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https://github.com/UberGames/lilium-voyager.git
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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
547 lines
12 KiB
C
547 lines
12 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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// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
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#include "client.h"
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qboolean scr_initialized; // ready to draw
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cvar_t *cl_timegraph;
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cvar_t *cl_debuggraph;
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cvar_t *cl_graphheight;
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cvar_t *cl_graphscale;
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cvar_t *cl_graphshift;
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/*
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================
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SCR_DrawNamedPic
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
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qhandle_t hShader;
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assert( width != 0 );
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hShader = re.RegisterShader( picname );
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SCR_AdjustFrom640( &x, &y, &width, &height );
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re.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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SCR_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 SCR_AdjustFrom640( float *x, float *y, float *w, float *h ) {
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float xscale;
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float yscale;
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#if 0
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// adjust for wide screens
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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*x += 0.5 * ( cls.glconfig.vidWidth - ( cls.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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xscale = cls.glconfig.vidWidth / 640.0;
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yscale = cls.glconfig.vidHeight / 480.0;
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if ( x ) {
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*x *= xscale;
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}
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if ( y ) {
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*y *= yscale;
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}
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if ( w ) {
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*w *= xscale;
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}
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if ( h ) {
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*h *= yscale;
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}
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}
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/*
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================
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SCR_FillRect
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_FillRect( float x, float y, float width, float height, const float *color ) {
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re.SetColor( color );
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SCR_AdjustFrom640( &x, &y, &width, &height );
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re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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}
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/*
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================
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SCR_DrawPic
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Coordinates are 640*480 virtual values
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=================
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*/
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void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
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SCR_AdjustFrom640( &x, &y, &width, &height );
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re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
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}
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/*
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** SCR_DrawChar
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** chars are drawn at 640*480 virtual screen size
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*/
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static void SCR_DrawChar( int x, int y, float size, int ch ) {
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int row, col;
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float frow, fcol;
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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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if ( y < -size ) {
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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 = size;
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ah = size;
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SCR_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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re.DrawStretchPic( ax, ay, aw, ah,
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fcol, frow,
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fcol + size, frow + size,
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cls.charSetShader );
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}
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/*
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** SCR_DrawSmallChar
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** small chars are drawn at native screen resolution
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*/
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void SCR_DrawSmallChar( int x, int y, 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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ch &= 255;
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if ( ch == ' ' ) {
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return;
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}
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if ( y < -SMALLCHAR_HEIGHT ) {
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return;
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}
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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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re.DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
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fcol, frow,
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fcol + size, frow + size,
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cls.charSetShader );
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}
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/*
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==================
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SCR_DrawBigString[Color]
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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 SCR_DrawStringExt( int x, int y, float size, const char *string, float *setColor, qboolean forceColor ) {
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vec4_t color;
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const char *s;
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int xx;
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// draw the drop shadow
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color[0] = color[1] = color[2] = 0;
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color[3] = setColor[3];
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re.SetColor( color );
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s = string;
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xx = x;
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while ( *s ) {
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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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SCR_DrawChar( xx+2, y+2, size, *s );
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xx += size;
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s++;
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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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re.SetColor( setColor );
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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if ( !forceColor ) {
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Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
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color[3] = setColor[3];
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re.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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SCR_DrawChar( xx, y, size, *s );
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xx += size;
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s++;
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}
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re.SetColor( NULL );
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}
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void SCR_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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SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qfalse );
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}
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void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
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SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qtrue );
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}
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/*
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==================
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SCR_DrawSmallString[Color]
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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 SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor ) {
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vec4_t color;
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const char *s;
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int xx;
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// draw the colored text
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s = string;
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xx = x;
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re.SetColor( setColor );
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while ( *s ) {
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if ( Q_IsColorString( s ) ) {
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if ( !forceColor ) {
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Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
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color[3] = setColor[3];
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re.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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SCR_DrawSmallChar( xx, y, *s );
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xx += SMALLCHAR_WIDTH;
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s++;
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}
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re.SetColor( NULL );
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}
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/*
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** SCR_Strlen -- skips color escape codes
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*/
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static int SCR_Strlen( 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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** SCR_GetBigStringWidth
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*/
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int SCR_GetBigStringWidth( const char *str ) {
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return SCR_Strlen( str ) * 16;
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}
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//===============================================================================
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/*
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=================
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SCR_DrawDemoRecording
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=================
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*/
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void SCR_DrawDemoRecording( void ) {
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char string[1024];
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int pos;
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if ( !clc.demorecording ) {
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return;
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}
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if ( clc.spDemoRecording ) {
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return;
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}
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pos = FS_FTell( clc.demofile );
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sprintf( string, "RECORDING %s: %ik", clc.demoName, pos / 1024 );
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SCR_DrawStringExt( 320 - strlen( string ) * 4, 20, 8, string, g_color_table[7], qtrue );
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}
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/*
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===============================================================================
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DEBUG GRAPH
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===============================================================================
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*/
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typedef struct
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{
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float value;
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int color;
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} graphsamp_t;
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static int current;
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static graphsamp_t values[1024];
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/*
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==============
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SCR_DebugGraph
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==============
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*/
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void SCR_DebugGraph (float value, int color)
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{
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values[current&1023].value = value;
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values[current&1023].color = color;
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current++;
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}
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/*
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==============
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SCR_DrawDebugGraph
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==============
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*/
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void SCR_DrawDebugGraph (void)
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{
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int a, x, y, w, i, h;
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float v;
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int color;
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//
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// draw the graph
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//
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w = cls.glconfig.vidWidth;
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x = 0;
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y = cls.glconfig.vidHeight;
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic(x, y - cl_graphheight->integer,
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w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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for (a=0 ; a<w ; a++)
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{
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i = (current-1-a+1024) & 1023;
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v = values[i].value;
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color = values[i].color;
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v = v * cl_graphscale->integer + cl_graphshift->integer;
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if (v < 0)
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v += cl_graphheight->integer * (1+(int)(-v / cl_graphheight->integer));
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h = (int)v % cl_graphheight->integer;
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re.DrawStretchPic( x+w-1-a, y - h, 1, h, 0, 0, 0, 0, cls.whiteShader );
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}
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}
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//=============================================================================
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/*
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==================
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SCR_Init
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==================
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*/
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void SCR_Init( void ) {
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cl_timegraph = Cvar_Get ("timegraph", "0", CVAR_CHEAT);
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cl_debuggraph = Cvar_Get ("debuggraph", "0", CVAR_CHEAT);
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cl_graphheight = Cvar_Get ("graphheight", "32", CVAR_CHEAT);
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cl_graphscale = Cvar_Get ("graphscale", "1", CVAR_CHEAT);
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cl_graphshift = Cvar_Get ("graphshift", "0", CVAR_CHEAT);
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scr_initialized = qtrue;
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}
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//=======================================================
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/*
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==================
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SCR_DrawScreenField
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This will be called twice if rendering in stereo mode
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==================
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*/
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void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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re.BeginFrame( stereoFrame );
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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if ( cls.state != CA_ACTIVE ) {
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if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
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re.SetColor( g_color_table[0] );
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re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
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re.SetColor( NULL );
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}
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}
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if ( !uivm ) {
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Com_DPrintf("draw screen without UI loaded\n");
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return;
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}
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// if the menu is going to cover the entire screen, we
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// don't need to render anything under it
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if ( !VM_Call( uivm, UI_IS_FULLSCREEN )) {
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switch( cls.state ) {
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default:
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Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
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break;
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case CA_CINEMATIC:
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SCR_DrawCinematic();
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break;
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case CA_DISCONNECTED:
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// force menu up
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S_StopAllSounds();
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VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
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break;
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case CA_CONNECTING:
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case CA_CHALLENGING:
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case CA_CONNECTED:
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// connecting clients will only show the connection dialog
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
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break;
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case CA_LOADING:
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case CA_PRIMED:
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// draw the game information screen and loading progress
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CL_CGameRendering( stereoFrame );
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// also draw the connection information, so it doesn't
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// flash away too briefly on local or lan games
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// refresh to update the time
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
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break;
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case CA_ACTIVE:
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CL_CGameRendering( stereoFrame );
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SCR_DrawDemoRecording();
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break;
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}
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}
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// the menu draws next
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if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
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VM_Call( uivm, UI_REFRESH, cls.realtime );
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}
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// console draws next
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Con_DrawConsole ();
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// debug graph can be drawn on top of anything
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if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
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SCR_DrawDebugGraph ();
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}
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}
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/*
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==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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==================
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*/
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void SCR_UpdateScreen( void ) {
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static int recursive;
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if ( !scr_initialized ) {
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return; // not initialized yet
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}
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if ( ++recursive > 2 ) {
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Com_Error( ERR_FATAL, "SCR_UpdateScreen: recursively called" );
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}
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recursive = 1;
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// if running in stereo, we need to draw the frame twice
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if ( cls.glconfig.stereoEnabled ) {
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SCR_DrawScreenField( STEREO_LEFT );
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SCR_DrawScreenField( STEREO_RIGHT );
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} else {
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SCR_DrawScreenField( STEREO_CENTER );
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}
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if ( com_speeds->integer ) {
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re.EndFrame( &time_frontend, &time_backend );
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} else {
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re.EndFrame( NULL, NULL );
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}
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recursive = 0;
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}
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