Ejemplo n.º 1
0
// Update the value of window_focused when we get a focus event
//
// We try to make ourselves be well-behaved: the grab on the mouse
// is removed if we lose focus (such as a popup window appearing),
// and we dont move the mouse around if we aren't focused either.
static void UpdateFocus(void)
{
  Uint8 state;

  state = SDL_GetAppState();

  // We should have input (keyboard) focus and be visible 
  // (not minimised)
  window_focused = (state & SDL_APPINPUTFOCUS) && (state & SDL_APPACTIVE);

  // e6y
  // Reuse of a current palette to avoid black screen at software fullscreen modes
  // after switching to OS and back
  if (desired_fullscreen && window_focused)
  {
    // currentPaletteIndex?
    if (st_palette < 0)
      st_palette = 0;

    V_SetPalette(st_palette);
  }

#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    if (gl_hardware_gamma)
    {
      if (!window_focused)
      {
        // e6y: Restore of startup gamma if window loses focus
        gld_SetGammaRamp(-1);
      }
      else
      {
        gld_SetGammaRamp(useglgamma);
      }
    }
  }
#endif

  // Should the screen be grabbed?
  //    screenvisible = (state & SDL_APPACTIVE) != 0;
}
Ejemplo n.º 2
0
static void D_Display(void)
{
    static boolean menuactivestate = false;
    static gamestate_t oldgamestate = -1;
    boolean redrawsbar = false;

    static boolean wipe = false;
    INT32 wipedefindex = 0;

    if (dedicated)
        return;

    if (nodrawers)
        return; // for comparative timing/profiling

    // check for change of screen size (video mode)
    if (setmodeneeded && !wipe)
        SCR_SetMode(); // change video mode

    if (vid.recalc)
        SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()

    // change the view size if needed
    if (setsizeneeded)
    {
        R_ExecuteSetViewSize();
        oldgamestate = -1; // force background redraw
        redrawsbar = true;
    }

    // save the current screen if about to wipe
    if (gamestate != wipegamestate)
    {
        wipe = true;
        F_WipeStartScreen();
    }
    else
        wipe = false;

    // draw buffered stuff to screen
    // Used only by linux GGI version
    I_UpdateNoBlit();

    if (wipe)
    {
        // set for all later
        wipedefindex = gamestate; // wipe_xxx_toblack
        if (gamestate == GS_INTERMISSION)
        {
            if (intertype == int_spec) // Special Stage
                wipedefindex = wipe_specinter_toblack;
            else if (intertype != int_coop) // Multiplayer
                wipedefindex = wipe_multinter_toblack;
        }

        if (rendermode != render_none)
        {
            // Fade to black first
            if (gamestate != GS_LEVEL // fades to black on its own timing, always
                    && wipedefs[wipedefindex] != UINT8_MAX)
            {
                V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#ifdef HWRENDER
                if(rendermode != render_soft)
                    HWR_PrepFadeToBlack();
#endif
                F_WipeEndScreen();
                F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
            }

            F_WipeStartScreen();
        }
    }

    // do buffered drawing
    switch (gamestate)
    {
    case GS_LEVEL:
        if (!gametic)
            break;
        HU_Erase();
        if (automapactive)
            AM_Drawer();
        if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc)
            redrawsbar = true;
        break;

    case GS_INTERMISSION:
        Y_IntermissionDrawer();
        HU_Erase();
        HU_Drawer();
        break;

    case GS_TIMEATTACK:
        break;

    case GS_INTRO:
        F_IntroDrawer();
        if (wipegamestate == (gamestate_t)-1)
            wipe = true;
        break;

    case GS_CUTSCENE:
        F_CutsceneDrawer();
        HU_Erase();
        HU_Drawer();
        break;

    case GS_GAMEEND:
        F_GameEndDrawer();
        break;

    case GS_EVALUATION:
        F_GameEvaluationDrawer();
        HU_Drawer();
        break;

    case GS_CONTINUING:
        F_ContinueDrawer();
        break;

    case GS_CREDITS:
        F_CreditDrawer();
        HU_Erase();
        HU_Drawer();
        break;

    case GS_TITLESCREEN:
        F_TitleScreenDrawer();
        break;

    case GS_WAITINGPLAYERS:
    // The clientconnect drawer is independent...
    case GS_DEDICATEDSERVER:
    case GS_NULL:
        break;
    }

    // clean up border stuff
    // see if the border needs to be initially drawn
    if (gamestate == GS_LEVEL)
    {
#if 0
        if (oldgamestate != GS_LEVEL)
            R_FillBackScreen(); // draw the pattern into the back screen
#endif

        // draw the view directly
        if (!automapactive && !dedicated && cv_renderview.value)
        {
            if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
            {
                topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
                objectsdrawn = 0;
#ifdef HWRENDER
                if (rendermode != render_soft)
                    HWR_RenderPlayerView(0, &players[displayplayer]);
                else
#endif
                    if (rendermode != render_none)
                        R_RenderPlayerView(&players[displayplayer]);
            }

            // render the second screen
            if (splitscreen && players[secondarydisplayplayer].mo)
            {
#ifdef HWRENDER
                if (rendermode != render_soft)
                    HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
                else
#endif
                    if (rendermode != render_none)
                    {
                        viewwindowy = vid.height / 2;
                        M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));

                        topleft = screens[0] + viewwindowy*vid.width + viewwindowx;

                        R_RenderPlayerView(&players[secondarydisplayplayer]);

                        viewwindowy = 0;
                        M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
                    }
            }

            // Image postprocessing effect
            if (postimgtype)
                V_DoPostProcessor(0, postimgtype, postimgparam);
            if (postimgtype2)
                V_DoPostProcessor(1, postimgtype2, postimgparam2);
        }

        if (lastdraw)
        {
            if (rendermode == render_soft)
                VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
            lastdraw = false;
        }

        ST_Drawer(redrawsbar);

        HU_Drawer();
    }

    // change gamma if needed
    if (gamestate != oldgamestate && gamestate != GS_LEVEL)
        V_SetPalette(0);

    menuactivestate = menuactive;
    oldgamestate = wipegamestate = gamestate;

    // draw pause pic
    if (paused && cv_showhud.value && (!menuactive || netgame))
    {
        INT32 py;
        patch_t *patch;
        if (automapactive)
            py = 4;
        else
            py = viewwindowy + 4;
        patch = W_CachePatchName("M_PAUSE", PU_CACHE);
        V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
    }

    // vid size change is now finished if it was on...
    vid.recalc = 0;

    // FIXME: draw either console or menu, not the two
    if (gamestate != GS_TIMEATTACK)
        CON_Drawer();

    M_Drawer(); // menu is drawn even on top of everything
    NetUpdate(); // send out any new accumulation

    // It's safe to end the game now.
    if (G_GetExitGameFlag())
    {
        Command_ExitGame_f();
        G_ClearExitGameFlag();
    }

    //
    // normal update
    //
    if (!wipe)
    {
        if (cv_netstat.value)
        {
            char s[50];
            Net_GetNetStat();

            s[sizeof s - 1] = '\0';

            snprintf(s, sizeof s - 1, "get %d b/s", getbps);
            V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
            snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
            V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
            snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
            V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
            snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
            V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
        }

        I_FinishUpdate(); // page flip or blit buffer
        return;
    }

    //
    // wipe update
    //
    wipedefindex += WIPEFINALSHIFT;

    if (rendermode != render_none)
    {
        F_WipeEndScreen();
        F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
    }
}
Ejemplo n.º 3
0
void D_Display (void)
{
   static boolean isborderstate        IDATA_ATTR= false;
   static boolean borderwillneedredraw IDATA_ATTR= false;
   static  gamestate_t  oldgamestate IDATA_ATTR= -1;
   boolean wipe;
   boolean viewactive = false, isborder = false;

   if (nodrawers)                   // for comparative timing / profiling
      return; 

   // save the current screen if about to wipe
   if ((wipe = gamestate != wipegamestate))
      wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);

   if (gamestate != GS_LEVEL) { // Not a level
      switch (oldgamestate) {
      case (gamestate_t)-1:
      case GS_LEVEL:
         V_SetPalette(0); // cph - use default (basic) palette
      default:
         break;
      }

      switch (gamestate) {
      case GS_INTERMISSION:
         WI_Drawer();
         break;
      case GS_FINALE:
         F_Drawer();
         break;
      case GS_DEMOSCREEN:
         D_PageDrawer();
         break;
      default:
         break;
      }
   } else if (gametic != basetic) { // In a level
      boolean redrawborderstuff;

      HU_Erase();

      if (setsizeneeded) {               // change the view size if needed
         R_ExecuteSetViewSize();
         oldgamestate = -1;            // force background redraw
      }

      // Work out if the player view is visible, and if there is a border
      viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens;
      isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active));

      if (oldgamestate != GS_LEVEL) {
         R_FillBackScreen ();    // draw the pattern into the back screen
         redrawborderstuff = isborder;
      } else {
         // CPhipps -
         // If there is a border, and either there was no border last time,
         // or the border might need refreshing, then redraw it.
         redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw);
         // The border may need redrawing next time if the border surrounds the screen,
         // and there is a menu being displayed
         borderwillneedredraw = menuactive && isborder && viewactive && (viewwidth != SCREENWIDTH);
      }

      if (redrawborderstuff)
         R_DrawViewBorder();

      // Now do the drawing
      if (viewactive)
         R_RenderPlayerView (&players[displayplayer]);
      if (automapmode & am_active)
         AM_Drawer();
      ST_Drawer((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay)), redrawborderstuff);
      R_DrawViewBorder();

      HU_Drawer();
   }

   isborderstate      = isborder;
   oldgamestate = wipegamestate = gamestate;

   // draw pause pic
   if (paused) {
      static int x;

      if (!x) { // Cache results of x pos calc
         int lump = W_GetNumForName("M_PAUSE");
         const patch_t* p = W_CacheLumpNum(lump);
         x = (320 - SHORT(p->width))/2;
         W_UnlockLumpNum(lump);
      }

      // CPhipps - updated for new patch drawing
      V_DrawNamePatch(x, (!(automapmode & am_active) || (automapmode & am_overlay))
                      ? 4+(viewwindowy*200/SCREENHEIGHT) : 4, // cph - Must un-stretch viewwindowy
                      0, "M_PAUSE", CR_DEFAULT, VPT_STRETCH);
   }

   // menus go directly to the screen
   M_Drawer();          // menu is drawn even on top of everything
   D_BuildNewTiccmds();

   // normal update
   if (!wipe)
      I_FinishUpdate ();              // page flip or blit buffer
   else {
      // wipe update
      wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
      D_Wipe();
   }
}
Ejemplo n.º 4
0
void D_Display (void)
{
  static boolean inhelpscreensstate   = false;
  static boolean isborderstate        = false;
  static boolean borderwillneedredraw = false;
  static gamestate_t oldgamestate = -1;
  boolean wipe;
  boolean viewactive = false, isborder = false;

  if (nodrawers)                    // for comparative timing / profiling
    return;

  if (!I_StartDisplay())
    return;

  // save the current screen if about to wipe
  if ((wipe = gamestate != wipegamestate) && (V_GetMode() != VID_MODEGL))
    wipe_StartScreen();

  if (gamestate != GS_LEVEL) { // Not a level
    switch (oldgamestate) {
    case -1:
    case GS_LEVEL:
      V_SetPalette(0); // cph - use default (basic) palette
    default:
      break;
    }

    switch (gamestate) {
    case GS_INTERMISSION:
      WI_Drawer();
      break;
    case GS_FINALE:
      F_Drawer();
      break;
    case GS_DEMOSCREEN:
      D_PageDrawer();
      break;
    default:
      break;
    }
  } else if (gametic != basetic) { // In a level
    boolean redrawborderstuff;

    HU_Erase();

    if (setsizeneeded) {               // change the view size if needed
      R_ExecuteSetViewSize();
      oldgamestate = -1;            // force background redraw
    }

    // Work out if the player view is visible, and if there is a border
    viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens;
    isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active));

    if (oldgamestate != GS_LEVEL) {
      R_FillBackScreen ();    // draw the pattern into the back screen
      redrawborderstuff = isborder;
    } else {
      // CPhipps -
      // If there is a border, and either there was no border last time,
      // or the border might need refreshing, then redraw it.
      redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw);
      // The border may need redrawing next time if the border surrounds the screen,
      // and there is a menu being displayed
      borderwillneedredraw = menuactive && isborder && viewactive && (viewwidth != SCREENWIDTH);
    }
    if (redrawborderstuff || (V_GetMode() == VID_MODEGL))
      R_DrawViewBorder();

    // Now do the drawing
    if (viewactive)
      R_RenderPlayerView (&players[displayplayer]);
    if (automapmode & am_active)
      AM_Drawer();
    ST_Drawer((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay)), redrawborderstuff);
    if (V_GetMode() != VID_MODEGL)
      R_DrawViewBorder();
    HU_Drawer();
  }

  inhelpscreensstate = inhelpscreens;
  isborderstate      = isborder;
  oldgamestate = wipegamestate = gamestate;

  // draw pause pic
  if (paused) {
    // Simplified the "logic" here and no need for x-coord caching - POPE
    V_DrawNamePatch((320 - V_NamePatchWidth("M_PAUSE"))/2, 4,
                    0, "M_PAUSE", CR_DEFAULT, VPT_STRETCH);
  }

  // menus go directly to the screen
  M_Drawer();          // menu is drawn even on top of everything
#ifdef HAVE_NET
  NetUpdate();         // send out any new accumulation
#else
  D_BuildNewTiccmds();
#endif

  // normal update
  if (!wipe || (V_GetMode() == VID_MODEGL))
    I_FinishUpdate ();              // page flip or blit buffer
  else {
    // wipe update
    wipe_EndScreen();
    D_Wipe();
  }

  I_EndDisplay();

  //e6y: don't thrash cpu during pausing
  if (paused) {
    I_uSleep(1000);
  }
}
Ejemplo n.º 5
0
static void D_Display(void)
{
	static boolean menuactivestate = false;
	static gamestate_t oldgamestate = -1;
	boolean redrawsbar = false;
	static boolean wipe = false;

	if (dedicated)
		return;

	if (nodrawers)
		return; // for comparative timing/profiling

	// check for change of screen size (video mode)
	if (setmodeneeded && !wipe)
		SCR_SetMode(); // change video mode

	if (vid.recalc)
		SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()

	// change the view size if needed
	if (setsizeneeded)
	{
		R_ExecuteSetViewSize();
		oldgamestate = -1; // force background redraw
		redrawsbar = true;
	}

	// save the current screen if about to wipe
	if (gamestate != wipegamestate)
	{
		wipe = true;

#ifndef SHUFFLE
		if (rendermode == render_soft)
#endif
			F_WipeStartScreen();
	}
	else
		wipe = false;

	// Hardware mode does not fade wipe.
	// Thus, don't delay it unless needed for synchronisity.
#ifndef SHUFFLE
	if (rendermode != render_soft /*&& !netgame*/)
	{
		if (gamestate != GS_INTRO
		&& gamestate != GS_INTRO2
		&& gamestate != GS_CUTSCENE)
			wipe = false;
	}
#endif
	// draw buffered stuff to screen
	// Used only by linux GGI version
	I_UpdateNoBlit();

	// Fade to black first
	if (rendermode != render_none)
	{
		if (wipe)
		{
			if (!(mapheaderinfo[gamemap-1]->interscreen[0] == '#'
				&& gamestate == GS_INTERMISSION))
			{
				V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
#if defined (SHUFFLE) && defined (HWRENDER)
				if(rendermode != render_soft)
				{
					HWR_PrepFadeToBlack();
				}
#endif
			}
			F_WipeEndScreen(0, 0, vid.width, vid.height);

			F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK);

			WipeInAction = false;
		}
		F_WipeStartScreen();
	}

	// do buffered drawing
	switch (gamestate)
	{
		case GS_LEVEL:
			if (!gametic)
				break;
			HU_Erase();
			if (automapactive)
				AM_Drawer();
			if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc)
				redrawsbar = true;
			break;

		case GS_INTERMISSION:
			Y_IntermissionDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_TIMEATTACK:
			break;

		case GS_INTRO:
		case GS_INTRO2:
			F_IntroDrawer();
			break;

		case GS_CUTSCENE:
			F_CutsceneDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_GAMEEND:
			F_GameEndDrawer();
			break;

		case GS_EVALUATION:
			F_GameEvaluationDrawer();
			break;

		case GS_CREDITS:
			F_CreditDrawer();
			HU_Erase();
			HU_Drawer();
			break;

		case GS_TITLESCREEN:
			F_TitleScreenDrawer();
			break;

		case GS_DEMOSCREEN:
			D_PageDrawer(pagename);
		case GS_DEDICATEDSERVER:
		case GS_WAITINGPLAYERS:
		case GS_NULL:
			break;
	}

	// Transitions for Introduction
	if (gamestate == GS_INTRO && oldgamestate == GS_INTRO2)
		wipe = true;
	else if (gamestate == GS_INTRO2 && oldgamestate == GS_INTRO)
		wipe = true;

	// clean up border stuff
	// see if the border needs to be initially drawn
	if (gamestate == GS_LEVEL)
	{
		if (oldgamestate != GS_LEVEL)
		{
#if 0
			R_FillBackScreen(); // draw the pattern into the back screen
#endif
		}

		// draw the view directly
		if (!automapactive && !dedicated && cv_renderview.value)
		{
			if (players[displayplayer].mo)
			{
				topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
#ifdef HWRENDER
				if (rendermode != render_soft)
					HWR_RenderPlayerView(0, &players[displayplayer]);
				else
#endif
				if (rendermode != render_none)
					R_RenderPlayerView(&players[displayplayer]);
			}

			// render the second screen
			if (secondarydisplayplayer != consoleplayer && players[secondarydisplayplayer].mo)
			{
#ifdef HWRENDER
				if (rendermode != render_soft)
					HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
				else
#endif
				if (rendermode != render_none)
				{
					viewwindowy = vid.height / 2;
					M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));

					topleft = screens[0] + viewwindowy*vid.width + viewwindowx;

					R_RenderPlayerView(&players[secondarydisplayplayer]);

					viewwindowy = 0;
					M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
				}
			}

			// Image postprocessing effect
			if (postimgtype)
				V_DoPostProcessor(0, postimgtype, postimgparam);
			if (postimgtype2)
				V_DoPostProcessor(1, postimgtype2, postimgparam2);
		}

		if (lastdraw)
		{
			if (rendermode == render_soft)
				VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
			lastdraw = false;
		}

		ST_Drawer(redrawsbar);

		HU_Drawer();
	}

	// change gamma if needed
	if (gamestate != oldgamestate && gamestate != GS_LEVEL)
		V_SetPalette(0);

	menuactivestate = menuactive;
	oldgamestate = wipegamestate = gamestate;

	// draw pause pic
	if (paused && (!menuactive || netgame))
	{
		INT32 py;
		patch_t *patch;
		if (automapactive)
			py = 4;
		else
			py = viewwindowy + 4;
		patch = W_CachePatchName("M_PAUSE", PU_CACHE);
		V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
	}

	// vid size change is now finished if it was on...
	vid.recalc = 0;

	// FIXME: draw either console or menu, not the two
	if (gamestate != GS_TIMEATTACK)
		CON_Drawer();

	M_Drawer(); // menu is drawn even on top of everything
	NetUpdate(); // send out any new accumulation

	// It's safe to end the game now.
	if (G_GetExitGameFlag())
	{
		Command_ExitGame_f();
		G_ClearExitGameFlag();
	}

	//
	// normal update
	//
	if (!wipe)
	{
		if (cv_netstat.value)
		{
			char s[50];
			Net_GetNetStat();

			s[sizeof s - 1] = '\0';

			snprintf(s, sizeof s - 1, "get %d b/s", getbps);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
			snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
			V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
		}

		I_FinishUpdate(); // page flip or blit buffer

		if (takescreenshot) // Only take screenshots after drawing.
			M_DoScreenShot();

		return;
	}

	//
	// wipe update
	//

	if (rendermode != render_none)
	{
		F_WipeEndScreen(0, 0, vid.width, vid.height);

		F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK);

		WipeInAction = false;
	}
}
Ejemplo n.º 6
0
void SCR_SetMode(void)
{
	if (dedicated)
		return;

	if (!setmodeneeded || WipeInAction)
		return; // should never happen and don't change it during a wipe, BAD!

	VID_SetMode(--setmodeneeded);

	V_SetPalette(0);

	//
	//  setup the right draw routines for either 8bpp or 16bpp
	//
	if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
	{
		spanfunc = basespanfunc = R_DrawSpan_8;
		splatfunc = R_DrawSplat_8;
		transcolfunc = R_DrawTranslatedColumn_8;
		transtransfunc = R_DrawTranslatedTranslucentColumn_8;

		colfunc = basecolfunc = R_DrawColumn_8;
		shadecolfunc = R_DrawShadeColumn_8;
		fuzzcolfunc = R_DrawTranslucentColumn_8;
		walldrawerfunc = R_DrawWallColumn_8;
		twosmultipatchfunc = R_Draw2sMultiPatchColumn_8;
		twosmultipatchtransfunc = R_Draw2sMultiPatchTranslucentColumn_8;
#ifdef RUSEASM
		if (R_ASM)
		{
			if (R_MMX)
			{
				colfunc = basecolfunc = R_DrawColumn_8_MMX;
				//shadecolfunc = R_DrawShadeColumn_8_ASM;
				//fuzzcolfunc = R_DrawTranslucentColumn_8_ASM;
				walldrawerfunc = R_DrawWallColumn_8_MMX;
				twosmultipatchfunc = R_Draw2sMultiPatchColumn_8_MMX;
				spanfunc = basespanfunc = R_DrawSpan_8_MMX;
			}
			else
			{
				colfunc = basecolfunc = R_DrawColumn_8_ASM;
				//shadecolfunc = R_DrawShadeColumn_8_ASM;
				//fuzzcolfunc = R_DrawTranslucentColumn_8_ASM;
				walldrawerfunc = R_DrawWallColumn_8_ASM;
				twosmultipatchfunc = R_Draw2sMultiPatchColumn_8_ASM;
			}
		}
#endif
	}
/*	else if (vid.bpp > 1)
	{
		I_OutputMsg("using highcolor mode\n");
		spanfunc = basespanfunc = R_DrawSpan_16;
		transcolfunc = R_DrawTranslatedColumn_16;
		transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function

		colfunc = basecolfunc = R_DrawColumn_16;
		shadecolfunc = NULL; // detect error if used somewhere..
		fuzzcolfunc = R_DrawTranslucentColumn_16;
		walldrawerfunc = R_DrawWallColumn_16;
	}*/
	else
		I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
/*#if !defined (DC) && !defined (WII)
	if (SCR_IsAspectCorrect(vid.width, vid.height))
		CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
#endif*/
	// set the apprpriate drawer for the sky (tall or INT16)
	setmodeneeded = 0;
}
Ejemplo n.º 7
0
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
	const CPUInfoFlags *RCpuInfo = I_CPUInfo();
	if (!M_CheckParm("-NOCPUID") && RCpuInfo)
	{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
		R_486 = true;
#endif
		if (RCpuInfo->RDTSC)
			R_586 = true;
		if (RCpuInfo->MMX)
			R_MMX = true;
		if (RCpuInfo->AMD3DNow)
			R_3DNow = true;
		if (RCpuInfo->MMXExt)
			R_MMXExt = true;
		if (RCpuInfo->SSE)
			R_SSE = true;
		if (RCpuInfo->SSE2)
			R_SSE2 = true;
		CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
	}

	if (M_CheckParm("-noASM"))
		R_ASM = false;
	if (M_CheckParm("-486"))
		R_486 = true;
	if (M_CheckParm("-586"))
		R_586 = true;
	if (M_CheckParm("-MMX"))
		R_MMX = true;
	if (M_CheckParm("-3DNow"))
		R_3DNow = true;
	if (M_CheckParm("-MMXExt"))
		R_MMXExt = true;

	if (M_CheckParm("-SSE"))
		R_SSE = true;
	if (M_CheckParm("-noSSE"))
		R_SSE = false;

	if (M_CheckParm("-SSE2"))
		R_SSE2 = true;

	M_SetupMemcpy();

	if (dedicated)
	{
		V_Init();
		V_SetPalette(0);
		return;
	}

	vid.modenum = 0;

	vid.dupx = vid.width / BASEVIDWIDTH;
	vid.dupy = vid.height / BASEVIDHEIGHT;
	vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
	vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
	vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);

#ifdef HWRENDER
	if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
#endif
		vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);

	vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
	vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
	vid.fmeddupx = vid.meddupx*FRACUNIT;
	vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif

	vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
	vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
	vid.fsmalldupx = vid.smalldupx*FRACUNIT;
	vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif

	vid.baseratio = FRACUNIT;

	V_Init();
	CV_RegisterVar(&cv_ticrate);
	CV_RegisterVar(&cv_constextsize);

	V_SetPalette(0);
}
Ejemplo n.º 8
0
void I_UpdateVideoMode(void)
{
  int init_flags;

  if(screen)
  {
    // video capturing cannot be continued with new screen settings
    I_CaptureFinish();

#ifdef GL_DOOM
    if (V_GetMode() == VID_MODEGL)
    {
      gld_CleanMemory();
      // hires patches
      gld_CleanStaticMemory();
    }
#endif

    I_InitScreenResolution();

    SDL_FreeSurface(screen);
    screen = NULL;

#ifdef GL_DOOM
    if (vid_8ingl.surface)
    {
      SDL_FreeSurface(vid_8ingl.surface);
      vid_8ingl.surface = NULL;
    }
#endif

    SMP_Free();
  }

  // e6y: initialisation of screen_multiply
  screen_multiply = render_screen_multiply;

  // Initialize SDL with this graphics mode
  if (V_GetMode() == VID_MODEGL) {
    init_flags = SDL_OPENGL;
  } else {
    if (use_doublebuffer)
      init_flags = SDL_DOUBLEBUF;
    else
      init_flags = SDL_SWSURFACE;
#ifndef PRBOOM_DEBUG
    init_flags |= SDL_HWPALETTE;
#endif
  }

  if ( desired_fullscreen )
    init_flags |= SDL_FULLSCREEN;

  // In windowed mode, the window can be resized while the game is
  // running.  This feature is disabled on OS X, as it adds an ugly
  // scroll handle to the corner of the screen.
#ifndef MACOSX
  if (!desired_fullscreen)
    init_flags |= SDL_RESIZABLE;
#endif

  if (sdl_video_window_pos && sdl_video_window_pos[0])
  {
    char buf[80];
    strcpy(buf, "SDL_VIDEO_WINDOW_POS=");
    strncat(buf, sdl_video_window_pos, sizeof(buf) - sizeof(buf[0]) - strlen(buf));
    putenv(buf);
  }

#ifdef GL_DOOM
  vid_8ingl.enabled = false;
#endif

  if (V_GetMode() == VID_MODEGL)
  {
#ifdef GL_DOOM
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, 0 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, gl_colorbuffer_bits );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, gl_depthbuffer_bits );
    SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );

    //e6y: vertical sync
#if !SDL_VERSION_ATLEAST(1, 3, 0)
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (gl_vsync ? 1 : 0));
#endif

    //e6y: anti-aliasing
    gld_MultisamplingInit();

    screen = SDL_SetVideoMode(REAL_SCREENWIDTH, REAL_SCREENHEIGHT, gl_colorbuffer_bits, init_flags);
    gld_CheckHardwareGamma();
#endif
  }
  else
  {
#ifdef GL_DOOM
    if (use_gl_surface)
    {
      int flags = SDL_OPENGL;

      if ( desired_fullscreen )
        flags |= SDL_FULLSCREEN;

      SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
      SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, gl_colorbuffer_bits );
      SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, gl_depthbuffer_bits );
      //e6y: vertical sync
#if !SDL_VERSION_ATLEAST(1, 3, 0)
      SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (gl_vsync ? 1 : 0));
#endif

      vid_8ingl.surface = SDL_SetVideoMode(
        REAL_SCREENWIDTH, REAL_SCREENHEIGHT,
        gl_colorbuffer_bits, flags);

      if(vid_8ingl.surface == NULL)
        I_Error("Couldn't set %dx%d video mode [%s]", REAL_SCREENWIDTH, REAL_SCREENHEIGHT, SDL_GetError());

      screen = SDL_CreateRGBSurface(
        init_flags & ~SDL_FULLSCREEN,
        REAL_SCREENWIDTH, REAL_SCREENHEIGHT,
        V_GetNumPixelBits(), 0, 0, 0, 0);

      vid_8ingl.screen = screen;

      vid_8ingl.enabled = true;
    }
    else
#endif
    {
      screen = SDL_SetVideoMode(REAL_SCREENWIDTH, REAL_SCREENHEIGHT, V_GetNumPixelBits(), init_flags);
    }
  }

  if(screen == NULL) {
    I_Error("Couldn't set %dx%d video mode [%s]", REAL_SCREENWIDTH, REAL_SCREENHEIGHT, SDL_GetError());
  }

  SMP_Init();

#if SDL_VERSION_ATLEAST(1, 3, 0)
#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    SDL_GL_SetSwapInterval((gl_vsync ? 1 : 0));
  }
#endif
#endif

#ifdef GL_DOOM
  /*if (V_GetMode() == VID_MODEGL)
    gld_MultisamplingCheck();*/
#endif

  lprintf(LO_INFO, "I_UpdateVideoMode: 0x%x, %s, %s\n", init_flags, screen->pixels ? "SDL buffer" : "own buffer", SDL_MUSTLOCK(screen) ? "lock-and-copy": "direct access");

  // Get the info needed to render to the display
  if (screen_multiply==1 && !SDL_MUSTLOCK(screen))
  {
    screens[0].not_on_heap = true;
    screens[0].data = (unsigned char *) (screen->pixels);
    screens[0].byte_pitch = screen->pitch;
    screens[0].short_pitch = screen->pitch / V_GetModePixelDepth(VID_MODE16);
    screens[0].int_pitch = screen->pitch / V_GetModePixelDepth(VID_MODE32);
  }
  else
  {
    screens[0].not_on_heap = false;
  }

  V_AllocScreens();

  R_InitBuffer(SCREENWIDTH, SCREENHEIGHT);

  // e6y: wide-res
  // Need some initialisations before level precache
  R_ExecuteSetViewSize();

  V_SetPalette(0);
  I_UploadNewPalette(0, true);

  ST_SetResolution();
  AM_SetResolution();

#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    int temp;
    lprintf(LO_INFO,"SDL OpenGL PixelFormat:\n");
    SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_RED_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_GREEN_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_BLUE_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_STENCIL_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_ACCUM_RED_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_ACCUM_RED_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_ACCUM_GREEN_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_ACCUM_GREEN_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_ACCUM_BLUE_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_ACCUM_BLUE_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_ACCUM_ALPHA_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &temp );
    lprintf(LO_INFO,"    SDL_GL_DOUBLEBUFFER: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_BUFFER_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_BUFFER_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_DEPTH_SIZE: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &temp );
    lprintf(LO_INFO,"    SDL_GL_MULTISAMPLESAMPLES: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &temp );
    lprintf(LO_INFO,"    SDL_GL_MULTISAMPLEBUFFERS: %i\n",temp);
    SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &temp );
    lprintf(LO_INFO,"    SDL_GL_STENCIL_SIZE: %i\n",temp);

    gld_Init(SCREENWIDTH, SCREENHEIGHT);
  }

  if (vid_8ingl.enabled)
  {
    gld_Init8InGLMode();
  }

  if (V_GetMode() == VID_MODEGL)
  {
    M_ChangeFOV();
    M_ChangeRenderPrecise();
    deh_changeCompTranslucency();
  }
#endif
}
Ejemplo n.º 9
0
void SCR_SetMode(void)
{
	if (dedicated)
		return;

	if (!setmodeneeded || WipeInAction)
		return; // should never happen and don't change it during a wipe, BAD!

	VID_SetMode(--setmodeneeded);

	V_SetPalette(0);

	//
	//  setup the right draw routines for either 8bpp or 16bpp
	//
	if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
	{
		basespanfunc = R_DrawSpan_8;
		spanfunc = basespanfunc;
		splatfunc = R_DrawSplat_8;
		transcolfunc = R_DrawTranslatedColumn_8;
		transtransfunc = R_DrawTranslatedTranslucentColumn_8;

		colfunc = basecolfunc = R_DrawColumn_8;
		shadecolfunc = R_DrawShadeColumn_8;
		fuzzcolfunc = R_DrawTranslucentColumn_8;
		walldrawerfunc = R_DrawWallColumn_8;
#ifdef RUSEASM
		if (R_ASM)
		{
			//colfunc = basecolfunc = R_DrawColumn_8_ASM;
			shadecolfunc = R_DrawShadeColumn_8_ASM;
//			fuzzcolfunc = R_DrawTranslucentColumn_8_ASM;
			//walldrawerfunc = R_DrawWallColumn_8_ASM;
		}
/*		if (R_486)
		{
			colfunc = basecolfunc = R_DrawColumn_8_NOMMX;
			CONS_Printf("using 486 code\n");
		}
		if (R_586)
		{
			colfunc = basecolfunc = R_DrawColumn_8_Pentium;
			CONS_Printf("upgrading to 586 code\n");
		}
		if (R_MMX)
		{
			colfunc = basecolfunc = R_DrawColumn_8_K6_MMX;
			CONS_Printf("now using cool MMX code\n");
		}*/
#endif
	}
/*	else if (vid.bpp > 1)
	{
		CONS_Printf("using highcolor mode\n");
		spanfunc = basespanfunc = R_DrawSpan_16;
		transcolfunc = R_DrawTranslatedColumn_16;
		transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function

		colfunc = basecolfunc = R_DrawColumn_16;
		shadecolfunc = NULL; // detect error if used somewhere..
		fuzzcolfunc = R_DrawTranslucentColumn_16;
		walldrawerfunc = R_DrawWallColumn_16;
	}*/
	else
		I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
#ifndef DC
	if (vid.width % BASEVIDWIDTH || vid.height % BASEVIDHEIGHT)
		CONS_Printf("WARNING: Resolution is not aspect-correct!\n"
			"Use a multiple of %dx%d\n", BASEVIDWIDTH, BASEVIDHEIGHT);
#endif
	// set the apprpriate drawer for the sky (tall or INT16)
	setmodeneeded = 0;
}
Ejemplo n.º 10
0
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
	const CPUInfoFlags *RCpuInfo = I_CPUInfo();
	if (!M_CheckParm("-NOCPUID") && RCpuInfo)
	{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
		R_486 = true;
#endif
		if (RCpuInfo->RDTSC)
			R_586 = true;
		if (RCpuInfo->MMX)
			R_MMX = true;
		if (RCpuInfo->AMD3DNow)
			R_3DNow = true;
		if (RCpuInfo->MMXExt)
			R_MMXExt = true;
		if (RCpuInfo->SSE2)
			R_SSE2 = true;

		if (RCpuInfo->CPUs > 1)
		{
			R_ASM = false; //with more than 1 CPU, ASM go BOOM!
		}
		CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n",
		            R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
	}

	if (M_CheckParm("-noASM"))
		R_ASM = false;
	if (M_CheckParm("-486"))
		R_486 = true;
	if (M_CheckParm("-586"))
		R_586 = true;
	if (M_CheckParm("-MMX"))
		R_MMX = true;
	if (M_CheckParm("-3DNow"))
		R_3DNow = true;
	if (M_CheckParm("-MMXExt"))
		R_MMXExt = true;
	if (M_CheckParm("-SSE2"))
		R_SSE2 = true;

#if defined (_WIN32) && !defined (_WIN32_WCE) && !defined (_XBOX)
	if (!RCpuInfo || !RCpuInfo->CPUs) //bad CPUID code?
	{
		LPCSTR cNOP = I_GetEnv("NUMBER_OF_PROCESSORS");
		if (cNOP && atoi(cNOP) > 1 && !M_CheckParm("-ASM"))
		{
			R_ASM = false;
			CONS_Printf("Disabling ASM code\n");
		}
	}
#endif

	M_SetupMemcpy();

	if (dedicated)
	{
		V_Init();
		V_SetPalette(0);
		return;
	}

	vid.modenum = 0;

	vid.fdupx = (float)vid.width/BASEVIDWIDTH;
	vid.fdupy = (float)vid.height/BASEVIDHEIGHT;
	vid.dupx = (INT32)vid.fdupx;
	vid.dupy = (INT32)vid.fdupy;

	vid.baseratio = FRACUNIT;

#ifdef RUSEASM
	if (R_ASM)
		ASM_PatchRowBytes(vid.rowbytes);
//	if (R_486 || R_586 || R_MMX)
//		MMX_PatchRowBytes(vid.rowbytes);
#endif

	V_Init();
	CV_RegisterVar(&cv_ticrate);

	V_SetPalette(0);
}
Ejemplo n.º 11
0
void D_Display (void)
{
  boolean wipe, viewactive, isborder;
  static boolean isborderstate        = FALSE;
  static boolean borderwillneedredraw = FALSE;
  static gamestate_t oldgamestate = -1;

  // Reentrancy.
  if (in_d_wipe)
  {
     D_Wipe();
     return;
  }

  if (!I_StartDisplay())
    return;

  // save the current screen if about to wipe
  if ((wipe = gamestate != wipegamestate))
    wipe_StartScreen();

  if (gamestate != GS_LEVEL) { // Not a level
    switch (oldgamestate) {
    case -1:
    case GS_LEVEL:
      V_SetPalette(0); // cph - use default (basic) palette
    default:
      break;
    }

    switch (gamestate) {
    case GS_INTERMISSION:
      WI_Drawer();
      break;
    case GS_FINALE:
      F_Drawer();
      break;
    case GS_DEMOSCREEN:
      D_PageDrawer();
      break;
    default:
      break;
    }
  } else if (gametic != basetic) { // In a level
    boolean redrawborderstuff;

    HU_Erase();

    if (setsizeneeded) {               // change the view size if needed
      R_ExecuteSetViewSize();
      oldgamestate = -1;            // force background redraw
    }

    // Work out if the player view is visible, and if there is a border
    viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens;
    isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active));

    if (oldgamestate != GS_LEVEL) {
      redrawborderstuff = isborder;
    } else {
      // CPhipps -
      // If there is a border, and either there was no border last time,
      // or the border might need refreshing, then redraw it.
      redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw);
      // The border may need redrawing next time if the border surrounds the screen,
      // and there is a menu being displayed
      borderwillneedredraw = viewactive
        ? (menuactive && isborder)
        : (!inhelpscreens && menuactive == mnact_full);
    }

    // Now do the drawing
    if (viewactive)
      R_RenderPlayerView (&players[displayplayer]);
    if (automapmode & am_active)
      AM_Drawer();
    ST_Drawer(
        ((viewheight != SCREENHEIGHT)
         || ((automapmode & am_active) && !(automapmode & am_overlay))),
        redrawborderstuff,
        (menuactive == mnact_full));
    HU_Drawer();
  }

  isborderstate      = isborder;
  oldgamestate = wipegamestate = gamestate;

  // draw pause pic
  if (paused && (menuactive != mnact_full)) {
    // Simplified the "logic" here and no need for x-coord caching - POPE
    V_DrawNamePatch((320 - V_NamePatchWidth("M_PAUSE"))/2, 4,
                    0, "M_PAUSE", CR_DEFAULT, VPT_NONE);
  }

  // menus go directly to the screen
  M_Drawer();          // menu is drawn even on top of everything
#ifdef HAVE_NET
  NetUpdate();         // send out any new accumulation
#else
  D_BuildNewTiccmds();
#endif

  // normal update
  if (!wipe)
    I_FinishUpdate ();              // page flip or blit buffer
  else {
    // wipe update
    wipe_EndScreen();
    D_Wipe();
  }

  I_EndDisplay();
}