Beispiel #1
0
/*
================
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);
}
Beispiel #2
0
/*
==========================
Menu_Draw
==========================
*/
void Menu_Draw (menuframework_s *menu)
{
	int i;
	menucommon_s *item;

	//
	// draw contents
	//
	for (i = 0; i < menu->nitems; i++)
	{
		// skip hidden items
		if ( ((menucommon_s *)menu->items[i])->flags & QMF_HIDDEN )
			continue;

		switch ( ((menucommon_s *)menu->items[i])->type )
		{
		case MTYPE_FIELD:
			Field_Draw( ( menufield_s * )menu->items[i] );
			break;
		case MTYPE_SLIDER:
			Slider_Draw( (menuslider_s *)menu->items[i] );
			break;
		case MTYPE_LIST:
			MenuList_Draw( (menulist_s *)menu->items[i] );
			break;
		case MTYPE_SPINCONTROL:
			SpinControl_Draw( (menulist_s *)menu->items[i] );
			break;
		case MTYPE_ACTION:
			Action_Draw( (menuaction_s *)menu->items[i] );
			break;
		case MTYPE_SEPARATOR:
			Separator_Draw( (menuseparator_s *)menu->items[i] );
			break;
		}
	}

	// added Psychspaz's mouse support
	//
	// now check mouseovers - psychospaz
	//
	cursor.menu = menu;

	if (cursor.mouseaction)
	{
		menucommon_s *lastitem = cursor.menuitem;
		UI_RefreshCursorLink();

		for (i = menu->nitems; i >= 0 ; i--)
		{
			int		type, len;
			int		min[2], max[2];
			float	x1, y1, w1, h1;

			item = ((menucommon_s * )menu->items[i]);

			if (!item || item->type == MTYPE_SEPARATOR)
				continue;

			x1 = menu->x + item->x + RCOLUMN_OFFSET; // + 2 chars for space + cursor
			y1 = menu->y + item->y;
			w1 = 0;			h1 = MENU_FONT_SIZE;
			SCR_AdjustFrom640 (&x1, &y1, &w1, &h1, ALIGN_CENTER);
			min[0] = x1;	max[0] = x1+w1;
			min[1] = y1;	max[1] = y1+h1;
		//	max[0] = min[0] = SCR_ScaledVideo(menu->x + item->x + RCOLUMN_OFFSET); //+ 2 chars for space + cursor
		//	max[1] = min[1] = SCR_ScaledVideo(menu->y + item->y);
		//	max[1] += SCR_ScaledVideo(MENU_FONT_SIZE);

			switch (item->type)
			{
				case MTYPE_ACTION:
					{
						len = strlen(item->name);
						
						if (item->flags & QMF_LEFT_JUSTIFY)
						{
							min[0] += SCR_ScaledVideo(LCOLUMN_OFFSET*2);
							max[0] = min[0] + SCR_ScaledVideo(len*MENU_FONT_SIZE);
						}
						else
							min[0] -= SCR_ScaledVideo(len*MENU_FONT_SIZE + MENU_FONT_SIZE*3);

						type = MENUITEM_ACTION;
					}
					break;
				case MTYPE_SLIDER:
					{
						if (item->name)
						{
							len = strlen(item->name);
							min[0] -= SCR_ScaledVideo(len*MENU_FONT_SIZE - LCOLUMN_OFFSET*2);
						}
						else
							min[0] -= SCR_ScaledVideo(16);
						max[0] += SCR_ScaledVideo((SLIDER_RANGE + 4)*MENU_FONT_SIZE);
						type = MENUITEM_SLIDER;
					}
					break;
				case MTYPE_LIST:
				case MTYPE_SPINCONTROL:
					{
						int len;
						menulist_s *spin = menu->items[i];


						if (item->name)
						{
							len = strlen(item->name);
							min[0] -= SCR_ScaledVideo(len*MENU_FONT_SIZE - LCOLUMN_OFFSET*2);
						}

						len = strlen(spin->itemnames[spin->curvalue]);
						max[0] += SCR_ScaledVideo(len*MENU_FONT_SIZE);

						type = MENUITEM_ROTATE;
					}
					break;
				case MTYPE_FIELD:
					{
						menufield_s *text = menu->items[i];

						len = text->visible_length + 2;

						max[0] += SCR_ScaledVideo(len*MENU_FONT_SIZE);
						type = MENUITEM_TEXT;
					}
					break;
				default:
					continue;
			}

			if (cursor.x>=min[0] && 
				cursor.x<=max[0] &&
				cursor.y>=min[1] && 
				cursor.y<=max[1])
			{
				// new item
				if (lastitem!=item)
				{
					int j;

					for (j=0; j<MENU_CURSOR_BUTTON_MAX; j++)
					{
						cursor.buttonclicks[j] = 0;
						cursor.buttontime[j] = 0;
					}
				}

				cursor.menuitem = item;
				cursor.menuitemtype = type;
				
				menu->cursor = i;

				break;
			}
		}
	}

	cursor.mouseaction = false;
	// end mouseover code

	item = Menu_ItemAtCursor(menu);

	if (item && item->cursordraw)
	{
		item->cursordraw(item);
	}
	else if (menu->cursordraw)
	{
		menu->cursordraw(menu);
	}
	else if (item && item->type != MTYPE_FIELD)
	{
		if (item->flags & QMF_LEFT_JUSTIFY)
		{
			SCR_DrawChar (menu->x+item->x+item->cursor_offset-24, menu->y+item->y,
						ALIGN_CENTER, 12+((int)(Sys_Milliseconds()/250)&1),
						255,255,255,255, false, true);
		}
		else
		{
			SCR_DrawChar (menu->x+item->cursor_offset, menu->y+item->y,
						ALIGN_CENTER, 12+((int)(Sys_Milliseconds()/250)&1),
						255,255,255,255, false, true);
		}
	}

	if (item)
	{
		if (item->statusbarfunc)
			item->statusbarfunc ( (void *)item );
		else if (item->statusbar)
			Menu_DrawStatusBar (item->statusbar);
		else
			Menu_DrawStatusBar (menu->statusbar);
	}
	else
		Menu_DrawStatusBar( menu->statusbar );
}
Beispiel #3
0
/*
==================
Con_UpdateConsoleState
updates the consoleState
==================
*/
void Con_UpdateConsoleState( void )
{
	float  horizontalMargin, verticalMargin;
	int    totalVerticalPadding;

	const int charHeight = SCR_ConsoleFontCharHeight();
	const int charPadding = SCR_ConsoleFontCharVPadding();

	/*
	 * calculate margin and border
	 * we will treat the border in pixel (as opposed to margins and paddings)
	 * to allow for nice looking 1px borders, as well as to prevent
	 * different widths for horizontal and vertical borders due to different resolution-ratios
	 * since that isn't as nice looking as with areas
	 */
	consoleState.border.bottom = std::max( 0, con_borderWidth->integer );

	if(con_margin->value > 0) {
		horizontalMargin = con_margin->value;
		verticalMargin = con_margin->value;
		consoleState.border.sides = consoleState.border.bottom;
		consoleState.border.top = consoleState.border.bottom;
	} else {
		horizontalMargin = - con_margin->value;
		verticalMargin = 0;
		consoleState.border.sides = 0;
		consoleState.border.top = 0;
	}

	SCR_AdjustFrom640( &horizontalMargin, &verticalMargin, NULL, NULL );

	consoleState.margin.top = verticalMargin;
	consoleState.margin.bottom = verticalMargin;
	consoleState.margin.sides = horizontalMargin;

	/*
	 * calculate padding
	 */
	consoleState.padding.top = floor( verticalMargin * 0.3f );
	consoleState.padding.bottom = std::max( 3, consoleState.padding.top );

	// on wide screens, this will lead to somewhat of a centering of the text
	if(con_horizontalPadding->integer)
	{
		float horizontalVidPadding = con_horizontalPadding->value;
		SCR_AdjustFrom640( &horizontalVidPadding, NULL, NULL, NULL );
		consoleState.padding.sides = horizontalVidPadding;
	}
	else
	{
		consoleState.padding.sides = floor( horizontalMargin * 0.3f );
	}

	/*
	 * calculate global alpha factor
	 * apply the fade animation if the type is set, otherwise remain completly visible
	 */
	consoleState.currentAlphaFactor = ( con_animationType->integer & ANIMATION_TYPE_FADE ) ? consoleState.currentAnimationFraction : 1.0f;

	/*
	 * calculate current console height
	 */
	consoleState.height = con_height->integer * 0.01 * (cls.glconfig.vidHeight
						- consoleState.margin.top - consoleState.margin.bottom
						- consoleState.border.top - consoleState.border.bottom
						);

	totalVerticalPadding = consoleState.padding.top + consoleState.padding.bottom;

	// clip to a multiple of the character height, plus padding
	consoleState.height -= ( consoleState.height - totalVerticalPadding - charPadding ) % charHeight;
	// ... and ensure that at least three lines are visible
	consoleState.height = std::max( 3 * charHeight + totalVerticalPadding, consoleState.height );


	//animate via scroll animation if the type is set
	if ( con_animationType->integer & ANIMATION_TYPE_SCROLL_DOWN)
	{
		consoleState.height *= consoleState.currentAnimationFraction;
	}

	if ( consoleState.height > cls.glconfig.vidHeight )
	{
		consoleState.height = cls.glconfig.vidHeight;
	}

	/*
	 * calculate current amount of visible lines after we learned about the current height
	 */

	consoleState.visibleAmountOfLines = ( consoleState.height - consoleState.padding.top - consoleState.padding.bottom )
	                                    / charHeight //rowheight in pixel -> amount of rows
	                                    - 2 ; // dont count the input and the scrollbackindicator

}
Beispiel #4
0
/*
================
Con_DrawSolidConsole

Draws the console with the solid background
================
*/
void Con_DrawSolidConsole( float frac )
{
	int    i, x, y;
	int    rows;
	int    row;
	int    lines;
//	qhandle_t    conShader;
	int    currentColor;
	vec4_t color;
	float  yVer;
	float  totalwidth;
	float  currentWidthLocation = 0;

	const int charHeight = SCR_ConsoleFontCharHeight();

	if ( scr_conUseOld->integer )
	{
		lines = cls.glconfig.vidHeight * frac;

		if ( lines <= 0 )
		{
			return;
		}

		if ( lines > cls.glconfig.vidHeight )
		{
			lines = cls.glconfig.vidHeight;
		}
	}
	else
	{
		lines = cls.glconfig.vidHeight * frac;
	}
	lines += charHeight / ( CONSOLE_FONT_VPADDING + 1 );

	// on wide screens, we will center the text
	if (!scr_conUseOld->integer)
	{
		con.xadjust = 15;
	}

	SCR_AdjustFrom640 (&con.xadjust, NULL, NULL, NULL);

	// draw the background
	if ( scr_conUseOld->integer )
	{
		yVer = 5 + charHeight;
		y = frac * SCREEN_HEIGHT;

		if ( y < 1 )
		{
			y = 0;
		}
		else
		{
			if ( scr_conUseShader->integer )
			{
				SCR_DrawPic( 0, 0, SCREEN_WIDTH, y, cls.consoleShader );
			}
			else
			{
				// This will be overwritten, so i'll just abuse it here, no need to define another array
				color[ 0 ] = scr_conColorRed->value;
				color[ 1 ] = scr_conColorGreen->value;
				color[ 2 ] = scr_conColorBlue->value;
				color[ 3 ] = scr_conColorAlpha->value;

				SCR_FillRect( 0, 0, SCREEN_WIDTH, y, color );
			}
		}

		color[ 0 ] = scr_conBarColorRed->value;
		color[ 1 ] = scr_conBarColorGreen->value;
		color[ 2 ] = scr_conBarColorBlue->value;
		color[ 3 ] = scr_conBarColorAlpha->value;

		SCR_FillRect( 0, y, SCREEN_WIDTH, scr_conBarSize->value, color );
	}
	else
	{
		yVer = 10;
		SCR_AdjustFrom640( NULL, &yVer, NULL, NULL );
		yVer = floor( yVer + 5 + charHeight );

		color[ 0 ] = scr_conColorRed->value;
		color[ 1 ] = scr_conColorGreen->value;
		color[ 2 ] = scr_conColorBlue->value;
		color[ 3 ] = frac * 2 * scr_conColorAlpha->value;
		SCR_FillRect( 10, 10, 620, 460 * scr_conHeight->integer * 0.01, color );

		color[ 0 ] = scr_conBarColorRed->value;
		color[ 1 ] = scr_conBarColorGreen->value;
		color[ 2 ] = scr_conBarColorBlue->value;
		color[ 3 ] = frac * 2 * scr_conBarColorAlpha->value;
		SCR_FillRect( 10, 10, 620, 1, color );  //top
		SCR_FillRect( 10, 460 * scr_conHeight->integer * 0.01 + 10, 621, 1, color );  //bottom
		SCR_FillRect( 10, 10, 1, 460 * scr_conHeight->integer * 0.01, color );  //left
		SCR_FillRect( 630, 10, 1, 460 * scr_conHeight->integer * 0.01, color );  //right
	}

	// draw the version number

	color[ 0 ] = 1.0f;
	color[ 1 ] = 1.0f;
	color[ 2 ] = 1.0f;
	color[ 3 ] = ( scr_conUseOld->integer ? 0.75f : frac * 0.75f );
	re.SetColor( color );

	i = strlen( Q3_VERSION );
	totalwidth = SCR_ConsoleFontStringWidth( Q3_VERSION, i ) + cl_conXOffset->integer;

	if ( !scr_conUseOld->integer )
	{
		totalwidth += 30;
	}

	currentWidthLocation = cls.glconfig.vidWidth - totalwidth;

	for ( x = 0; x < i; x++ )
	{
		int ch = Q_UTF8CodePoint( &Q3_VERSION[ x ] );
		SCR_DrawConsoleFontUnichar( currentWidthLocation, yVer, ch );
		currentWidthLocation += SCR_ConsoleFontUnicharWidth( ch );
	}

	// engine string
	i = strlen( Q3_ENGINE );
	totalwidth = SCR_ConsoleFontStringWidth( Q3_ENGINE, i ) + cl_conXOffset->integer;

	if ( !scr_conUseOld->integer )
	{
		totalwidth += 30;
	}

	currentWidthLocation = cls.glconfig.vidWidth - totalwidth;

	for ( x = 0; x < i; x++ )
	{
		int ch = Q_UTF8CodePoint( &Q3_ENGINE[ x ] );
		SCR_DrawConsoleFontUnichar( currentWidthLocation, yVer + charHeight, ch );
		currentWidthLocation += SCR_ConsoleFontUnicharWidth( ch );
	}

	// draw the input prompt, user text, and cursor if desired
	// moved back here (have observed render issues to do with time taken)
	Con_DrawInput();

	// draw the text
	con.vislines = lines;
	rows = ( lines ) / SCR_ConsoleFontCharHeight() - 3; // rows of text to draw

	if ( scr_conUseOld->integer )
	{
		rows++;
	}

	y = lines - ( SCR_ConsoleFontCharHeight() * 3 ) + 10;

	// draw from the bottom up
	if ( con.display != con.current )
	{
		// draw arrows to show the buffer is backscrolled
		const int hatWidth = SCR_ConsoleFontUnicharWidth( '^' );

		color[ 0 ] = 1.0f;
		color[ 1 ] = 0.0f;
		color[ 2 ] = 0.0f;
		color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f );
		re.SetColor( color );

		for ( x = 0; x < con.linewidth - ( scr_conUseOld->integer ? 0 : 4 ); x += 4 )
		{
			SCR_DrawConsoleFontUnichar( con.xadjust + ( x + 1 ) * hatWidth, y, '^' );
		}

		y -= charHeight;
		rows--;
	}

	row = con.display;

	if ( con.x == 0 )
	{
		row--;
	}

	currentColor = 7;
	color[ 0 ] = g_color_table[ currentColor ][ 0 ];
	color[ 1 ] = g_color_table[ currentColor ][ 1 ];
	color[ 2 ] = g_color_table[ currentColor ][ 2 ];
	color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f );
	re.SetColor( color );

	for ( i = 0; i < rows; i++, y -= charHeight, row-- )
	{
		conChar_t *text;

		if ( row < 0 )
		{
			break;
		}

		if ( con.current - row >= con.totallines )
		{
			// past scrollback wrap point
			continue;
		}

		text = con.text + CON_LINE( row );

		currentWidthLocation = cl_conXOffset->integer;

		for ( x = 0; x < con.linewidth && text[x].ch; ++x )
		{
			if ( text[ x ].ink != currentColor )
			{
				currentColor = text[ x ].ink;
				color[ 0 ] = g_color_table[ currentColor ][ 0 ];
				color[ 1 ] = g_color_table[ currentColor ][ 1 ];
				color[ 2 ] = g_color_table[ currentColor ][ 2 ];
				color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f );
				re.SetColor( color );
			}

			SCR_DrawConsoleFontUnichar( con.xadjust + currentWidthLocation, y, text[ x ].ch );
			currentWidthLocation += SCR_ConsoleFontUnicharWidth( text[ x ].ch );
		}
	}

	re.SetColor( NULL );
}
Beispiel #5
0
/*
================
Con_CheckResize

If the line width has changed, reformat the buffer.
================
*/
void Con_CheckResize( void )
{
	int   i, width, oldwidth, oldtotallines, numlines, numchars;
	conChar_t buf[ CON_TEXTSIZE ];

	if ( cls.glconfig.vidWidth )
	{
		if ( scr_conUseOld->integer )
		{
			width = cls.glconfig.vidWidth / SCR_ConsoleFontUnicharWidth( 'W' );
		}
		else
		{
			float adjust = 30;
			SCR_AdjustFrom640( &adjust, NULL, NULL, NULL );
			width = ( cls.glconfig.vidWidth - adjust ) / SCR_ConsoleFontUnicharWidth( 'W' );
		}

		g_consoleField.widthInChars = width - Q_PrintStrlen( cl_consolePrompt->string ) - 1;
	}
	else
	{
		width = 0;
	}

	if ( width == con.linewidth )
	{
		// nothing
	}
	else if ( width < 1 ) // video hasn't been initialized yet
	{
		width = DEFAULT_CONSOLE_WIDTH;
		con.linewidth = width;
		con.totallines = CON_TEXTSIZE / con.linewidth;
		Con_Clear();

		con.current = con.totallines - 1;
		con.display = con.current;
	}
	else
	{
		SCR_AdjustFrom640( &con.xadjust, NULL, NULL, NULL );

		oldwidth = con.linewidth;
		con.linewidth = width;
		oldtotallines = con.totallines;
		con.totallines = CON_TEXTSIZE / con.linewidth;
		numlines = oldtotallines;

		if ( con.totallines < numlines )
		{
			numlines = con.totallines;
		}

		numchars = oldwidth;

		if ( con.linewidth < numchars )
		{
			numchars = con.linewidth;
		}

		Com_Memcpy( buf, con.text, sizeof( con.text ) );
		Con_Clear();

		for ( i = 0; i < numlines; i++ )
		{
			memcpy( con.text + ( con.totallines - 1 - i ) * con.linewidth,
			        buf + ( ( con.current - i + oldtotallines ) % oldtotallines ) * oldwidth,
			        numchars * sizeof( conChar_t ) );
		}

		con.current = con.totallines - 1;
		con.display = con.current;
	}

	g_console_field_width = g_consoleField.widthInChars = con.linewidth - 7 - ( cl_consolePrompt ? Q_UTF8Strlen( cl_consolePrompt->string ) : 0 );
}
Beispiel #6
0
/*
================
SCR_FillRect

Coordinates are 640*480 virtual values
=================
*/
void SCR_FillAdjustedRect( float x, float y, float width, float height, const float *color )
{
	SCR_AdjustFrom640( &x, &y, &width, &height );
	SCR_FillRect( x, y, width, height, color );
}
Beispiel #7
0
void PlayerConfig_MenuDraw (void)
{
	refdef_t	refdef;
	float		rx, ry, rw, rh;

	Menu_DrawBanner ("m_banner_plauer_setup"); // typo for image name is id's fault

	memset(&refdef, 0, sizeof(refdef));

	rx = 0;							ry = 0;
	rw = SCREEN_WIDTH;				rh = SCREEN_HEIGHT;
	SCR_AdjustFrom640 (&rx, &ry, &rw, &rh, ALIGN_CENTER);
	refdef.x = rx;		refdef.y = ry;
	refdef.width = rw;	refdef.height = rh;
	refdef.fov_x = 50;
	refdef.fov_y = CalcFov (refdef.fov_x, refdef.width, refdef.height);
	refdef.time = cls.realtime*0.001;
 
	if ( s_pmi[s_player_model_box.curvalue].skindisplaynames )
	{
		int			yaw;
		int			maxframe = 29;
		vec3_t		modelOrg;
		// Psychopspaz's support for showing weapon model
		entity_t	entity[2], *ent;

		refdef.num_entities = 0;
		refdef.entities = entity;

		yaw = anglemod(cl.time/10);

		VectorSet (modelOrg, 150, (hand->value==1)?25:-25, 0); // was 80, 0, 0

		// Setup player model
		ent = &entity[0];
		memset (&entity[0], 0, sizeof(entity[0]));

		// moved registration code to init and change only
		ent->model = playermodel;
		ent->skin = playerskin;

		ent->flags = RF_FULLBRIGHT|RF_NOSHADOW|RF_DEPTHHACK;
		if (hand->value == 1)
			ent->flags |= RF_MIRRORMODEL;

		ent->origin[0] = modelOrg[0];
		ent->origin[1] = modelOrg[1];
		ent->origin[2] = modelOrg[2];

		VectorCopy( ent->origin, ent->oldorigin );
		ent->frame = 0;
		ent->oldframe = 0;
		ent->backlerp = 0.0;
		ent->angles[1] = yaw;
		//if ( ++yaw > 360 )
		//	yaw -= 360;
		
		if (hand->value == 1)
			ent->angles[1] = 360 - ent->angles[1];

		refdef.num_entities++;


		// Setup weapon model
		ent = &entity[1];
		memset (&entity[1], 0, sizeof(entity[1]));

		// moved registration code to init and change only
		ent->model = weaponmodel;

		if (ent->model)
		{
			ent->skinnum = 0;

			ent->flags = RF_FULLBRIGHT|RF_NOSHADOW|RF_DEPTHHACK;
			if (hand->value == 1)
				ent->flags |= RF_MIRRORMODEL;

			ent->origin[0] = modelOrg[0];
			ent->origin[1] = modelOrg[1];
			ent->origin[2] = modelOrg[2];

			VectorCopy( ent->origin, ent->oldorigin );
			ent->frame = 0;
			ent->oldframe = 0;
			ent->backlerp = 0.0;
			ent->angles[1] = yaw;
			
			if (hand->value == 1)
				ent->angles[1] = 360 - ent->angles[1];

			refdef.num_entities++;
		}


		refdef.areabits = 0;
		refdef.lightstyles = 0;
		refdef.rdflags = RDF_NOWORLDMODEL;

		Menu_Draw( &s_player_config_menu );

		// skin selection preview
		PlayerConfig_DrawSkinSelection ();

		R_RenderFrame( &refdef );
	}
}