Files
Jedi-Academy/codemp/client/cl_scrn.cpp
2013-04-04 14:32:05 -07:00

487 lines
10 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
// cl_scrn.c -- master for refresh, status bar, console, chat, notify, etc
#include "client.h"
#ifdef _XBOX
#include "../cgame/cg_local.h"
#include "cl_data.h"
#endif
#include "../xbox/XBVoice.h"
extern console_t con;
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;
#ifndef FINAL_BUILD
cvar_t *cl_debugVoice;
#endif
/*
================
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 );
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
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 );
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 ) {
re.DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
//===============================================================================
/*
===============================================================================
DEBUG GRAPH
===============================================================================
*/
#ifndef _XBOX
typedef struct
{
float value;
int color;
} graphsamp_t;
static int current;
static graphsamp_t values[1024];
#endif
/*
==============
SCR_DebugGraph
==============
*/
void SCR_DebugGraph (float value, int color)
{
#ifndef _XBOX
values[current&1023].value = value;
values[current&1023].color = color;
current++;
#endif
}
/*
==============
SCR_DrawDebugGraph
==============
*/
void SCR_DrawDebugGraph (void)
{
#ifndef _XBOX
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 );
}
#endif
}
//=============================================================================
/*
==================
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);
#ifndef FINAL_BUILD
cl_debugVoice = Cvar_Get ("debugVoice", "1", 0);
#endif
scr_initialized = qtrue;
}
//=======================================================
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
re.BeginFrame( stereoFrame );
#ifdef _XBOX
// if(ClientManager::splitScreenMode == qtrue)
// cls.state = ClientManager::ActiveClient().state;
#endif
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
#ifndef _XBOX
// Xbox no likey
if ( cls.state != CA_ACTIVE ) {
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 );
}
}
#endif
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
//actually, yes you do, unless you want clients to cycle out their reliable
//commands from sitting in the menu. -rww
if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) || (!(cls.framecount&7) && cls.state == CA_ACTIVE)) {
switch( cls.state ) {
default:
#ifdef _XBOX
if(ClientManager::splitScreenMode == qfalse)
#endif
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:
// 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 );
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
break;
case CA_ACTIVE:
CL_CGameRendering( stereoFrame );
// SCR_DrawDemoRecording();
break;
}
}
// the menu draws next
if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
VM_Call( uivm, UI_REFRESH, cls.realtime );
}
// console draws next
Con_DrawConsole ();
#ifndef FINAL_BUILD
// Debugging output for voice system
if( cl_debugVoice->integer )
g_Voice.DrawVoiceStats();
#endif
#ifdef _DEBUG
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
SCR_DrawDebugGraph ();
}
#endif
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
#ifdef _XBOX
int glcfgWidth = 640, glcfgHeight = 480, glcfgX = 0, glcfgY = 0;
extern glconfig_t glConfig;
#endif
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;
#ifdef _XBOX
qboolean rendered = qfalse;
if (ClientManager::splitScreenMode == qtrue)
{
// cls.state = ClientManager::ActiveClient().state;
if (cls.state == CA_ACTIVE)
{
int lastClient = ClientManager::ActiveClientNum();
ClientManager::SetMainClient(0);
ClientManager::ActivateClient(0);
glcfgHeight = cgs.glconfig.vidHeight = 240;// glConfig.vidHeight = 240;
ClientManager::SetMainClient(0);
ClientManager::ActivateClient(0);
SCR_DrawScreenField( STEREO_CENTER );
// Only draw the other screen if there are two clients
if (ClientManager::NumClients() == 2)
{
glcfgY = 240;
ClientManager::SetMainClient(1);
ClientManager::ActivateClient(1);
SCR_DrawScreenField( STEREO_CENTER );
}
glcfgY = 0;
glcfgHeight = cgs.glconfig.vidHeight = glConfig.vidHeight = 480;
ClientManager::SetMainClient(lastClient);
ClientManager::ActivateClient(lastClient);
rendered = qtrue;
}
else
rendered = qfalse;
}
if(rendered == qfalse)
{
#endif
// 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 );
}
#ifdef _XBOX
}
#endif
if ( com_speeds->integer ) {
re.EndFrame( &time_frontend, &time_backend );
} else {
re.EndFrame( NULL, NULL );
}
recursive = 0;
}
#define MAX_SCR_LINES 10
static float scr_centertime_off;
int scr_center_y;
//static string scr_font;
static char scr_centerstring[1024];
static int scr_center_lines;
static int scr_center_widths[MAX_SCR_LINES];
cvar_t *scr_centertime;
void SCR_CenterPrint (char *str)//, PalIdx_t colour)
{
char *s, *last, *start, *write_pos, *save_pos;
int num_chars;
int num_lines;
int width;
bool done = false;
bool spaced;
if (!str)
{
scr_centertime_off = 0;
return;
}
// scr_font = string("medium");
// RWL - commented out
// width = viddef.width / 8; // rjr hardcoded yuckiness
#ifdef _XBOX
if(cg->widescreen)
width = 720 / 8;
else
#endif
width = 640 / 8; // rjr hardcoded yuckiness
width -= 4;
// RWL - commented out
/*
if (cl.frame.playerstate.remote_type != REMOTE_TYPE_LETTERBOX)
{
width -= 30;
}
*/
scr_centertime_off = scr_centertime->value;
Com_Printf("\n");
num_lines = 0;
write_pos = scr_centerstring;
scr_center_lines = 0;
spaced = false;
for(s = start = str, last=NULL, num_chars = 0; !done ; s++)
{
num_chars++;
if ((*s) == ' ')
{
spaced = true;
last = s;
scr_centertime_off += 0.2;//give them an extra 0.05 second for each character
}
if ((*s) == '\n' || (*s) == 0)
{
last = s;
num_chars = width;
spaced = true;
}
if (num_chars >= width)
{
scr_centertime_off += 0.8;//give them an extra half second for each newline
if (!last)
{
last = s;
}
if (!spaced)
{
last++;
}
save_pos = write_pos;
strncpy(write_pos, start, last-start);
write_pos += last-start;
*write_pos = 0;
write_pos++;
Com_Printf ("%s\n", save_pos);
// RWL - commented out
// scr_center_widths[scr_center_lines] = re.StrlenFont(save_pos, scr_font);;
#ifdef _XBOX
if(cg->widescreen)
scr_center_widths[scr_center_lines] = 720;
else
#endif
scr_center_widths[scr_center_lines] = 640;
scr_center_lines++;
if ((*s) == NULL || scr_center_lines >= MAX_SCR_LINES)
{
done = true;
}
else
{
s = last;
if (spaced)
{
last++;
}
start = last;
last = NULL;
num_chars = 0;
spaced = false;
}
continue;
}
}
// echo it to the console
Com_Printf("\n\n");
Con_ClearNotify ();
}