
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader );
trap_R_SetColor( NULL );
}
/*
================
CG_DrawSides
Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenXScale;
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
trap_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) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenYScale;
trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
}
/*
================
UI_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
trap_R_SetColor( color );
CG_DrawTopBottom(x, y, width, height, size);
CG_DrawSides(x, y + size, width, height - size * 2, size);
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trap_R_SetColor( NULL );
}
/*
================
CG_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, 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;
CG_AdjustFrom640( &ax, &ay, &aw, &ah );
row = ch>>4;
col = ch&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
trap_R_DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size,
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, int maxChars ) {
vec4_t color;
const char *s;
int xx;
int cnt;
if (maxChars <= 0)
maxChars = 32767; // do them all!
// draw the drop shadow
if (shadow) {
color[0] = color[1] = color[2] = 0;
color[3] = setColor[3];
trap_R_SetColor( color );
s = string;
xx = x;
cnt = 0;
while ( *s && cnt < maxChars) {
if ( Q_IsColorString( s ) ) {
s += 2;
continue;
}
CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
cnt++;
xx += charWidth;
s++;
}
}
// draw the colored text
s = string;
xx = x;
cnt = 0;
trap_R_SetColor( setColor );
while ( *s && cnt < maxChars) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
color[3] = setColor[3];
trap_R_SetColor( color );
}
s += 2;
continue;
}
CG_DrawChar( xx, y, charWidth, charHeight, *s );
xx += charWidth;
cnt++;
s++;
}
trap_R_SetColor( NULL );
}
void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}
void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}
/*
=================
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;
s1 = x/64.0;
t1 = y/64.0;
s2 = (x+w)/64.0;
t2 = (y+h)/64.0;
trap_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_TeamColor
================
*/
float *CG_TeamColor( int team ) {
static vec4_t red = {1, 0.2f, 0.2f, 1};
static vec4_t blue = {0.2f, 0.2f, 1, 1};
static vec4_t other = {1, 1, 1, 1};
static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1};
switch ( team ) {
case TEAM_RED:
return red;
case TEAM_BLUE:
return blue;
case TEAM_SPECTATOR:
return spectator;
default:
return other;
}
}
/*
=================
CG_GetColorForHealth
=================
*/
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
int count;
int max;
// calculate the total points of damage that can
// be sustained at the current health / armor level
if ( health <= 0 ) {
VectorClear( hcolor ); // black
hcolor[3] = 1;
return;
}
count = armor;
max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
if ( max < count ) {
count = max;
}
health += count;
// set the color based on health
hcolor[0] = 1.0;
hcolor[3] = 1.0;
if ( health >= 100 ) {
hcolor[2] = 1.0;
} else if ( health < 66 ) {
hcolor[2] = 0;
} else {
hcolor[2] = ( health - 66 ) / 33.0;
}
if ( health > 60 ) {
hcolor[1] = 1.0;
} else if ( health < 30 ) {
hcolor[1] = 0;
} else {
hcolor[1] = ( health - 30 ) / 30.0;
}
}
/*
=================
CG_ColorForHealth
=================
*/
void CG_ColorForHealth( vec4_t hcolor ) {
CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH],
cg.snap->ps.stats[STAT_ARMOR], hcolor );
}
/*
=================
UI_DrawProportionalString2
=================
*/
static int propMap[128][3] = {
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, PROP_SPACE_WIDTH}, // SPACE
{11, 122, 7}, // !
{154, 181, 14}, // "
{55, 122, 17}, // #
{79, 122, 18}, // $
{101, 122, 23}, // %
{153, 122, 18}, // &
{9, 93, 7}, // '
{207, 122, 8}, // (
{230, 122, 9}, // )
{177, 122, 18}, // *
{30, 152, 18}, // +
{85, 181, 7}, // ,
{34, 93, 11}, // -
{110, 181, 6}, // .
{130, 152, 14}, // /
{22, 64, 17}, // 0
{41, 64, 12}, // 1
{58, 64, 17}, // 2
{78, 64, 18}, // 3
{98, 64, 19}, // 4
{120, 64, 18}, // 5
{141, 64, 18}, // 6
{204, 64, 16}, // 7
{162, 64, 17}, // 8
{182, 64, 18}, // 9
{59, 181, 7}, // :
{35,181, 7}, // ;
{203, 152, 14}, // <
{56, 93, 14}, // =
{228, 152, 14}, // >
{177, 181, 18}, // ?
{28, 122, 22}, // @
{5, 4, 18}, // A
{27, 4, 18}, // B
{48, 4, 18}, // C
{69, 4, 17}, // D
{90, 4, 13}, // E
{106, 4, 13}, // F
{121, 4, 18}, // G
{143, 4, 17}, // H
{164, 4, 8}, // I
{175, 4, 16}, // J
{195, 4, 18}, // K
{216, 4, 12}, // L
{230, 4, 23}, // M
{6, 34, 18}, // N
{27, 34, 18}, // O
{48, 34, 18}, // P
{68, 34, 18}, // Q
{90, 34, 17}, // R
{110, 34, 18}, // S
{130, 34, 14}, // T
{146, 34, 18}, // U
{166, 34, 19}, // V
{185, 34, 29}, // W
{215, 34, 18}, // X
{234, 34, 18}, // Y
{5, 64, 14}, // Z
{60, 152, 7}, // [
{106, 151, 13}, // '\'
{83, 152, 7}, // ]
{128, 122, 17}, // ^
{4, 152, 21}, // _
{134, 181, 5}, // '
{5, 4, 18}, // A
{27, 4, 18}, // B
{48, 4, 18}, // C
{69, 4, 17}, // D
{90, 4, 13}, // E
{106, 4, 13}, // F
{121, 4, 18}, // G
{143, 4, 17}, // H
{164, 4, 8}, // I
{175, 4, 16}, // J
{195, 4, 18}, // K
{216, 4, 12}, // L
{230, 4, 23}, // M
{6, 34, 18}, // N
{27, 34, 18}, // O
{48, 34, 18}, // P
{68, 34, 18}, // Q
{90, 34, 17}, // R
{110, 34, 18}, // S
{130, 34, 14}, // T
{146, 34, 18}, // U
{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;
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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;
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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;
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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;
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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;
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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;
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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 );
}