Files
Jedi-Academy/codemp/cgame/cg_drawtools.c
2013-04-04 14:32:05 -07:00

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);
}