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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
#include "client.h"
qboolean scr_initialized; // ready to draw
cvar_t *cl_timegraph;
cvar_t *cl_debuggraph;
cvar_t *cl_graphheight;
cvar_t *cl_graphscale;
cvar_t *cl_graphshift;
/*
================
SCR_DrawNamedPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
qhandle_t hShader;
assert( width != 0 );
hShader = re.RegisterShader( picname );
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
SCR_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ) {
float xscale;
float yscale;
#if 0
// adjust for wide screens
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
*x += 0.5 * ( cls.glconfig.vidWidth - ( cls.glconfig.vidHeight * 640 / 480 ) );
}
#endif
// scale for screen sizes
xscale = cls.glconfig.vidWidth / 640.0;
yscale = cls.glconfig.vidHeight / 480.0;
if ( x ) {
*x *= xscale;
}
if ( y ) {
*y *= yscale;
}
if ( w ) {
*w *= xscale;
}
if ( h ) {
*h *= yscale;
}
}
/*
================
SCR_FillRect
Coordinates are 640*480 virtual values
=================
*/
void SCR_FillRect( float x, float y, float width, float height, const float *color ) {
re.SetColor( color );
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
/*
================
SCR_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
SCR_AdjustFrom640( &x, &y, &width, &height );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
** SCR_DrawChar
** chars are drawn at 640*480 virtual screen size
*/
static void SCR_DrawChar( int x, int y, float size, int ch ) {
int row, col;
float frow, fcol;
float ax, ay, aw, ah;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -size ) {
return;
}
ax = x;
ay = y;
aw = size;
ah = size;
SCR_AdjustFrom640( &ax, &ay, &aw, &ah );
row = ch >> 4;
col = ch & 15;
frow = row * 0.0625;
fcol = col * 0.0625;
size = 0.0625;
re.DrawStretchPic( ax, ay, aw, ah,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
}
/*
** SCR_DrawSmallChar
** small chars are drawn at native screen resolution
*/
void SCR_DrawSmallChar( int x, int y, int ch ) {
int row, col;
float frow, fcol;
float size;
ch &= 255;
if ( ch == ' ' ) {
return;
}
if ( y < -SMALLCHAR_HEIGHT ) {
return;
}
row = ch >> 4;
col = ch & 15;
frow = row * 0.0625;
fcol = col * 0.0625;
size = 0.0625;
re.DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
fcol, frow,
fcol + size, frow + size,
cls.charSetShader );
}
/*
==================
SCR_DrawBigString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void SCR_DrawStringExt( int x, int y, float size, const char *string, float *setColor, qboolean forceColor,
qboolean noColorEscape ) {
vec4_t color;
const char *s;
int xx;
// draw the drop shadow
color[0] = color[1] = color[2] = 0;
color[3] = setColor[3];
re.SetColor( color );
s = string;
xx = x;
while ( *s ) {
if ( !noColorEscape && Q_IsColorString( s ) ) {
s += 2;
continue;
}
SCR_DrawChar( xx + 2, y + 2, size, *s );
xx += size;
s++;
}
// draw the colored text
s = string;
xx = x;
re.SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
memcpy( color, g_color_table[ColorIndex( *( s + 1 ) )], sizeof( color ) );
color[3] = setColor[3];
re.SetColor( color );
}
if ( !noColorEscape ) {
s += 2;
continue;
}
}
SCR_DrawChar( xx, y, size, *s );
xx += size;
s++;
}
re.SetColor( NULL );
}
void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qfalse, noColorEscape );
}
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ) {
SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qtrue, noColorEscape );
}
/*
==================
SCR_DrawSmallString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
==================
*/
void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor,
qboolean noColorEscape ) {
vec4_t color;
const char *s;
int xx;
// draw the colored text
s = string;
xx = x;
re.SetColor( setColor );
while ( *s ) {
if ( Q_IsColorString( s ) ) {
if ( !forceColor ) {
memcpy( color, g_color_table[ColorIndex( *( s + 1 ) )], sizeof( color ) );
color[3] = setColor[3];
re.SetColor( color );
}
if ( !noColorEscape ) {
s += 2;
continue;
}
}
SCR_DrawSmallChar( xx, y, *s );
xx += SMALLCHAR_WIDTH;
s++;
}
re.SetColor( NULL );
}
/*
** SCR_Strlen -- skips color escape codes
*/
static int SCR_Strlen( const char *str ) {
const char *s = str;
int count = 0;
while ( *s ) {
if ( Q_IsColorString( s ) ) {
s += 2;
} else {
count++;
s++;
}
}
return count;
}
/*
** SCR_GetBigStringWidth
*/
int SCR_GetBigStringWidth( const char *str ) {
return SCR_Strlen( str ) * BIGCHAR_WIDTH;
}
//===============================================================================
/*
=================
SCR_DrawDemoRecording
=================
*/
void SCR_DrawDemoRecording( void ) {
char string[1024];
int pos;
if ( !clc.demorecording ) {
return;
}
pos = FS_FTell( clc.demofile );
sprintf( string, "RECORDING %s: %ik", clc.demoName, pos / 1024 );
SCR_DrawStringExt( 320 - strlen( string ) * 4, 20, 8, string, g_color_table[7], qtrue, qfalse );
}
#ifdef USE_VOIP
/*
=================
SCR_DrawVoipMeter
=================
*/
void SCR_DrawVoipMeter( void ) {
char buffer[16];
char string[256];
int limit, i;
if (!cl_voipShowMeter->integer)
return; // player doesn't want to show meter at all.
else if (!cl_voipSend->integer)
return; // not recording at the moment.
else if (clc.state != CA_ACTIVE)
return; // not connected to a server.
else if (!clc.voipEnabled)
return; // server doesn't support VoIP.
else if (clc.demoplaying)
return; // playing back a demo.
else if (!cl_voip->integer)
return; // client has VoIP support disabled.
limit = (int) (clc.voipPower * 10.0f);
if (limit > 10)
limit = 10;
for (i = 0; i < limit; i++)
buffer[i] = '*';
while (i < 10)
buffer[i++] = ' ';
buffer[i] = '\0';
sprintf( string, "VoIP: [%s]", buffer );
SCR_DrawStringExt( 320 - strlen( string ) * 4, 10, 8, string, g_color_table[7], qtrue, qfalse );
}
#endif
/*
===============================================================================
DEBUG GRAPH
===============================================================================
*/
static int current;
static float values[1024];
/*
==============
SCR_DebugGraph
==============
*/
void SCR_DebugGraph( float value ) {
values[current] = value;
current = (current + 1) % ARRAY_LEN(values);
}
/*
==============
SCR_DrawDebugGraph
==============
*/
void SCR_DrawDebugGraph( void ) {
int a, x, y, w, i, h;
float v;
//
// draw the graph
//
w = cls.glconfig.vidWidth;
x = 0;
y = cls.glconfig.vidHeight;
re.SetColor( g_color_table[0] );
re.DrawStretchPic( x, y - cl_graphheight->integer,
w, cl_graphheight->integer, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
for ( a = 0 ; a < w ; a++ )
{
i = (ARRAY_LEN(values)+current-1-(a % ARRAY_LEN(values))) % ARRAY_LEN(values);
v = values[i];
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 ) {
qboolean uiFullscreen;
re.BeginFrame( stereoFrame );
uiFullscreen = (uivm && VM_Call( uivm, UI_IS_FULLSCREEN ));
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
if ( uiFullscreen || clc.state < CA_LOADING ) {
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 the menu is going to cover the entire screen, we
// don't need to render anything under it
if ( uivm && !uiFullscreen ) {
switch( clc.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad clc.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;
// // Ridah, if the cgame is valid, fall through to there
// if (!cls.cgameStarted || !com_sv_running->integer) {
// // connecting clients will only show the connection dialog
// 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
//if (!com_sv_running->value || Cvar_VariableIntegerValue("sv_cheats")) // Ridah, don't draw useless text if not in dev mode
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
break;
case CA_ACTIVE:
// always supply STEREO_CENTER as vieworg offset is now done by the engine.
CL_CGameRendering( stereoFrame );
SCR_DrawDemoRecording();
#ifdef USE_VOIP
SCR_DrawVoipMeter();
#endif
break;
}
}
// the menu draws next
if ( Key_GetCatcher( ) & 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 there is no VM, there are also no rendering commands issued. Stop the renderer in
// that case.
if( uivm || com_dedicated->integer )
{
// XXX
int in_anaglyphMode = Cvar_VariableIntegerValue("r_anaglyphMode");
// if running in stereo, we need to draw the frame twice
if ( cls.glconfig.stereoEnabled || in_anaglyphMode) {
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;
}
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