545 lines
11 KiB
C
545 lines
11 KiB
C
/*
|
|
// this line must stay at top so the whole PCH thing works...
|
|
#include "cg_headers.h"
|
|
|
|
//#include "cg_local.h"
|
|
#include "cg_media.h"
|
|
#include "cg_text.h"
|
|
*/
|
|
|
|
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
|
|
#include "cg_local.h"
|
|
#include "../game/q_shared.h"
|
|
|
|
|
|
/*
|
|
================
|
|
UI_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_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_DrawSides
|
|
|
|
Coords are virtual 640x480
|
|
================
|
|
*/
|
|
void CG_DrawSides(float x, float y, float w, float h, float size) {
|
|
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) {
|
|
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 );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CGC_FillRect2
|
|
real coords
|
|
-------------------------
|
|
*/
|
|
void CG_FillRect2( float x, float y, float width, float height, const float *color ) {
|
|
trap_R_SetColor( color );
|
|
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader);
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 );
|
|
|
|
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader);
|
|
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_DrawPic
|
|
|
|
Coordinates are 640*480 virtual values
|
|
A width of 0 will draw with the original image width
|
|
=================
|
|
*/
|
|
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
|
|
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawRotatePic
|
|
|
|
Coordinates are 640*480 virtual values
|
|
A width of 0 will draw with the original image width
|
|
rotates around the upper right corner of the passed in point
|
|
=================
|
|
*/
|
|
void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
|
|
trap_R_DrawRotatePic( x, y, width, height, 0, 0, 1, 1, angle, hShader );
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_DrawRotatePic2
|
|
|
|
Coordinates are 640*480 virtual values
|
|
A width of 0 will draw with the original image width
|
|
Actually rotates around the center point of the passed in coordinates
|
|
=================
|
|
*/
|
|
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader ) {
|
|
trap_R_DrawRotatePic2( x, y, width, height, 0, 0, 1, 1, angle, hShader );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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_ColorForHealth
|
|
=================
|
|
*/
|
|
void CG_ColorForGivenHealth( vec4_t hcolor, int health )
|
|
{
|
|
// set the color based on health
|
|
hcolor[0] = 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 )
|
|
{
|
|
int health;
|
|
int count;
|
|
int max;
|
|
|
|
// calculate the total points of damage that can
|
|
// be sustained at the current health / armor level
|
|
health = cg->snap->ps.stats[STAT_HEALTH];
|
|
|
|
if ( health <= 0 )
|
|
{
|
|
VectorClear( hcolor ); // black
|
|
hcolor[3] = 1;
|
|
return;
|
|
}
|
|
|
|
count = cg->snap->ps.stats[STAT_ARMOR];
|
|
max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
|
|
if ( max < count )
|
|
{
|
|
count = max;
|
|
}
|
|
health += count;
|
|
|
|
hcolor[3] = 1.0;
|
|
CG_ColorForGivenHealth( hcolor, health );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CG_DrawNumField
|
|
|
|
Take x,y positions as if 640 x 480 and scales them to the proper resolution
|
|
|
|
==============
|
|
*/
|
|
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill)
|
|
{
|
|
char num[16], *ptr;
|
|
int l;
|
|
int frame;
|
|
int xWidth;
|
|
int i = 0;
|
|
|
|
if (width < 1) {
|
|
return;
|
|
}
|
|
|
|
// draw number string
|
|
if (width > 5) {
|
|
width = 5;
|
|
}
|
|
|
|
switch ( width ) {
|
|
case 1:
|
|
value = value > 9 ? 9 : value;
|
|
value = value < 0 ? 0 : value;
|
|
break;
|
|
case 2:
|
|
value = value > 99 ? 99 : value;
|
|
value = value < -9 ? -9 : value;
|
|
break;
|
|
case 3:
|
|
value = value > 999 ? 999 : value;
|
|
value = value < -99 ? -99 : value;
|
|
break;
|
|
case 4:
|
|
value = value > 9999 ? 9999 : value;
|
|
value = value < -999 ? -999 : value;
|
|
break;
|
|
}
|
|
|
|
Com_sprintf (num, sizeof(num), "%i", value);
|
|
l = strlen(num);
|
|
if (l > width)
|
|
l = width;
|
|
|
|
// FIXME: Might need to do something different for the chunky font??
|
|
switch(style)
|
|
{
|
|
case NUM_FONT_SMALL:
|
|
xWidth = charWidth;
|
|
break;
|
|
// case NUM_FONT_CHUNKY:
|
|
// xWidth = (charWidth/1.2f) + 2;
|
|
// break;
|
|
default:
|
|
case NUM_FONT_BIG:
|
|
xWidth = (charWidth/2) + 7;//(charWidth/6);
|
|
break;
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
if ( zeroFill )
|
|
{
|
|
for (i = 0; i < (width - l); i++ )
|
|
{
|
|
switch(style)
|
|
{
|
|
case NUM_FONT_SMALL:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[0] );
|
|
break;
|
|
// case NUM_FONT_CHUNKY:
|
|
// CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[0] );
|
|
// break;
|
|
default:
|
|
case NUM_FONT_BIG:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[0] );
|
|
break;
|
|
}
|
|
x += 2 + (xWidth);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
x += 2 + (xWidth)*(width - l);
|
|
}
|
|
|
|
ptr = num;
|
|
while (*ptr && l)
|
|
{
|
|
if (*ptr == '-')
|
|
frame = STAT_MINUS;
|
|
else
|
|
frame = *ptr -'0';
|
|
|
|
switch(style)
|
|
{
|
|
case NUM_FONT_SMALL:
|
|
if(zeroFill)
|
|
{
|
|
CG_DrawPic( x-2,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
CG_DrawPic( x+2,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
CG_DrawPic( x,y-2, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
CG_DrawPic( x,y+2, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
x++; // For a one line gap
|
|
}
|
|
else {
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] );
|
|
x++; // For a one line gap
|
|
}
|
|
break;
|
|
// case NUM_FONT_CHUNKY:
|
|
// CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[frame] );
|
|
// break;
|
|
default:
|
|
case NUM_FONT_BIG:
|
|
CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[frame] );
|
|
break;
|
|
}
|
|
|
|
x += (xWidth);
|
|
ptr++;
|
|
l--;
|
|
}
|
|
|
|
}
|
|
|
|
#include "../ui/ui_shared.h" // for some text style junk
|
|
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color )
|
|
{
|
|
// having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff)
|
|
// is dumb, but for now...
|
|
//
|
|
int iStyle = 0;
|
|
int iMenuFont = (style & UI_SMALLFONT) ? FONT_SMALL : FONT_MEDIUM;
|
|
|
|
switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT))
|
|
{
|
|
default:
|
|
case UI_LEFT:
|
|
{
|
|
// nada...
|
|
}
|
|
break;
|
|
|
|
case UI_CENTER:
|
|
{
|
|
x -= CG_Text_Width(str, 1.0, iMenuFont) / 2;
|
|
}
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
{
|
|
x -= CG_Text_Width(str, 1.0, iMenuFont) / 2;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (style & UI_DROPSHADOW)
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_SHADOWED;
|
|
}
|
|
else
|
|
if ( style & (UI_BLINK|UI_PULSE) )
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_BLINK;
|
|
}
|
|
|
|
CG_Text_Paint(x, y, 1.0, color, str, 0, 0, iStyle, iMenuFont);
|
|
}
|
|
|
|
void UI_DrawScaledProportionalString( int x, int y, const char* str, int style, vec4_t color, float scale)
|
|
{
|
|
// having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff)
|
|
// is dumb, but for now...
|
|
//
|
|
int iStyle = 0;
|
|
|
|
switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT))
|
|
{
|
|
default:
|
|
case UI_LEFT:
|
|
{
|
|
// nada...
|
|
}
|
|
break;
|
|
|
|
case UI_CENTER:
|
|
{
|
|
x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2;
|
|
}
|
|
break;
|
|
|
|
case UI_RIGHT:
|
|
{
|
|
x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (style & UI_DROPSHADOW)
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_SHADOWED;
|
|
}
|
|
else
|
|
if ( style & (UI_BLINK|UI_PULSE) )
|
|
{
|
|
iStyle = ITEM_TEXTSTYLE_BLINK;
|
|
}
|
|
|
|
CG_Text_Paint(x, y, scale, color, str, 0, 0, iStyle, FONT_MEDIUM);
|
|
}
|
|
|
|
|
|
|
|
|