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Diffstat (limited to 'src/cgame/cg_drawtools.c')
-rw-r--r-- | src/cgame/cg_drawtools.c | 854 |
1 files changed, 854 insertions, 0 deletions
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c new file mode 100644 index 00000000..e968fd8d --- /dev/null +++ b/src/cgame/cg_drawtools.c @@ -0,0 +1,854 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) { +#if 0 + // adjust for wide screens + if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { + *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); + } +#endif + // scale for screen sizes + *x *= cgs.screenXScale; + *y *= cgs.screenYScale; + *w *= cgs.screenXScale; + *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) { + trap_R_SetColor( color ); + + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenXScale; + trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenYScale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} + + +/* +================ +CG_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) { + trap_R_SetColor( color ); + + CG_DrawTopBottom(x, y, width, height, size); + CG_DrawSides(x, y, width, height, size); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + + + +/* +================ +CG_DrawFadePic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader ) +{ + vec4_t finalcolor; + float inverse; + + inverse = 100 - amount; + + CG_AdjustFrom640( &x, &y, &width, &height ); + + finalcolor[0] = ( ( inverse * fcolor[0] ) + ( amount * tcolor[0] ) ) / 100; + finalcolor[1] = ( ( inverse * fcolor[1] ) + ( amount * tcolor[1] ) ) / 100; + finalcolor[2] = ( ( inverse * fcolor[2] ) + ( amount * tcolor[2] ) ) / 100; + finalcolor[3] = ( ( inverse * fcolor[3] ) + ( amount * tcolor[3] ) ) / 100; + + trap_R_SetColor( finalcolor ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_DrawChar + +Coordinates and size in 640*480 virtual screen size +=============== +*/ +void CG_DrawChar( int x, int y, int width, int height, int ch ) { + int row, col; + float frow, fcol; + float size; + float ax, ay, aw, ah; + + ch &= 255; + + if ( ch == ' ' ) { + return; + } + + ax = x; + ay = y; + aw = width; + ah = height; + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + row = ch>>4; + col = ch&15; + + frow = row*0.0625; + fcol = col*0.0625; + size = 0.0625; + + trap_R_DrawStretchPic( ax, ay, aw, ah, + fcol, frow, + fcol + size, frow + size, + cgs.media.charsetShader ); +} + + +/* +================== +CG_DrawStringExt + +Draws a multi-colored string with a drop shadow, optionally forcing +to a fixed color. + +Coordinates are at 640 by 480 virtual resolution +================== +*/ +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) { + vec4_t color; + const char *s; + int xx; + int cnt; + + if (maxChars <= 0) + maxChars = 32767; // do them all! + + // draw the drop shadow + if (shadow) { + color[0] = color[1] = color[2] = 0; + color[3] = setColor[3]; + trap_R_SetColor( color ); + s = string; + xx = x; + cnt = 0; + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + s += 2; + continue; + } + CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s ); + cnt++; + xx += charWidth; + s++; + } + } + + // draw the colored text + s = string; + xx = x; + cnt = 0; + trap_R_SetColor( setColor ); + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + if ( !forceColor ) { + memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); + color[3] = setColor[3]; + trap_R_SetColor( color ); + } + s += 2; + continue; + } + CG_DrawChar( xx, y, charWidth, charHeight, *s ); + xx += charWidth; + cnt++; + s++; + } + trap_R_SetColor( NULL ); +} + +void CG_DrawBigString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) { + const char *s = str; + int count = 0; + + while ( *s ) { + if ( Q_IsColorString( s ) ) { + s += 2; + } else { + count++; + s++; + } + } + + return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) { + float s1, t1, s2, t2; + + s1 = x/64.0; + t1 = y/64.0; + s2 = (x+w)/64.0; + t2 = (y+h)/64.0; + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) { + int top, bottom, left, right; + int w, h; + + w = cgs.glconfig.vidWidth; + h = cgs.glconfig.vidHeight; + + if ( cg.refdef.x == 0 && cg.refdef.y == 0 && + cg.refdef.width == w && cg.refdef.height == h ) { + return; // full screen rendering + } + + top = cg.refdef.y; + bottom = top + cg.refdef.height-1; + left = cg.refdef.x; + right = left + cg.refdef.width-1; + + // clear above view screen + CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + + // clear below view screen + CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + + // clear left of view screen + CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + + // clear right of view screen + CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + + + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) { + static vec4_t color; + int t; + + if ( startMsec == 0 ) { + return NULL; + } + + t = cg.time - startMsec; + + if ( t >= totalMsec ) { + return NULL; + } + + // fade out + if ( totalMsec - t < FADE_TIME ) { + color[3] = ( totalMsec - t ) * 1.0/FADE_TIME; + } else { + color[3] = 1.0; + } + color[0] = color[1] = color[2] = 1; + + return color; +} + + +/* +================ +CG_TeamColor +================ +*/ +float *CG_TeamColor( int team ) { + static vec4_t red = {1, 0.2f, 0.2f, 1}; + static vec4_t blue = {0.2f, 0.2f, 1, 1}; + static vec4_t other = {1, 1, 1, 1}; + static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1}; + + switch ( team ) { + case TEAM_HUMANS: + return red; + case TEAM_DROIDS: + return blue; + case TEAM_SPECTATOR: + return spectator; + default: + return other; + } +} + + + +/* +================= +CG_GetColorForHealth +================= +*/ +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) { + int count; + int max; + + // calculate the total points of damage that can + // be sustained at the current health / armor level + if ( health <= 0 ) { + VectorClear( hcolor ); // black + hcolor[3] = 1; + return; + } + count = armor; + max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); + if ( max < count ) { + count = max; + } + health += count; + + // set the color based on health + hcolor[0] = 1.0; + hcolor[3] = 1.0; + if ( health >= 100 ) { + hcolor[2] = 1.0; + } else if ( health < 66 ) { + hcolor[2] = 0; + } else { + hcolor[2] = ( health - 66 ) / 33.0; + } + + if ( health > 60 ) { + hcolor[1] = 1.0; + } else if ( health < 30 ) { + hcolor[1] = 0; + } else { + hcolor[1] = ( health - 30 ) / 30.0; + } +} + +/* +================= +CG_ColorForHealth +================= +*/ +void CG_ColorForHealth( vec4_t hcolor ) { + + CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH], + cg.snap->ps.stats[STAT_ARMOR], hcolor ); +} + + + + +/* +================= +UI_DrawProportionalString2 +================= +*/ +static int propMap[128][3] = { +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, PROP_SPACE_WIDTH}, // SPACE +{11, 122, 7}, // ! +{154, 181, 14}, // " +{55, 122, 17}, // # +{79, 122, 18}, // $ +{101, 122, 23}, // % +{153, 122, 18}, // & +{9, 93, 7}, // ' +{207, 122, 8}, // ( +{230, 122, 9}, // ) +{177, 122, 18}, // * +{30, 152, 18}, // + +{85, 181, 7}, // , +{34, 93, 11}, // - +{110, 181, 6}, // . +{130, 152, 14}, // / + +{22, 64, 17}, // 0 +{41, 64, 12}, // 1 +{58, 64, 17}, // 2 +{78, 64, 18}, // 3 +{98, 64, 19}, // 4 +{120, 64, 18}, // 5 +{141, 64, 18}, // 6 +{204, 64, 16}, // 7 +{162, 64, 17}, // 8 +{182, 64, 18}, // 9 +{59, 181, 7}, // : +{35,181, 7}, // ; +{203, 152, 14}, // < +{56, 93, 14}, // = +{228, 152, 14}, // > +{177, 181, 18}, // ? + +{28, 122, 22}, // @ +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{60, 152, 7}, // [ +{106, 151, 13}, // '\' +{83, 152, 7}, // ] +{128, 122, 17}, // ^ +{4, 152, 21}, // _ + +{134, 181, 5}, // ' +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{153, 152, 13}, // { +{11, 181, 5}, // | +{180, 152, 13}, // } +{79, 93, 17}, // ~ +{0, 0, -1} // DEL +}; + +static int propMapB[26][3] = { +{11, 12, 33}, +{49, 12, 31}, +{85, 12, 31}, +{120, 12, 30}, +{156, 12, 21}, +{183, 12, 21}, +{207, 12, 32}, + +{13, 55, 30}, +{49, 55, 13}, +{66, 55, 29}, +{101, 55, 31}, +{135, 55, 21}, +{158, 55, 40}, +{204, 55, 32}, + +{12, 97, 31}, +{48, 97, 31}, +{82, 97, 30}, +{118, 97, 30}, +{153, 97, 30}, +{185, 97, 25}, +{213, 97, 30}, + +{11, 139, 32}, +{42, 139, 51}, +{93, 139, 32}, +{126, 139, 31}, +{158, 139, 25}, +}; + +#define PROPB_GAP_WIDTH 4 +#define PROPB_SPACE_WIDTH 12 +#define PROPB_HEIGHT 36 + +/* +================= +UI_DrawBannerString +================= +*/ +static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) +{ + const char* s; + char ch; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenXScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + ch -= 'A'; + fcol = (float)propMapB[ch][0] / 256.0f; + frow = (float)propMapB[ch][1] / 256.0f; + fwidth = (float)propMapB[ch][2] / 256.0f; + fheight = (float)PROPB_HEIGHT / 256.0f; + aw = (float)propMapB[ch][2] * cgs.screenXScale; + ah = (float)PROPB_HEIGHT * cgs.screenXScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB ); + ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale); + } + s++; + } + + trap_R_SetColor( NULL ); +} + +void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) { + const char * s; + int ch; + int width; + vec4_t drawcolor; + + // find the width of the drawn text + s = str; + width = 0; + while ( *s ) { + ch = *s; + if ( ch == ' ' ) { + width += PROPB_SPACE_WIDTH; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH; + } + s++; + } + width -= PROPB_GAP_WIDTH; + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + x -= width / 2; + break; + + case UI_RIGHT: + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawBannerString2( x+2, y+2, str, drawcolor ); + } + + UI_DrawBannerString2( x, y, str, color ); +} + + +int UI_ProportionalStringWidth( const char* str ) { + const char * s; + int ch; + int charWidth; + int width; + + s = str; + width = 0; + while ( *s ) { + ch = *s & 127; + charWidth = propMap[ch][2]; + if ( charWidth != -1 ) { + width += charWidth; + width += PROP_GAP_WIDTH; + } + s++; + } + + width -= PROP_GAP_WIDTH; + return width; +} + +static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset ) +{ + const char* s; + char ch; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenXScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale; + } else if ( propMap[ch][2] != -1 ) { + fcol = (float)propMap[ch][0] / 256.0f; + frow = (float)propMap[ch][1] / 256.0f; + fwidth = (float)propMap[ch][2] / 256.0f; + fheight = (float)PROP_HEIGHT / 256.0f; + aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale; + ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset ); + } else { + aw = 0; + } + + ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale); + s++; + } + + trap_R_SetColor( NULL ); +} + +/* +================= +UI_ProportionalSizeScale +================= +*/ +float UI_ProportionalSizeScale( int style ) { + if( style & UI_SMALLFONT ) { + return 0.75; + } + + return 1.00; +} + + +/* +================= +UI_DrawProportionalString +================= +*/ +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) { + vec4_t drawcolor; + int width; + float sizeScale; + + sizeScale = UI_ProportionalSizeScale( style ); + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width / 2; + break; + + case UI_RIGHT: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp ); + } + + if ( style & UI_INVERSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp ); + return; + } + + if ( style & UI_PULSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); + + drawcolor[0] = color[0]; + drawcolor[1] = color[1]; + drawcolor[2] = color[2]; + drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR ); + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow ); + return; + } + + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); +} + |