Example #1
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation(qboolean forcerefresh) {
	static int lastcalled = 0;

	if (lastcalled && (trap_Milliseconds() - lastcalled < 500)) {
		return;
	}
	lastcalled = trap_Milliseconds();

	if (cg.snap) {
		return;     // we are in the world, no need to draw information
	}

	CG_DrawConnectScreen(qfalse, forcerefresh);
}
Example #2
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation(qboolean forcerefresh)
{
	static int lastcalled = 0;

	if (lastcalled && (trap_Milliseconds() - lastcalled < 500))
	{
		return;
	}
	lastcalled = trap_Milliseconds();

	if (cg.snap)
	{
		return;     // we are in the world, no need to draw information
	}

	// loadpanel: erase the screen now, because otherwise the "awaiting challenge"-UI-screen is still visible behind the client-version of it (the one with the progressbar),..
	// ..and we do not want a flickering screen (on widescreens).
	// debriefing screen: no need to erase the screen..
	if (!cgs.dbShowing)
	{
		if (!cgs.media.backTileShader)
		{
			cgs.media.backTileShader = trap_R_RegisterShaderNoMip("gfx/2d/backtile");
		}
		if (cgs.glconfig.windowAspect != RATIO43)
		{
			float xoffset = Ccg_WideXoffset() * cgs.screenXScale;

			trap_R_DrawStretchPic(0, 0, xoffset, cgs.glconfig.vidHeight, 0, 0, 1, 1, cgs.media.backTileShader);                                     // left side
			trap_R_DrawStretchPic(cgs.glconfig.vidWidth - xoffset, 0, xoffset, cgs.glconfig.vidHeight, 0, 0, 1, 1, cgs.media.backTileShader);       // right side
		}
	}

	CG_DrawConnectScreen(qfalse, forcerefresh);

	// TODO: dynamic game server MOTD window
	/*  if(cg.motdWindow == NULL) {
	        CG_createMOTDWindow();
	    }
	    if(cg.motdWindow != NULL) {
	        CG_windowDraw();
	    }
	*/
}
Example #3
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( qboolean forcerefresh ) {
	static int lastcalled = 0;

	if( lastcalled && (trap_Milliseconds() - lastcalled < 500) ) {
		return;
	}
	lastcalled = trap_Milliseconds();

	if( cg.snap ) {
		return;		// we are in the world, no need to draw information
	}

	CG_DrawConnectScreen( qfalse, forcerefresh );

	// OSP - Server MOTD window
/*	if(cg.motdWindow == NULL) {
		CG_createMOTDWindow();
	}
	if(cg.motdWindow != NULL) {
		CG_windowDraw();
	}*/
	// OSP*/
}