The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
This commit is contained in:
commit
dbe4ddb103
1409 changed files with 806066 additions and 0 deletions
547
code/client/cl_scrn.c
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547
code/client/cl_scrn.c
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/*
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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
|
||||
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
|
||||
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.
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||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Foobar; if not, write to the Free Software
|
||||
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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|
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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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||||
=================
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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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||||
|
||||
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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||||
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||||
static int current;
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static graphsamp_t values[1024];
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|
||||
/*
|
||||
==============
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||||
SCR_DebugGraph
|
||||
==============
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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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||||
SCR_DrawDebugGraph
|
||||
==============
|
||||
*/
|
||||
void SCR_DrawDebugGraph (void)
|
||||
{
|
||||
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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//
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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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||||
|
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for (a=0 ; a<w ; a++)
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{
|
||||
i = (current-1-a+1024) & 1023;
|
||||
v = values[i].value;
|
||||
color = values[i].color;
|
||||
v = v * cl_graphscale->integer + 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 );
|
||||
|
||||
// wide aspect ratio screens need to have the sides cleared
|
||||
// unless they are displaying game renderings
|
||||
if ( cls.state != CA_ACTIVE ) {
|
||||
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
|
||||
re.SetColor( g_color_table[0] );
|
||||
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
|
||||
re.SetColor( NULL );
|
||||
}
|
||||
}
|
||||
|
||||
if ( !uivm ) {
|
||||
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
|
||||
if ( !VM_Call( uivm, UI_IS_FULLSCREEN )) {
|
||||
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();
|
||||
VM_Call( uivm, UI_SET_ACTIVE_MENU, 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
|
||||
VM_Call( uivm, UI_REFRESH, cls.realtime );
|
||||
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, 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
|
||||
VM_Call( uivm, UI_REFRESH, cls.realtime );
|
||||
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
|
||||
break;
|
||||
case CA_ACTIVE:
|
||||
CL_CGameRendering( stereoFrame );
|
||||
SCR_DrawDemoRecording();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// the menu draws next
|
||||
if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
|
||||
VM_Call( uivm, UI_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 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;
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue