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-rw-r--r--src/client/cl_scrn.c524
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diff --git a/src/client/cl_scrn.c b/src/client/cl_scrn.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 ) {
+ 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 ( 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 ) {
+ Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
+ color[3] = setColor[3];
+ re.SetColor( color );
+ }
+ 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 ) {
+ float color[4];
+
+ color[0] = color[1] = color[2] = 1.0;
+ color[3] = alpha;
+ SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qfalse );
+}
+
+void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
+ SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, s, color, qtrue );
+}
+
+
+/*
+==================
+SCR_DrawSmallString[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_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor ) {
+ 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 ) {
+ Com_Memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
+ color[3] = setColor[3];
+ re.SetColor( color );
+ }
+ 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 ) * 16;
+}
+
+
+//===============================================================================
+
+/*
+===============================================================================
+
+DEBUG GRAPH
+
+===============================================================================
+*/
+
+typedef struct
+{
+ float value;
+ int color;
+} graphsamp_t;
+
+static int current;
+static graphsamp_t values[1024];
+
+/*
+==============
+SCR_DebugGraph
+==============
+*/
+void SCR_DebugGraph (float value, int color)
+{
+ values[current&1023].value = value;
+ values[current&1023].color = color;
+ current++;
+}
+
+/*
+==============
+SCR_DrawDebugGraph
+==============
+*/
+void SCR_DrawDebugGraph (void)
+{
+ int a, x, y, w, i, h;
+ float v;
+ int color;
+
+ //
+ // 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 = (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 && cls.state != CA_CINEMATIC ) {
+ 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 );
+ 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;
+}
+