2016-03-01 15:47:10 +00:00
/*
* * v_draw . cpp
* * Draw patches and blocks to a canvas
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 1998 - 2008 Randy Heit
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
// #define NO_SWRENDER // set this if you want to exclude the software renderer. Without software renderer the base implementations of DrawTextureV and FillSimplePoly need to be disabled because they depend on it.
# include <stdio.h>
# include <stdarg.h>
# include "doomtype.h"
# include "v_video.h"
# include "m_swap.h"
# include "r_defs.h"
# include "r_utility.h"
# ifndef NO_SWRENDER
# include "r_draw.h"
# include "r_main.h"
# include "r_things.h"
# endif
# include "r_data/r_translate.h"
# include "doomstat.h"
# include "v_palette.h"
# include "gi.h"
# include "g_level.h"
# include "st_stuff.h"
# include "sbar.h"
# include "i_system.h"
# include "i_video.h"
# include "templates.h"
# include "d_net.h"
# include "colormatcher.h"
# include "r_data/colormaps.h"
// [RH] Stretch values to make a 320x200 image best fit the screen
// without using fractional steppings
int CleanXfac , CleanYfac ;
// [RH] Effective screen sizes that the above scale values give you
int CleanWidth , CleanHeight ;
// Above minus 1 (or 1, if they are already 1)
int CleanXfac_1 , CleanYfac_1 , CleanWidth_1 , CleanHeight_1 ;
// FillSimplePoly uses this
extern " C " short spanend [ MAXHEIGHT ] ;
CVAR ( Bool , hud_scale , false , CVAR_ARCHIVE ) ;
// For routines that take RGB colors, cache the previous lookup in case there
// are several repetitions with the same color.
static int LastPal = - 1 ;
static uint32 LastRGB ;
static int PalFromRGB ( uint32 rgb )
{
if ( LastPal > = 0 & & LastRGB = = rgb )
{
return LastPal ;
}
// Quick check for black and white.
if ( rgb = = MAKEARGB ( 255 , 0 , 0 , 0 ) )
{
LastPal = GPalette . BlackIndex ;
}
else if ( rgb = = MAKEARGB ( 255 , 255 , 255 , 255 ) )
{
LastPal = GPalette . WhiteIndex ;
}
else
{
LastPal = ColorMatcher . Pick ( RPART ( rgb ) , GPART ( rgb ) , BPART ( rgb ) ) ;
}
LastRGB = rgb ;
return LastPal ;
}
void STACK_ARGS DCanvas : : DrawTexture ( FTexture * img , double x , double y , int tags_first , . . . )
{
va_list tags ;
va_start ( tags , tags_first ) ;
DrawTextureV ( img , x , y , tags_first , tags ) ;
}
void STACK_ARGS DCanvas : : DrawTextureV ( FTexture * img , double x , double y , uint32 tag , va_list tags )
{
# ifndef NO_SWRENDER
FTexture : : Span unmaskedSpan [ 2 ] ;
const FTexture : : Span * * spanptr , * spans ;
static short bottomclipper [ MAXWIDTH ] , topclipper [ MAXWIDTH ] ;
DrawParms parms ;
if ( ! ParseDrawTextureTags ( img , x , y , tag , tags , & parms , false ) )
{
return ;
}
if ( parms . masked )
{
spanptr = & spans ;
}
else
{
spanptr = NULL ;
}
if ( APART ( parms . colorOverlay ) ! = 0 )
{
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertoverlay = ( parms . style . Flags & STYLEF_InvertOverlay ) ;
if ( parms . style . Flags & STYLEF_InvertSource )
{
invertoverlay = ! invertoverlay ;
}
if ( invertoverlay )
{
parms . colorOverlay = PalEntry ( parms . colorOverlay ) . InverseColor ( ) ;
}
// Note that this overrides DTA_Translation in software, but not in hardware.
FDynamicColormap * colormap = GetSpecialLights ( MAKERGB ( 255 , 255 , 255 ) ,
parms . colorOverlay & MAKEARGB ( 0 , 255 , 255 , 255 ) , 0 ) ;
parms . translation = & colormap - > Maps [ ( APART ( parms . colorOverlay ) * NUMCOLORMAPS / 255 ) * 256 ] ;
}
if ( parms . translation ! = NULL )
{
dc_colormap = ( lighttable_t * ) parms . translation ;
}
else
{
dc_colormap = identitymap ;
}
fixedcolormap = dc_colormap ;
ESPSResult mode = R_SetPatchStyle ( parms . style , parms . alpha , 0 , parms . fillcolor ) ;
BYTE * destorgsave = dc_destorg ;
dc_destorg = screen - > GetBuffer ( ) ;
double x0 = parms . x - parms . left * parms . destwidth / parms . texwidth ;
double y0 = parms . y - parms . top * parms . destheight / parms . texheight ;
if ( mode ! = DontDraw )
{
const BYTE * pixels ;
int stop4 ;
if ( spanptr = = NULL )
{ // Create a single span for forced unmasked images
spans = unmaskedSpan ;
unmaskedSpan [ 0 ] . TopOffset = 0 ;
unmaskedSpan [ 0 ] . Length = img - > GetHeight ( ) ;
unmaskedSpan [ 1 ] . TopOffset = 0 ;
unmaskedSpan [ 1 ] . Length = 0 ;
}
fixed_t centeryback = centeryfrac ;
centeryfrac = 0 ;
sprtopscreen = FLOAT2FIXED ( y0 ) ;
// There is not enough precision in the drawing routines to keep the full
// precision for y0. :(
sprtopscreen & = ~ ( FRACUNIT - 1 ) ;
double yscale = parms . destheight / img - > GetHeight ( ) ;
double iyscale = 1 / yscale ;
spryscale = FLOAT2FIXED ( yscale ) ;
assert ( spryscale > 2 ) ;
#if 0
// Fix precision errors that are noticeable at some resolutions
if ( ( y0 + parms . destheight ) > ( y0 + yscale * img - > GetHeight ( ) ) )
{
spryscale + + ;
}
# endif
sprflipvert = false ;
//dc_iscale = FLOAT2FIXED(iyscale);
//dc_texturemid = FLOAT2FIXED((-y0) * iyscale);
//dc_iscale = 0xffffffffu / (unsigned)spryscale;
dc_iscale = DivScale32 ( 1 , spryscale ) ;
dc_texturemid = FixedMul ( - sprtopscreen , dc_iscale ) + FixedMul ( centeryfrac - FRACUNIT , dc_iscale ) ;
fixed_t frac = 0 ;
double xiscale = img - > GetWidth ( ) / parms . destwidth ;
double x2 = x0 + parms . destwidth ;
if ( bottomclipper [ 0 ] ! = parms . dclip )
{
clearbufshort ( bottomclipper , screen - > GetWidth ( ) , ( short ) parms . dclip ) ;
}
if ( parms . uclip ! = 0 )
{
if ( topclipper [ 0 ] ! = parms . uclip )
{
clearbufshort ( topclipper , screen - > GetWidth ( ) , ( short ) parms . uclip ) ;
}
mceilingclip = topclipper ;
}
else
{
mceilingclip = zeroarray ;
}
mfloorclip = bottomclipper ;
if ( parms . flipX )
{
frac = ( img - > GetWidth ( ) < < FRACBITS ) - 1 ;
xiscale = - xiscale ;
}
if ( parms . windowleft > 0 | | parms . windowright < parms . texwidth )
{
double xscale = parms . destwidth / parms . texwidth ;
x0 + = parms . windowleft * xscale ;
frac + = FLOAT2FIXED ( parms . windowleft ) ;
x2 - = ( parms . texwidth - parms . windowright ) * xscale ;
}
if ( x0 < parms . lclip )
{
frac + = FLOAT2FIXED ( ( parms . lclip - x0 ) * xiscale ) ;
x0 = parms . lclip ;
}
if ( x2 > parms . rclip )
{
x2 = parms . rclip ;
}
// Drawing short output ought to fit in the data cache well enough
// if we draw one column at a time, so do that, since it's simpler.
if ( parms . destheight < 32 | | ( parms . dclip - parms . uclip ) < 32 )
{
mode = DoDraw0 ;
}
dc_x = int ( x0 ) ;
int x2_i = int ( x2 ) ;
fixed_t xiscale_i = FLOAT2FIXED ( xiscale ) ;
if ( mode = = DoDraw0 )
{
// One column at a time
stop4 = dc_x ;
}
else // DoDraw1`
{
// Up to four columns at a time
stop4 = x2_i & ~ 3 ;
}
if ( dc_x < x2_i )
{
while ( ( dc_x < stop4 ) & & ( dc_x & 3 ) )
{
pixels = img - > GetColumn ( frac > > FRACBITS , spanptr ) ;
R_DrawMaskedColumn ( pixels , spans ) ;
dc_x + + ;
frac + = xiscale_i ;
}
while ( dc_x < stop4 )
{
rt_initcols ( ) ;
for ( int zz = 4 ; zz ; - - zz )
{
pixels = img - > GetColumn ( frac > > FRACBITS , spanptr ) ;
R_DrawMaskedColumnHoriz ( pixels , spans ) ;
dc_x + + ;
frac + = xiscale_i ;
}
rt_draw4cols ( dc_x - 4 ) ;
}
while ( dc_x < x2_i )
{
pixels = img - > GetColumn ( frac > > FRACBITS , spanptr ) ;
R_DrawMaskedColumn ( pixels , spans ) ;
dc_x + + ;
frac + = xiscale_i ;
}
}
centeryfrac = centeryback ;
}
R_FinishSetPatchStyle ( ) ;
dc_destorg = destorgsave ;
if ( ticdup ! = 0 & & menuactive = = MENU_Off )
{
NetUpdate ( ) ;
}
# endif
}
bool DCanvas : : ParseDrawTextureTags ( FTexture * img , double x , double y , DWORD tag , va_list tags , DrawParms * parms , bool hw ) const
{
INTBOOL boolval ;
int intval ;
bool translationset = false ;
bool virtBottom ;
bool fillcolorset = false ;
if ( img = = NULL | | img - > UseType = = FTexture : : TEX_Null )
{
va_end ( tags ) ;
return false ;
}
// Do some sanity checks on the coordinates.
if ( x < - 16383 | | x > 16383 | | y < - 16383 | | y > 16383 )
{
va_end ( tags ) ;
return false ;
}
virtBottom = false ;
parms - > texwidth = img - > GetScaledWidthDouble ( ) ;
parms - > texheight = img - > GetScaledHeightDouble ( ) ;
parms - > windowleft = 0 ;
parms - > windowright = parms - > texwidth ;
parms - > dclip = this - > GetHeight ( ) ;
parms - > uclip = 0 ;
parms - > lclip = 0 ;
parms - > rclip = this - > GetWidth ( ) ;
parms - > destwidth = parms - > windowright ;
parms - > destheight = parms - > texheight ;
parms - > top = img - > GetScaledTopOffset ( ) ;
parms - > left = img - > GetScaledLeftOffset ( ) ;
parms - > alpha = FRACUNIT ;
parms - > fillcolor = - 1 ;
parms - > remap = NULL ;
parms - > translation = NULL ;
parms - > colorOverlay = 0 ;
parms - > alphaChannel = false ;
parms - > flipX = false ;
parms - > shadowAlpha = 0 ;
parms - > shadowColor = 0 ;
parms - > virtWidth = this - > GetWidth ( ) ;
parms - > virtHeight = this - > GetHeight ( ) ;
parms - > keepratio = false ;
parms - > style . BlendOp = 255 ; // Dummy "not set" value
parms - > masked = true ;
parms - > bilinear = false ;
parms - > specialcolormap = NULL ;
parms - > colormapstyle = NULL ;
parms - > x = x ;
parms - > y = y ;
// Parse the tag list for attributes. (For floating point attributes,
// consider that the C ABI dictates that all floats be promoted to
// doubles when passed as function arguments.)
while ( tag ! = TAG_DONE )
{
va_list * more_p ;
DWORD data ;
switch ( tag )
{
case TAG_IGNORE :
default :
data = va_arg ( tags , DWORD ) ;
break ;
case TAG_MORE :
more_p = va_arg ( tags , va_list * ) ;
va_end ( tags ) ;
# ifndef NO_VA_COPY
va_copy ( tags , * more_p ) ;
# else
tags = * more_p ;
# endif
break ;
case DTA_DestWidth :
parms - > destwidth = va_arg ( tags , int ) ;
break ;
case DTA_DestWidthF :
parms - > destwidth = va_arg ( tags , double ) ;
break ;
case DTA_DestHeight :
parms - > destheight = va_arg ( tags , int ) ;
break ;
case DTA_DestHeightF :
parms - > destheight = va_arg ( tags , double ) ;
break ;
case DTA_Clean :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > x = ( parms - > x - 160.0 ) * CleanXfac + ( Width * 0.5 ) ;
parms - > y = ( parms - > y - 100.0 ) * CleanYfac + ( Height * 0.5 ) ;
parms - > destwidth = parms - > texwidth * CleanXfac ;
parms - > destheight = parms - > texheight * CleanYfac ;
}
break ;
case DTA_CleanNoMove :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > destwidth = parms - > texwidth * CleanXfac ;
parms - > destheight = parms - > texheight * CleanYfac ;
}
break ;
case DTA_CleanNoMove_1 :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > destwidth = parms - > texwidth * CleanXfac_1 ;
parms - > destheight = parms - > texheight * CleanYfac_1 ;
}
break ;
case DTA_320x200 :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > virtWidth = 320 ;
parms - > virtHeight = 200 ;
}
break ;
case DTA_Bottom320x200 :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > virtWidth = 320 ;
parms - > virtHeight = 200 ;
}
virtBottom = true ;
break ;
case DTA_HUDRules :
{
bool xright = parms - > x < 0 ;
bool ybot = parms - > y < 0 ;
intval = va_arg ( tags , int ) ;
if ( hud_scale )
{
parms - > x * = CleanXfac ;
if ( intval = = HUD_HorizCenter )
parms - > x + = Width * 0.5 ;
else if ( xright )
parms - > x = Width + parms - > x ;
parms - > y * = CleanYfac ;
if ( ybot )
parms - > y = Height + parms - > y ;
parms - > destwidth = parms - > texwidth * CleanXfac ;
parms - > destheight = parms - > texheight * CleanYfac ;
}
else
{
if ( intval = = HUD_HorizCenter )
parms - > x + = Width * 0.5 ;
else if ( xright )
parms - > x = Width + parms - > x ;
if ( ybot )
parms - > y = Height + parms - > y ;
}
}
break ;
case DTA_VirtualWidth :
parms - > virtWidth = va_arg ( tags , int ) ;
break ;
case DTA_VirtualWidthF :
parms - > virtWidth = va_arg ( tags , double ) ;
break ;
case DTA_VirtualHeight :
parms - > virtHeight = va_arg ( tags , int ) ;
break ;
case DTA_VirtualHeightF :
parms - > virtHeight = va_arg ( tags , double ) ;
break ;
case DTA_Fullscreen :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > x = parms - > y = 0 ;
parms - > virtWidth = img - > GetScaledWidthDouble ( ) ;
parms - > virtHeight = img - > GetScaledHeightDouble ( ) ;
}
break ;
case DTA_Alpha :
parms - > alpha = MIN < fixed_t > ( FRACUNIT , va_arg ( tags , fixed_t ) ) ;
break ;
case DTA_AlphaChannel :
parms - > alphaChannel = va_arg ( tags , INTBOOL ) ;
break ;
case DTA_FillColor :
parms - > fillcolor = va_arg ( tags , uint32 ) ;
fillcolorset = true ;
break ;
case DTA_Translation :
parms - > remap = va_arg ( tags , FRemapTable * ) ;
if ( parms - > remap ! = NULL & & parms - > remap - > Inactive )
{ // If it's inactive, pretend we were passed NULL instead.
parms - > remap = NULL ;
}
break ;
case DTA_ColorOverlay :
parms - > colorOverlay = va_arg ( tags , DWORD ) ;
break ;
case DTA_FlipX :
parms - > flipX = va_arg ( tags , INTBOOL ) ;
break ;
case DTA_TopOffset :
parms - > top = va_arg ( tags , int ) ;
break ;
case DTA_TopOffsetF :
parms - > top = va_arg ( tags , double ) ;
break ;
case DTA_LeftOffset :
parms - > left = va_arg ( tags , int ) ;
break ;
case DTA_LeftOffsetF :
parms - > left = va_arg ( tags , double ) ;
break ;
case DTA_CenterOffset :
if ( va_arg ( tags , int ) )
{
parms - > left = parms - > texwidth * 0.5 ;
parms - > top = parms - > texheight * 0.5 ;
}
break ;
case DTA_CenterBottomOffset :
if ( va_arg ( tags , int ) )
{
parms - > left = parms - > texwidth * 0.5 ;
parms - > top = parms - > texheight ;
}
break ;
case DTA_WindowLeft :
parms - > windowleft = va_arg ( tags , int ) ;
break ;
case DTA_WindowLeftF :
parms - > windowleft = va_arg ( tags , double ) ;
break ;
case DTA_WindowRight :
parms - > windowright = va_arg ( tags , int ) ;
break ;
case DTA_WindowRightF :
parms - > windowright = va_arg ( tags , double ) ;
break ;
case DTA_ClipTop :
parms - > uclip = va_arg ( tags , int ) ;
if ( parms - > uclip < 0 )
{
parms - > uclip = 0 ;
}
break ;
case DTA_ClipBottom :
parms - > dclip = va_arg ( tags , int ) ;
if ( parms - > dclip > this - > GetHeight ( ) )
{
parms - > dclip = this - > GetHeight ( ) ;
}
break ;
case DTA_ClipLeft :
parms - > lclip = va_arg ( tags , int ) ;
if ( parms - > lclip < 0 )
{
parms - > lclip = 0 ;
}
break ;
case DTA_ClipRight :
parms - > rclip = va_arg ( tags , int ) ;
if ( parms - > rclip > this - > GetWidth ( ) )
{
parms - > rclip = this - > GetWidth ( ) ;
}
break ;
case DTA_ShadowAlpha :
parms - > shadowAlpha = MIN < fixed_t > ( FRACUNIT , va_arg ( tags , fixed_t ) ) ;
break ;
case DTA_ShadowColor :
parms - > shadowColor = va_arg ( tags , int ) ;
break ;
case DTA_Shadow :
boolval = va_arg ( tags , INTBOOL ) ;
if ( boolval )
{
parms - > shadowAlpha = FRACUNIT / 2 ;
parms - > shadowColor = 0 ;
}
else
{
parms - > shadowAlpha = 0 ;
}
break ;
case DTA_Masked :
parms - > masked = va_arg ( tags , INTBOOL ) ;
break ;
case DTA_BilinearFilter :
parms - > bilinear = va_arg ( tags , INTBOOL ) ;
break ;
case DTA_KeepRatio :
// I think this is a terribly misleading name, since it actually turns
// *off* aspect ratio correction.
parms - > keepratio = va_arg ( tags , INTBOOL ) ;
break ;
case DTA_RenderStyle :
parms - > style . AsDWORD = va_arg ( tags , DWORD ) ;
break ;
case DTA_SpecialColormap :
parms - > specialcolormap = va_arg ( tags , FSpecialColormap * ) ;
break ;
case DTA_ColormapStyle :
parms - > colormapstyle = va_arg ( tags , FColormapStyle * ) ;
break ;
}
tag = va_arg ( tags , DWORD ) ;
}
va_end ( tags ) ;
if ( parms - > uclip > = parms - > dclip | | parms - > lclip > = parms - > rclip )
{
return false ;
}
if ( parms - > virtWidth ! = Width | | parms - > virtHeight ! = Height )
{
VirtualToRealCoords ( parms - > x , parms - > y , parms - > destwidth , parms - > destheight ,
parms - > virtWidth , parms - > virtHeight , virtBottom , ! parms - > keepratio ) ;
}
if ( parms - > destwidth < = 0 | | parms - > destheight < = 0 )
{
return false ;
}
if ( parms - > remap ! = NULL )
{
parms - > translation = parms - > remap - > Remap ;
}
if ( parms - > style . BlendOp = = 255 )
{
if ( fillcolorset )
{
if ( parms - > alphaChannel )
{
parms - > style = STYLE_Shaded ;
}
else if ( parms - > alpha < FRACUNIT )
{
parms - > style = STYLE_TranslucentStencil ;
}
else
{
parms - > style = STYLE_Stencil ;
}
}
else if ( parms - > alpha < FRACUNIT )
{
parms - > style = STYLE_Translucent ;
}
else
{
parms - > style = STYLE_Normal ;
}
}
return true ;
}
void DCanvas : : VirtualToRealCoords ( double & x , double & y , double & w , double & h ,
double vwidth , double vheight , bool vbottom , bool handleaspect ) const
{
int myratio = handleaspect ? CheckRatio ( Width , Height ) : 0 ;
2016-03-02 20:07:11 +00:00
// if 21:9 AR, map to 16:9 for all callers.
// this allows for black bars and stops the stretching of fullscreen images
if ( myratio = = 6 ) {
myratio = 2 ;
}
2016-03-01 15:47:10 +00:00
double right = x + w ;
double bottom = y + h ;
if ( myratio ! = 0 & & myratio ! = 4 )
{ // The target surface is either 16:9 or 16:10, so expand the
// specified virtual size to avoid undesired stretching of the
// image. Does not handle non-4:3 virtual sizes. I'll worry about
// those if somebody expresses a desire to use them.
x = ( x - vwidth * 0.5 ) * Width * 960 / ( vwidth * BaseRatioSizes [ myratio ] [ 0 ] ) + Width * 0.5 ;
w = ( right - vwidth * 0.5 ) * Width * 960 / ( vwidth * BaseRatioSizes [ myratio ] [ 0 ] ) + Width * 0.5 - x ;
}
else
{
x = x * Width / vwidth ;
w = right * Width / vwidth - x ;
}
if ( myratio = = 4 )
{ // The target surface is 5:4
y = ( y - vheight * 0.5 ) * Height * 600 / ( vheight * BaseRatioSizes [ myratio ] [ 1 ] ) + Height * 0.5 ;
h = ( bottom - vheight * 0.5 ) * Height * 600 / ( vheight * BaseRatioSizes [ myratio ] [ 1 ] ) + Height * 0.5 - y ;
if ( vbottom )
{
y + = ( Height - Height * BaseRatioSizes [ myratio ] [ 3 ] / 48.0 ) * 0.5 ;
}
}
else
{
y = y * Height / vheight ;
h = bottom * Height / vheight - y ;
}
}
void DCanvas : : VirtualToRealCoordsFixed ( fixed_t & x , fixed_t & y , fixed_t & w , fixed_t & h ,
int vwidth , int vheight , bool vbottom , bool handleaspect ) const
{
double dx , dy , dw , dh ;
dx = FIXED2DBL ( x ) ;
dy = FIXED2DBL ( y ) ;
dw = FIXED2DBL ( w ) ;
dh = FIXED2DBL ( h ) ;
VirtualToRealCoords ( dx , dy , dw , dh , vwidth , vheight , vbottom , handleaspect ) ;
x = FLOAT2FIXED ( dx ) ;
y = FLOAT2FIXED ( dy ) ;
w = FLOAT2FIXED ( dw ) ;
h = FLOAT2FIXED ( dh ) ;
}
void DCanvas : : VirtualToRealCoordsInt ( int & x , int & y , int & w , int & h ,
int vwidth , int vheight , bool vbottom , bool handleaspect ) const
{
double dx , dy , dw , dh ;
dx = x ;
dy = y ;
dw = w ;
dh = h ;
VirtualToRealCoords ( dx , dy , dw , dh , vwidth , vheight , vbottom , handleaspect ) ;
x = int ( dx + 0.5 ) ;
y = int ( dy + 0.5 ) ;
w = int ( dx + dw + 0.5 ) - x ;
h = int ( dy + dh + 0.5 ) - y ;
}
void DCanvas : : FillBorder ( FTexture * img )
{
int myratio = CheckRatio ( Width , Height ) ;
if ( myratio = = 0 )
{ // This is a 4:3 display, so no border to show
return ;
}
int bordtop , bordbottom , bordleft , bordright , bord ;
2016-03-02 10:31:12 +00:00
if ( Is54Aspect ( myratio ) )
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{ // Screen is taller than it is wide
bordleft = bordright = 0 ;
bord = Height - Height * BaseRatioSizes [ myratio ] [ 3 ] / 48 ;
bordtop = bord / 2 ;
bordbottom = bord - bordtop ;
}
else
{ // Screen is wider than it is tall
bordtop = bordbottom = 0 ;
bord = Width - Width * BaseRatioSizes [ myratio ] [ 3 ] / 48 ;
bordleft = bord / 2 ;
bordright = bord - bordleft ;
}
if ( img ! = NULL )
{
FlatFill ( 0 , 0 , Width , bordtop , img ) ; // Top
FlatFill ( 0 , bordtop , bordleft , Height - bordbottom , img ) ; // Left
FlatFill ( Width - bordright , bordtop , Width , Height - bordbottom , img ) ; // Right
FlatFill ( 0 , Height - bordbottom , Width , Height , img ) ; // Bottom
}
else
{
Clear ( 0 , 0 , Width , bordtop , GPalette . BlackIndex , 0 ) ; // Top
Clear ( 0 , bordtop , bordleft , Height - bordbottom , GPalette . BlackIndex , 0 ) ; // Left
Clear ( Width - bordright , bordtop , Width , Height - bordbottom , GPalette . BlackIndex , 0 ) ; // Right
Clear ( 0 , Height - bordbottom , Width , Height , GPalette . BlackIndex , 0 ) ; // Bottom
}
}
void DCanvas : : PUTTRANSDOT ( int xx , int yy , int basecolor , int level )
{
static int oldyy ;
static int oldyyshifted ;
#if 0
if ( xx < 32 )
cc + = 7 - ( xx > > 2 ) ;
else if ( xx > ( finit_width - 32 ) )
cc + = 7 - ( ( finit_width - xx ) > > 2 ) ;
// if(cc==oldcc) //make sure that we don't double fade the corners.
// {
if ( yy < 32 )
cc + = 7 - ( yy > > 2 ) ;
else if ( yy > ( finit_height - 32 ) )
cc + = 7 - ( ( finit_height - yy ) > > 2 ) ;
// }
if ( cc > cm & & cm ! = NULL )
{
cc = cm ;
}
else if ( cc > oldcc + 6 ) // don't let the color escape from the fade table...
{
cc = oldcc + 6 ;
}
# endif
if ( yy = = oldyy + 1 )
{
oldyy + + ;
oldyyshifted + = GetPitch ( ) ;
}
else if ( yy = = oldyy - 1 )
{
oldyy - - ;
oldyyshifted - = GetPitch ( ) ;
}
else if ( yy ! = oldyy )
{
oldyy = yy ;
oldyyshifted = yy * GetPitch ( ) ;
}
BYTE * spot = GetBuffer ( ) + oldyyshifted + xx ;
DWORD * bg2rgb = Col2RGB8 [ 1 + level ] ;
DWORD * fg2rgb = Col2RGB8 [ 63 - level ] ;
DWORD fg = fg2rgb [ basecolor ] ;
DWORD bg = bg2rgb [ * spot ] ;
bg = ( fg + bg ) | 0x1f07c1f ;
* spot = RGB32k . All [ bg & ( bg > > 15 ) ] ;
}
void DCanvas : : DrawLine ( int x0 , int y0 , int x1 , int y1 , int palColor , uint32 realcolor )
//void DrawTransWuLine (int x0, int y0, int x1, int y1, BYTE palColor)
{
const int WeightingScale = 0 ;
const int WEIGHTBITS = 6 ;
const int WEIGHTSHIFT = 16 - WEIGHTBITS ;
const int NUMWEIGHTS = ( 1 < < WEIGHTBITS ) ;
const int WEIGHTMASK = ( NUMWEIGHTS - 1 ) ;
if ( palColor < 0 )
{
palColor = PalFromRGB ( realcolor ) ;
}
Lock ( ) ;
int deltaX , deltaY , xDir ;
if ( y0 > y1 )
{
int temp = y0 ; y0 = y1 ; y1 = temp ;
temp = x0 ; x0 = x1 ; x1 = temp ;
}
PUTTRANSDOT ( x0 , y0 , palColor , 0 ) ;
if ( ( deltaX = x1 - x0 ) > = 0 )
{
xDir = 1 ;
}
else
{
xDir = - 1 ;
deltaX = - deltaX ;
}
if ( ( deltaY = y1 - y0 ) = = 0 )
{ // horizontal line
if ( x0 > x1 )
{
swapvalues ( x0 , x1 ) ;
}
memset ( GetBuffer ( ) + y0 * GetPitch ( ) + x0 , palColor , deltaX + 1 ) ;
}
else if ( deltaX = = 0 )
{ // vertical line
BYTE * spot = GetBuffer ( ) + y0 * GetPitch ( ) + x0 ;
int pitch = GetPitch ( ) ;
do
{
* spot = palColor ;
spot + = pitch ;
} while ( - - deltaY ! = 0 ) ;
}
else if ( deltaX = = deltaY )
{ // diagonal line.
BYTE * spot = GetBuffer ( ) + y0 * GetPitch ( ) + x0 ;
int advance = GetPitch ( ) + xDir ;
do
{
* spot = palColor ;
spot + = advance ;
} while ( - - deltaY ! = 0 ) ;
}
else
{
// line is not horizontal, diagonal, or vertical
fixed_t errorAcc = 0 ;
if ( deltaY > deltaX )
{ // y-major line
fixed_t errorAdj = ( ( ( unsigned ) deltaX < < 16 ) / ( unsigned ) deltaY ) & 0xffff ;
if ( xDir < 0 )
{
if ( WeightingScale = = 0 )
{
while ( - - deltaY )
{
errorAcc + = errorAdj ;
y0 + + ;
int weighting = ( errorAcc > > WEIGHTSHIFT ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 - ( errorAcc > > 16 ) , y0 , palColor , weighting ) ;
PUTTRANSDOT ( x0 - ( errorAcc > > 16 ) - 1 , y0 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
else
{
while ( - - deltaY )
{
errorAcc + = errorAdj ;
y0 + + ;
int weighting = ( ( errorAcc * WeightingScale ) > > ( WEIGHTSHIFT + 8 ) ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 - ( errorAcc > > 16 ) , y0 , palColor , weighting ) ;
PUTTRANSDOT ( x0 - ( errorAcc > > 16 ) - 1 , y0 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
}
else
{
if ( WeightingScale = = 0 )
{
while ( - - deltaY )
{
errorAcc + = errorAdj ;
y0 + + ;
int weighting = ( errorAcc > > WEIGHTSHIFT ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 + ( errorAcc > > 16 ) , y0 , palColor , weighting ) ;
PUTTRANSDOT ( x0 + ( errorAcc > > 16 ) + xDir , y0 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
else
{
while ( - - deltaY )
{
errorAcc + = errorAdj ;
y0 + + ;
int weighting = ( ( errorAcc * WeightingScale ) > > ( WEIGHTSHIFT + 8 ) ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 + ( errorAcc > > 16 ) , y0 , palColor , weighting ) ;
PUTTRANSDOT ( x0 + ( errorAcc > > 16 ) + xDir , y0 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
}
}
else
{ // x-major line
fixed_t errorAdj = ( ( ( DWORD ) deltaY < < 16 ) / ( DWORD ) deltaX ) & 0xffff ;
if ( WeightingScale = = 0 )
{
while ( - - deltaX )
{
errorAcc + = errorAdj ;
x0 + = xDir ;
int weighting = ( errorAcc > > WEIGHTSHIFT ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 , y0 + ( errorAcc > > 16 ) , palColor , weighting ) ;
PUTTRANSDOT ( x0 , y0 + ( errorAcc > > 16 ) + 1 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
else
{
while ( - - deltaX )
{
errorAcc + = errorAdj ;
x0 + = xDir ;
int weighting = ( ( errorAcc * WeightingScale ) > > ( WEIGHTSHIFT + 8 ) ) & WEIGHTMASK ;
PUTTRANSDOT ( x0 , y0 + ( errorAcc > > 16 ) , palColor , weighting ) ;
PUTTRANSDOT ( x0 , y0 + ( errorAcc > > 16 ) + 1 ,
palColor , WEIGHTMASK - weighting ) ;
}
}
}
PUTTRANSDOT ( x1 , y1 , palColor , 0 ) ;
}
Unlock ( ) ;
}
void DCanvas : : DrawPixel ( int x , int y , int palColor , uint32 realcolor )
{
if ( palColor < 0 )
{
palColor = PalFromRGB ( realcolor ) ;
}
Buffer [ Pitch * y + x ] = ( BYTE ) palColor ;
}
//==========================================================================
//
// DCanvas :: Clear
//
// Set an area to a specified color.
//
//==========================================================================
void DCanvas : : Clear ( int left , int top , int right , int bottom , int palcolor , uint32 color )
{
int x , y ;
BYTE * dest ;
if ( left = = right | | top = = bottom )
{
return ;
}
assert ( left < right ) ;
assert ( top < bottom ) ;
if ( left > = Width | | right < = 0 | | top > = Height | | bottom < = 0 )
{
return ;
}
left = MAX ( 0 , left ) ;
right = MIN ( Width , right ) ;
top = MAX ( 0 , top ) ;
bottom = MIN ( Height , bottom ) ;
if ( palcolor < 0 )
{
if ( APART ( color ) ! = 255 )
{
Dim ( color , APART ( color ) / 255.f , left , top , right - left , bottom - top ) ;
return ;
}
palcolor = PalFromRGB ( color ) ;
}
dest = Buffer + top * Pitch + left ;
x = right - left ;
for ( y = top ; y < bottom ; y + + )
{
memset ( dest , palcolor , x ) ;
dest + = Pitch ;
}
}
//==========================================================================
//
// DCanvas :: FillSimplePoly
//
// Fills a simple polygon with a texture. Here, "simple" means that a
// horizontal scanline at any vertical position within the polygon will
// not cross it more than twice.
//
// The originx, originy, scale, and rotation parameters specify
// transformation of the filling texture, not of the points.
//
// The points must be specified in clockwise order.
//
//==========================================================================
void DCanvas : : FillSimplePoly ( FTexture * tex , FVector2 * points , int npoints ,
double originx , double originy , double scalex , double scaley , angle_t rotation ,
FDynamicColormap * colormap , int lightlevel )
{
# ifndef NO_SWRENDER
// Use an equation similar to player sprites to determine shade
fixed_t shade = LIGHT2SHADE ( lightlevel ) - 12 * FRACUNIT ;
float topy , boty , leftx , rightx ;
int toppt , botpt , pt1 , pt2 ;
int i ;
int y1 , y2 , y ;
fixed_t x ;
double rot = rotation * M_PI / double ( 1u < < 31 ) ;
bool dorotate = rot ! = 0 ;
double cosrot , sinrot ;
if ( - - npoints < 2 | | Buffer = = NULL )
{ // not a polygon or we're not locked
return ;
}
// Find the extents of the polygon, in particular the highest and lowest points.
for ( botpt = toppt = 0 , boty = topy = points [ 0 ] . Y , leftx = rightx = points [ 0 ] . X , i = 1 ; i < = npoints ; + + i )
{
if ( points [ i ] . Y < topy )
{
topy = points [ i ] . Y ;
toppt = i ;
}
if ( points [ i ] . Y > boty )
{
boty = points [ i ] . Y ;
botpt = i ;
}
if ( points [ i ] . X < leftx )
{
leftx = points [ i ] . X ;
}
if ( points [ i ] . X > rightx )
{
rightx = points [ i ] . X ;
}
}
if ( topy > = Height | | // off the bottom of the screen
boty < = 0 | | // off the top of the screen
leftx > = Width | | // off the right of the screen
rightx < = 0 ) // off the left of the screen
{
return ;
}
scalex / = FIXED2DBL ( tex - > xScale ) ;
scaley / = FIXED2DBL ( tex - > yScale ) ;
cosrot = cos ( rot ) ;
sinrot = sin ( rot ) ;
// Setup constant texture mapping parameters.
R_SetupSpanBits ( tex ) ;
R_SetSpanColormap ( colormap ! = NULL ? & colormap - > Maps [ clamp ( shade > > FRACBITS , 0 , NUMCOLORMAPS - 1 ) * 256 ] : identitymap ) ;
R_SetSpanSource ( tex - > GetPixels ( ) ) ;
scalex = double ( 1u < < ( 32 - ds_xbits ) ) / scalex ;
scaley = double ( 1u < < ( 32 - ds_ybits ) ) / scaley ;
ds_xstep = xs_RoundToInt ( cosrot * scalex ) ;
ds_ystep = xs_RoundToInt ( sinrot * scaley ) ;
// Travel down the right edge and create an outline of that edge.
pt1 = toppt ;
pt2 = toppt + 1 ; if ( pt2 > npoints ) pt2 = 0 ;
y1 = xs_RoundToInt ( points [ pt1 ] . Y + 0.5f ) ;
do
{
x = FLOAT2FIXED ( points [ pt1 ] . X + 0.5f ) ;
y2 = xs_RoundToInt ( points [ pt2 ] . Y + 0.5f ) ;
if ( y1 > = y2 | | ( y1 < 0 & & y2 < 0 ) | | ( y1 > = Height & & y2 > = Height ) )
{
}
else
{
fixed_t xinc = FLOAT2FIXED ( ( points [ pt2 ] . X - points [ pt1 ] . X ) / ( points [ pt2 ] . Y - points [ pt1 ] . Y ) ) ;
int y3 = MIN ( y2 , Height ) ;
if ( y1 < 0 )
{
x + = xinc * - y1 ;
y1 = 0 ;
}
for ( y = y1 ; y < y3 ; + + y )
{
spanend [ y ] = clamp < short > ( x > > FRACBITS , - 1 , Width ) ;
x + = xinc ;
}
}
y1 = y2 ;
pt1 = pt2 ;
pt2 + + ; if ( pt2 > npoints ) pt2 = 0 ;
} while ( pt1 ! = botpt ) ;
// Travel down the left edge and fill it in.
pt1 = toppt ;
pt2 = toppt - 1 ; if ( pt2 < 0 ) pt2 = npoints ;
y1 = xs_RoundToInt ( points [ pt1 ] . Y + 0.5f ) ;
do
{
x = FLOAT2FIXED ( points [ pt1 ] . X + 0.5f ) ;
y2 = xs_RoundToInt ( points [ pt2 ] . Y + 0.5f ) ;
if ( y1 > = y2 | | ( y1 < 0 & & y2 < 0 ) | | ( y1 > = Height & & y2 > = Height ) )
{
}
else
{
fixed_t xinc = FLOAT2FIXED ( ( points [ pt2 ] . X - points [ pt1 ] . X ) / ( points [ pt2 ] . Y - points [ pt1 ] . Y ) ) ;
int y3 = MIN ( y2 , Height ) ;
if ( y1 < 0 )
{
x + = xinc * - y1 ;
y1 = 0 ;
}
for ( y = y1 ; y < y3 ; + + y )
{
int x1 = x > > FRACBITS ;
int x2 = spanend [ y ] ;
if ( x2 > x1 & & x2 > 0 & & x1 < Width )
{
x1 = MAX ( x1 , 0 ) ;
x2 = MIN ( x2 , Width ) ;
#if 0
memset ( this - > Buffer + y * this - > Pitch + x1 , ( int ) tex , x2 - x1 ) ;
# else
ds_y = y ;
ds_x1 = x1 ;
ds_x2 = x2 - 1 ;
TVector2 < double > tex ( x1 - originx , y - originy ) ;
if ( dorotate )
{
double t = tex . X ;
tex . X = t * cosrot - tex . Y * sinrot ;
tex . Y = tex . Y * cosrot + t * sinrot ;
}
ds_xfrac = xs_RoundToInt ( tex . X * scalex ) ;
ds_yfrac = xs_RoundToInt ( tex . Y * scaley ) ;
R_DrawSpan ( ) ;
# endif
}
x + = xinc ;
}
}
y1 = y2 ;
pt1 = pt2 ;
pt2 - - ; if ( pt2 < 0 ) pt2 = npoints ;
} while ( pt1 ! = botpt ) ;
# endif
}
/********************************/
/* */
/* Other miscellaneous routines */
/* */
/********************************/
//
// V_DrawBlock
// Draw a linear block of pixels into the view buffer.
//
void DCanvas : : DrawBlock ( int x , int y , int _width , int _height , const BYTE * src ) const
{
int srcpitch = _width ;
int destpitch ;
BYTE * dest ;
if ( ClipBox ( x , y , _width , _height , src , srcpitch ) )
{
return ; // Nothing to draw
}
destpitch = Pitch ;
dest = Buffer + y * Pitch + x ;
do
{
memcpy ( dest , src , _width ) ;
src + = srcpitch ;
dest + = destpitch ;
} while ( - - _height ) ;
}
//
// V_GetBlock
// Gets a linear block of pixels from the view buffer.
//
void DCanvas : : GetBlock ( int x , int y , int _width , int _height , BYTE * dest ) const
{
const BYTE * src ;
# ifdef RANGECHECK
if ( x < 0
| | x + _width > Width
| | y < 0
| | y + _height > Height )
{
I_Error ( " Bad V_GetBlock " ) ;
}
# endif
src = Buffer + y * Pitch + x ;
while ( _height - - )
{
memcpy ( dest , src , _width ) ;
src + = Pitch ;
dest + = _width ;
}
}
// Returns true if the box was completely clipped. False otherwise.
bool DCanvas : : ClipBox ( int & x , int & y , int & w , int & h , const BYTE * & src , const int srcpitch ) const
{
if ( x > = Width | | y > = Height | | x + w < = 0 | | y + h < = 0 )
{ // Completely clipped off screen
return true ;
}
if ( x < 0 ) // clip left edge
{
src - = x ;
w + = x ;
x = 0 ;
}
if ( x + w > Width ) // clip right edge
{
w = Width - x ;
}
if ( y < 0 ) // clip top edge
{
src - = y * srcpitch ;
h + = y ;
y = 0 ;
}
if ( y + h > Height ) // clip bottom edge
{
h = Height - y ;
}
return false ;
}
//==========================================================================
//
// V_SetBorderNeedRefresh
//
// Flag the border as in need of updating. (Probably because something that
// was on top of it has changed.
//
//==========================================================================
void V_SetBorderNeedRefresh ( )
{
if ( screen ! = NULL )
{
BorderNeedRefresh = screen - > GetPageCount ( ) ;
}
}
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void V_DrawFrame ( int left , int top , int width , int height )
{
FTexture * p ;
const gameborder_t * border = & gameinfo . Border ;
// Sanity check for incomplete gameinfo
if ( border = = NULL )
return ;
int offset = border - > offset ;
int right = left + width ;
int bottom = top + height ;
// Draw top and bottom sides.
p = TexMan [ border - > t ] ;
screen - > FlatFill ( left , top - p - > GetHeight ( ) , right , top , p , true ) ;
p = TexMan [ border - > b ] ;
screen - > FlatFill ( left , bottom , right , bottom + p - > GetHeight ( ) , p , true ) ;
// Draw left and right sides.
p = TexMan [ border - > l ] ;
screen - > FlatFill ( left - p - > GetWidth ( ) , top , left , bottom , p , true ) ;
p = TexMan [ border - > r ] ;
screen - > FlatFill ( right , top , right + p - > GetWidth ( ) , bottom , p , true ) ;
// Draw beveled corners.
screen - > DrawTexture ( TexMan [ border - > tl ] , left - offset , top - offset , TAG_DONE ) ;
screen - > DrawTexture ( TexMan [ border - > tr ] , left + width , top - offset , TAG_DONE ) ;
screen - > DrawTexture ( TexMan [ border - > bl ] , left - offset , top + height , TAG_DONE ) ;
screen - > DrawTexture ( TexMan [ border - > br ] , left + width , top + height , TAG_DONE ) ;
}
//==========================================================================
//
// V_DrawBorder
//
//==========================================================================
void V_DrawBorder ( int x1 , int y1 , int x2 , int y2 )
{
FTextureID picnum ;
if ( level . info ! = NULL & & level . info - > BorderTexture . Len ( ) ! = 0 )
{
picnum = TexMan . CheckForTexture ( level . info - > BorderTexture , FTexture : : TEX_Flat ) ;
}
else
{
picnum = TexMan . CheckForTexture ( gameinfo . BorderFlat , FTexture : : TEX_Flat ) ;
}
if ( picnum . isValid ( ) )
{
screen - > FlatFill ( x1 , y1 , x2 , y2 , TexMan ( picnum ) ) ;
}
else
{
screen - > Clear ( x1 , y1 , x2 , y2 , 0 , 0 ) ;
}
}
//==========================================================================
//
// R_DrawViewBorder
//
// Draws the border around the view for different size windows
//
//==========================================================================
int BorderNeedRefresh ;
static void V_DrawViewBorder ( void )
{
// [RH] Redraw the status bar if SCREENWIDTH > status bar width.
// Will draw borders around itself, too.
if ( SCREENWIDTH > 320 )
{
ST_SetNeedRefresh ( ) ;
}
if ( viewwidth = = SCREENWIDTH )
{
return ;
}
V_DrawBorder ( 0 , 0 , SCREENWIDTH , viewwindowy ) ;
V_DrawBorder ( 0 , viewwindowy , viewwindowx , viewheight + viewwindowy ) ;
V_DrawBorder ( viewwindowx + viewwidth , viewwindowy , SCREENWIDTH , viewheight + viewwindowy ) ;
V_DrawBorder ( 0 , viewwindowy + viewheight , SCREENWIDTH , ST_Y ) ;
V_DrawFrame ( viewwindowx , viewwindowy , viewwidth , viewheight ) ;
V_MarkRect ( 0 , 0 , SCREENWIDTH , ST_Y ) ;
}
//==========================================================================
//
// R_DrawTopBorder
//
// Draws the top border around the view for different size windows
//
//==========================================================================
static void V_DrawTopBorder ( )
{
FTexture * p ;
int offset ;
if ( viewwidth = = SCREENWIDTH )
return ;
offset = gameinfo . Border . offset ;
if ( viewwindowy < 34 )
{
V_DrawBorder ( 0 , 0 , viewwindowx , 34 ) ;
V_DrawBorder ( viewwindowx , 0 , viewwindowx + viewwidth , viewwindowy ) ;
V_DrawBorder ( viewwindowx + viewwidth , 0 , SCREENWIDTH , 34 ) ;
p = TexMan ( gameinfo . Border . t ) ;
screen - > FlatFill ( viewwindowx , viewwindowy - p - > GetHeight ( ) ,
viewwindowx + viewwidth , viewwindowy , p , true ) ;
p = TexMan ( gameinfo . Border . l ) ;
screen - > FlatFill ( viewwindowx - p - > GetWidth ( ) , viewwindowy ,
viewwindowx , 35 , p , true ) ;
p = TexMan ( gameinfo . Border . r ) ;
screen - > FlatFill ( viewwindowx + viewwidth , viewwindowy ,
viewwindowx + viewwidth + p - > GetWidth ( ) , 35 , p , true ) ;
p = TexMan ( gameinfo . Border . tl ) ;
screen - > DrawTexture ( p , viewwindowx - offset , viewwindowy - offset , TAG_DONE ) ;
p = TexMan ( gameinfo . Border . tr ) ;
screen - > DrawTexture ( p , viewwindowx + viewwidth , viewwindowy - offset , TAG_DONE ) ;
}
else
{
V_DrawBorder ( 0 , 0 , SCREENWIDTH , 34 ) ;
}
}
//==========================================================================
//
// R_RefreshViewBorder
//
// Draws the border around the player view, if needed.
//
//==========================================================================
void V_RefreshViewBorder ( )
{
if ( setblocks < 10 )
{
if ( BorderNeedRefresh )
{
BorderNeedRefresh - - ;
if ( BorderTopRefresh )
{
BorderTopRefresh - - ;
}
V_DrawViewBorder ( ) ;
}
else if ( BorderTopRefresh )
{
BorderTopRefresh - - ;
V_DrawTopBorder ( ) ;
}
}
}