Ejemplo n.º 1
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	vrect_t		vrect;

	if (scr_skipupdate || block_drawing)
		return;

	if (scr_disabled_for_loading)
		return;

#ifdef _WIN32
	{	// don't suck up any cpu if minimized
		extern int Minimized;

		if (Minimized)
			return;
	}
#endif

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (!scr_initialized || !con_initialized)
		return;				// not initialized yet

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}
	
//
// check for vid changes
//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}
	
	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}

	if (oldsbar != cl_sbar.value)
	{
		oldsbar = cl_sbar.value;
		vid.recalc_refdef = true;
	}
	
	if (vid.recalc_refdef)
	{
		// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

//
// do 3D refresh drawing, and then update the screen
//
	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		Sbar_Changed ();
	}

	pconupdate = NULL;


	SCR_SetUpToDrawConsole ();
	SCR_EraseCenterString ();
	
	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time

	VID_LockBuffer ();
	V_RenderView ();
	VID_UnlockBuffer ();

	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_drawdialog)
	{
		Sbar_Draw ();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = true;
	}
	else if (cl.intermission == 1 && key_dest == key_game)
	{
		Sbar_IntermissionOverlay ();
	}
	else if (cl.intermission == 2 && key_dest == key_game)
	{
		Sbar_FinaleOverlay ();
		SCR_CheckDrawCenterString ();
	}
	else
	{
		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_DrawFPS ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}


	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time
	if (pconupdate)
	{
		D_UpdateRects (pconupdate);
	}

	V_UpdatePalette ();

//
// update one of three areas
//
	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
}
Ejemplo n.º 2
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	static float	oldlcd_x;
	vrect_t		vrect;

	if (scr_skipupdate || block_drawing)
		return;

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (scr_disabled_for_loading)
	{
		if (realtime - scr_disabled_time > 60)
		{
			scr_disabled_for_loading = false;
			Con_Printf ("load failed.\n");
		}
		else
			return;
	}

	if (cls.state == ca_dedicated)
		return;				// stdout only

	if (!scr_initialized || !con_initialized)
		return;				// not initialized yet

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}

	//
	// check for vid changes
	//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}

	if (oldlcd_x != lcd_x.value)
	{
		oldlcd_x = lcd_x.value;
		vid.recalc_refdef = true;
	}

	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}

	if (vid.recalc_refdef)
	{
	// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

	//
	// do 3D refresh drawing, and then update the screen

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		Sbar_Changed ();
	}

	SCR_SetUpToDrawConsole ();
	SCR_EraseCenterString ();

	V_RenderView ();

	SCR_DrawScreen();

	if(separation_distance){
		VID_SetBuffer(1);
		SCR_DrawScreen();
		VID_SetBuffer(0);
	}

	V_UpdatePalette ();

//
// update one of three areas
//

	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
}
Ejemplo n.º 3
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void
SCR_UpdateScreen(void)
{
    static float oldscr_viewsize;
    vrect_t vrect;

    if (scr_skipupdate || block_drawing)
        return;

    scr_copytop = 0;
    scr_copyeverything = 0;

    if (scr_disabled_for_loading) {
        /*
         * FIXME - this really needs to be fixed properly.
         * Simply starting a new game and typing "changelevel foo" will hang
         * the engine for 15s (was 60s!) if foo.bsp does not exist.
         */
        if (realtime - scr_disabled_time > 15) {
            scr_disabled_for_loading = false;
            Con_Printf("load failed.\n");
        } else
            return;
    }

    if (cls.state == ca_dedicated)
        return;			// stdout only

    if (!scr_initialized || !con_initialized)
        return;			// not initialized yet

    if (scr_viewsize.value != oldscr_viewsize) {
        oldscr_viewsize = scr_viewsize.value;
        vid.recalc_refdef = 1;
    }
//
// check for vid changes
//
    if (oldfov != scr_fov.value) {
        oldfov = scr_fov.value;
        vid.recalc_refdef = true;
    }

    if (oldscreensize != scr_viewsize.value) {
        oldscreensize = scr_viewsize.value;
        vid.recalc_refdef = true;
    }

    if (vid.recalc_refdef) {
        // something changed, so reorder the screen
        SCR_CalcRefdef();
    }
//
// do 3D refresh drawing, and then update the screen
//
    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    if (scr_fullupdate++ < vid.numpages) {	// clear the entire screen
        scr_copyeverything = 1;
        Draw_TileClear(0, 0, vid.width, vid.height);
        Sbar_Changed();
    }

    pconupdate = NULL;

    SCR_SetUpToDrawConsole();
    SCR_EraseCenterString();

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time

    VID_LockBuffer();
    V_RenderView();
    VID_UnlockBuffer();

    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    if (scr_drawdialog) {
        Sbar_Draw();
        Draw_FadeScreen();
        SCR_DrawNotifyString();
        scr_copyeverything = true;
    } else if (scr_drawloading) {
        SCR_DrawLoading();
        Sbar_Draw();
    } else if (cl.intermission == 1 && key_dest == key_game) {
        Sbar_IntermissionOverlay();
    } else if (cl.intermission == 2 && key_dest == key_game) {
        Sbar_FinaleOverlay();
        SCR_CheckDrawCenterString();
    } else if (cl.intermission == 3 && key_dest == key_game) {
        SCR_CheckDrawCenterString();
    } else {
        SCR_DrawRam();
        SCR_DrawNet();
        SCR_DrawTurtle();
        SCR_DrawPause();
        SCR_CheckDrawCenterString();
        Sbar_Draw();
        SCR_DrawConsole();
        M_Draw();
    }

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time
    if (pconupdate) {
        D_UpdateRects(pconupdate);
    }

    V_UpdatePalette();

//
// update one of three areas
//
    if (scr_copyeverything) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else if (scr_copytop) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height - sb_lines;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else {
        vrect.x = scr_vrect.x;
        vrect.y = scr_vrect.y;
        vrect.width = scr_vrect.width;
        vrect.height = scr_vrect.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    }
}