Example #1
0
/*
==============
CL_AddNetgraph

A new packet was just parsed
==============
*/
void CL_AddNetgraph (void)
{
	int		i;
	int		in;
	int		ping;

	// if using the debuggraph for something else, don't
	// add the net lines
	if (scr_debuggraph->value || scr_timegraph->value)
		return;

	for (i=0 ; i<cls.netchan.dropped ; i++)
		SCR_DebugGraph (30, 0x40);

	for (i=0 ; i<cl.surpressCount ; i++)
		SCR_DebugGraph (30, 0xdf);

	// see what the latency was on this packet
	in = cls.netchan.incoming_acknowledged & (CMD_BACKUP-1);
	ping = cls.realtime - cl.cmd_time[in];
	ping /= 30;
	if (ping > 30)
		ping = 30;
	SCR_DebugGraph (ping, 0xd0);
}
Example #2
0
/*
=================
CL_CreateCmd
=================
*/
usercmd_t CL_CreateCmd( void )
{
	usercmd_t cmd;
	vec3_t    oldAngles;

	VectorCopy( cl.viewangles, oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles();

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

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove( &cmd );

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick or controller
	if ( cl_xbox360ControllerAvailable->integer )
	{
		CL_Xbox360ControllerMove( &cmd );
	}
	else
	{
		CL_JoystickMove( &cmd );
	}

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles[ PITCH ] - oldAngles[ PITCH ] > 90 )
	{
		cl.viewangles[ PITCH ] = oldAngles[ PITCH ] + 90;
	}
	else if ( oldAngles[ PITCH ] - cl.viewangles[ PITCH ] > 90 )
	{
		cl.viewangles[ PITCH ] = oldAngles[ PITCH ] - 90;
	}

	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
	if ( cl_debugMove->integer )
	{
		if ( cl_debugMove->integer == 1 )
		{
			SCR_DebugGraph( abs( cl.viewangles[ YAW ] - oldAngles[ YAW ] ), 0 );
		}

		if ( cl_debugMove->integer == 2 )
		{
			SCR_DebugGraph( abs( cl.viewangles[ PITCH ] - oldAngles[ PITCH ] ), 0 );
		}
	}

	return cmd;
}
Example #3
0
/*
=================
CL_CreateCmd
=================
*/
usercmd_t CL_CreateCmd( void ) {
	usercmd_t cmd;
	vec3_t oldAngles;
	float recoilAdd;

	VectorCopy( cl.viewangles, oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles();

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

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove( &cmd );

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick
	CL_JoystickMove( &cmd );

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
	} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
	}

	// RF, set the kickAngles so aiming is effected
	recoilAdd = cl_recoilPitch->value;
	if ( fabs( cl.viewangles[PITCH] + recoilAdd ) < 40 ) {
		cl.viewangles[PITCH] += recoilAdd;
	}
	// the recoilPitch has been used, so clear it out
	cl_recoilPitch->value = 0;

	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
	if ( cl_debugMove->integer ) {
		if ( cl_debugMove->integer == 1 ) {
			SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]) );
		}
		if ( cl_debugMove->integer == 2 ) {
			SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
		}
	}

	cmd.cld = cl.cgameCld;          // NERVE - SMF

	return cmd;
}
Example #4
0
usercmd_t CL_CreateCmd( void ) {
	usercmd_t	cmd;
	vec3_t		oldAngles;

	VectorCopy( cl.viewangles, oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles ();
	
	memset( &cmd, 0, sizeof( cmd ) );

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove (&cmd);

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick
	CL_JoystickMove( &cmd );

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
	} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
	} 

	if ( cl_overrideAngles )
	{
		VectorCopy( cl_overriddenAngles, cl.viewangles );
		cl_overrideAngles = qfalse;
	}
	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
#ifndef _XBOX
	if ( cl_debugMove->integer ) {
		if ( cl_debugMove->integer == 1 ) {
			SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
		}
		if ( cl_debugMove->integer == 2 ) {
			SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
		}
	}
#endif

	return cmd;
}
Example #5
0
usercmd_t CL_CreateCmd( void ) {
	usercmd_t	cmd;
	vec3_t		oldAngles;

	VectorCopy( cl.viewangles, oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles ();

	Com_Memset( &cmd, 0, sizeof( cmd ) );

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove( &cmd );

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick
	CL_JoystickMove( &cmd );

	// mert akengin
	cvar_t *in_haptics = Cvar_Get("in_haptic","1",CVAR_ARCHIVE);
	cvar_t *in_haptics_move = Cvar_Get("in_haptic_move","0",CVAR_ARCHIVE);
	cvar_t *haptic_cvars[AXES] = { in_haptics, in_haptics_move, cl_sensitivity };
	haptic_dealwith(haptic_cvars,&cmd,cl.viewangles,in_buttons);

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
	} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
	}

	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
	if ( cl_debugMove->integer ) {
		if ( cl_debugMove->integer == 1 ) {
			SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]) );
		}
		if ( cl_debugMove->integer == 2 ) {
			SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
		}
	}

	return cmd;
}
Example #6
0
usercmd_t CL_CreateCmd( void ) {
	usercmd_t	cmd;
	vector3		oldAngles;

	VectorCopy( &cl.viewangles, &oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles();
	
	memset( &cmd, 0, sizeof( cmd ) );

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove( &cmd );

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick
	CL_JoystickMove( &cmd );

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles.pitch - oldAngles.pitch > 90 ) {
		cl.viewangles.pitch = oldAngles.pitch + 90;
	} else if ( oldAngles.pitch - cl.viewangles.pitch > 90 ) {
		cl.viewangles.pitch = oldAngles.pitch - 90;
	} 

	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
	if ( cl_debugMove->integer ) {
		if ( cl_debugMove->integer == 1 ) {
			SCR_DebugGraph( fabsf(cl.viewangles.yaw - oldAngles.yaw) );
		}
		if ( cl_debugMove->integer == 2 ) {
			SCR_DebugGraph( fabsf(cl.viewangles.pitch - oldAngles.pitch) );
		}
	}

	return cmd;
}
Example #7
0
//==============
//CL_AddNetgraph
//
//A new packet was just parsed
//==============
void CL_AddNetgraph( void )
{
	int i;
	int ping;

	// if using the debuggraph for something else, don't
	// add the net lines
	if( scr_timegraph->integer )
		return;

	for( i = 0; i < cls.netchan.dropped; i++ )
		SCR_DebugGraph( 30.0f, 0.655f, 0.231f, 0.169f );

	for( i = 0; i < cl.suppressCount; i++ )
		SCR_DebugGraph( 30.0f, 0.0f, 1.0f, 0.0f );

	// see what the latency was on this packet
	ping = cls.realtime - cl.cmd_time[cls.ucmdAcknowledged & CMD_MASK];
	ping /= 30;
	if( ping > 30 )
		ping = 30;
	SCR_DebugGraph( ping, 1.0f, 0.75f, 0.06f );
}
Example #8
0
void CL_Frame ( int msec,float fractionMsec ) {

	if ( !com_cl_running->integer ) {
		return;
	}

	// load the ref / cgame if needed
	CL_StartHunkUsers();

#if defined (_XBOX)// && !defined(_DEBUG)
	// Play the intro movies once
	static bool firstRun = true;
	if(firstRun)
	{
	//	SP_DoLicense();
		SP_DisplayLogos();
	}
	
#endif

#if defined (_XBOX)	//xbox doesn't load ui in StartHunkUsers, so check it here
	// load ui if needed
	if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
		cls.uiStarted = qtrue;
		SCR_StopCinematic();
		CL_InitUI();
	}
#endif

	if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
		&& !com_sv_running->integer ) {		
		// if disconnected, bring up the menu
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
#ifdef _XBOX
			if (firstRun)
			{
			
				UI_SetActiveMenu("splashMenu", NULL);
			}
			else
#endif
			UI_SetActiveMenu( "mainMenu",NULL );
		}
	}

#ifdef _XBOX
	firstRun = false;
#endif


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	if(cl_framerate->integer)
	{
		avgFrametime+=msec;
		char mess[256];
		if(!(frameCount&0x1f))
		{
			sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	//		OutputDebugString(mess);
			Com_Printf(mess);
			avgFrametime=0.0f;
		}
		frameCount++;
	}
	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
#ifndef _XBOX
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}
#endif

#ifdef _XBOX
	//Check on the hot swappable button states.
	CL_UpdateHotSwap();
#endif

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music	
			cl_skippingcin->modified=qfalse;
			Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();

#if defined(_XBOX) && !defined(FINAL_BUILD)
		if (D3DPERF_QueryRepeatFrame())
			SCR_UpdateScreen();
#endif
	}
	// update audio
	S_Update();

#ifdef _IMMERSION
	FF_Update();
#endif // _IMMERSION
	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
Example #9
0
void CL_Frame ( int msec,float fractionMsec ) {

	if ( !com_cl_running->integer ) {
		return;
	}

	// load the ref / cgame if needed
	CL_StartHunkUsers();

	if ( cls.state == CA_DISCONNECTED && !( Key_GetCatcher( ) & KEYCATCH_UI )
		&& !com_sv_running->integer ) {
		// if disconnected, bring up the menu
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
			UI_SetActiveMenu( "mainMenu",NULL );
		}
	}


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	if(cl_framerate->integer)
	{
		avgFrametime+=msec;
		char mess[256];
		if(!(frameCount&0x1f))
		{
			sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	//		OutputDebugString(mess);
			Com_Printf(mess);
			avgFrametime=0.0f;
		}
		frameCount++;
	}
	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music
			cl_skippingcin->modified=qfalse;
			Com_Printf (S_COLOR_YELLOW "%s", SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();
	}
	// update audio
	S_Update();

	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
Example #10
0
/*
   ==================
   SCR_UpdateScreen

   This is called every frame, and can also be called explicitly to flush
   text to the screen.
   ==================
 */
void SCR_UpdateScreen( void )
{
	static dynvar_t *updatescreen = NULL;
	int numframes;
	int i;
	float separation[2];

	if( !updatescreen )
		updatescreen = Dynvar_Create( "updatescreen", qfalse, DYNVAR_WRITEONLY, DYNVAR_READONLY );

	// if the screen is disabled (loading plaque is up, or vid mode changing)
	// do nothing at all
	if( cls.disable_screen )
	{
		if( Sys_Milliseconds() - cls.disable_screen > 120000 )
		{
			cls.disable_screen = 0;
			Com_Printf( "Loading plaque timed out.\n" );
		}
		return;
	}

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

	/*
	** range check cl_camera_separation so we don't inadvertently fry someone's
	** brain
	*/
	if( cl_stereo_separation->value > 1.0 )
		Cvar_SetValue( "cl_stereo_separation", 1.0 );
	else if( cl_stereo_separation->value < 0 )
		Cvar_SetValue( "cl_stereo_separation", 0.0 );

	if( cl_stereo->integer )
	{
		numframes = 2;
		separation[0] = -cl_stereo_separation->value / 2;
		separation[1] =  cl_stereo_separation->value / 2;
	}
	else
	{
		separation[0] = 0;
		separation[1] = 0;
		numframes = 1;
	}

	for( i = 0; i < numframes; i++ )
	{
		R_BeginFrame( separation[i], scr_forceclear->integer ? qtrue : qfalse );

		if( scr_draw_loading == 2 )
		{ 
			// loading plaque over black screen
			scr_draw_loading = 0;
			CL_UIModule_DrawConnectScreen( qtrue );
		}
		// if a cinematic is supposed to be running, handle menus
		// and console specially
		else if( SCR_GetCinematicTime() > 0 )
		{
			SCR_DrawCinematic();
		}
		else if( cls.state == CA_DISCONNECTED )
		{
			CL_UIModule_Refresh( qtrue );
			SCR_DrawConsole();
		}
		else if( cls.state == CA_CONNECTING || cls.state == CA_CONNECTED || cls.state == CA_HANDSHAKE )
		{
			CL_UIModule_DrawConnectScreen( qtrue );
		}
		else if( cls.state == CA_LOADING )
		{
			SCR_RenderView( separation[i] );
			CL_UIModule_DrawConnectScreen( qfalse );
		}
		else if( cls.state == CA_ACTIVE )
		{
			SCR_RenderView( separation[i] );

			CL_UIModule_Refresh( qfalse );

			if( scr_timegraph->integer )
				SCR_DebugGraph( cls.frametime*300, 1, 1, 1 );

			if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer )
				SCR_DrawDebugGraph();

			SCR_DrawConsole();
		}

		// wsw : aiwa : call any listeners so they can draw their stuff
		Dynvar_CallListeners( updatescreen, NULL );

		R_EndFrame();
	}
}
Example #11
0
/*
* SCR_UpdateScreen
* 
* This is called every frame, and can also be called explicitly to flush
* text to the screen.
*/
void SCR_UpdateScreen( void )
{
	static dynvar_t *updatescreen = NULL;
	int numframes;
	int i;
	float separation[2];
	qboolean scr_cinematic;

	if( !updatescreen )
		updatescreen = Dynvar_Create( "updatescreen", qfalse, DYNVAR_WRITEONLY, DYNVAR_READONLY );

	// if the screen is disabled (loading plaque is up, or vid mode changing)
	// do nothing at all
	if( cls.disable_screen )
	{
		if( Sys_Milliseconds() - cls.disable_screen > 120000 )
		{
			cls.disable_screen = 0;
			Com_Printf( "Loading plaque timed out.\n" );
		}
		return;
	}

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

	Con_CheckResize();

	SCR_CheckSystemFontsModified();

	/*
	** range check cl_camera_separation so we don't inadvertently fry someone's
	** brain
	*/
	if( cl_stereo_separation->value > 1.0 )
		Cvar_SetValue( "cl_stereo_separation", 1.0 );
	else if( cl_stereo_separation->value < 0 )
		Cvar_SetValue( "cl_stereo_separation", 0.0 );

	if( cl_stereo->integer )
	{
		numframes = 2;
		separation[0] = -cl_stereo_separation->value / 2;
		separation[1] =  cl_stereo_separation->value / 2;
	}
	else
	{
		separation[0] = 0;
		separation[1] = 0;
		numframes = 1;
	}

	// avoid redrawing fullscreen cinematics unless damaged by console drawing
	scr_cinematic = cls.state == CA_CINEMATIC ? qtrue : qfalse;
//	if( scr_cinematic && !cl.cin.redraw && !scr_con_current && !scr_con_previous ) {
//		return;
//	}

	if( cls.cgameActive && cls.state < CA_LOADING ) {
		// this is when we've finished loading cgame media and are waiting
		// for the first valid snapshot to arrive. keep the loading screen untouched
		return;
	}

	for( i = 0; i < numframes; i++ )
	{
		re.BeginFrame( separation[i], scr_cinematic || scr_forceclear->integer ? qtrue : qfalse );

		if( scr_draw_loading == 2 )
		{ 
			// loading plaque over black screen
			scr_draw_loading = 0;
			CL_UIModule_UpdateConnectScreen( qtrue );
		}
		// if a cinematic is supposed to be running, handle menus
		// and console specially
		else if( scr_cinematic )
		{
			SCR_DrawCinematic();
			SCR_DrawConsole();
		}
		else if( cls.state == CA_DISCONNECTED )
		{
			CL_UIModule_Refresh( qtrue, qtrue );
			SCR_DrawConsole();
		}
		else if( cls.state == CA_GETTING_TICKET || cls.state == CA_CONNECTING || cls.state == CA_CONNECTED || cls.state == CA_HANDSHAKE )
		{
			CL_UIModule_UpdateConnectScreen( qtrue );
		}
		else if( cls.state == CA_LOADING )
		{
			SCR_RenderView( separation[i] );
			CL_UIModule_UpdateConnectScreen( qfalse );
		}
		else if( cls.state == CA_ACTIVE )
		{
			SCR_RenderView( separation[i] );

			CL_UIModule_Refresh( qfalse, qtrue );

			if( scr_timegraph->integer )
				SCR_DebugGraph( cls.frametime*300, 1, 1, 1 );

			if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer )
				SCR_DrawDebugGraph();

			SCR_DrawConsole();
		}

		// wsw : aiwa : call any listeners so they can draw their stuff
		Dynvar_CallListeners( updatescreen, NULL );

		re.EndFrame();
	}
}
Example #12
0
void CL_Frame ( int msec,float fractionMsec ) {

	checkAutoSave();	//saves the game immediately after starting a level

	if ( !com_cl_running->integer ) {
		return;
	}

	// load the ref / cgame if needed
	CL_StartHunkUsers();

#if defined (_XBOX)// && !defined(_DEBUG)
	// Play the intro movies once
	extern bool Sys_QuickStart( void );
	static bool firstRun = true;
	if(firstRun)
	{
	//	SP_DoLicense();
		SP_DisplayLogos();
	}
	
#endif

#if defined (_XBOX)	//xbox doesn't load ui in StartHunkUsers, so check it here
	// load ui if needed
	if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
		cls.uiStarted = qtrue;
		SCR_StopCinematic();
		CL_InitUI();
	}
#endif

	if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
		&& !com_sv_running->integer ) {		
		// if disconnected, bring up the menu
#ifdef _XBOX
		if (firstRun && !Sys_QuickStart())
		{
			// Fresh boot
			UI_SetActiveMenu("splashMenu", NULL);
		}
		else if (firstRun)
		{
			// Came from MP:
			UI_SetActiveMenu("mainMenu", NULL);
			extern void XB_Startup( XBStartupState startupState );
			XB_Startup( STARTUP_LOAD_SETTINGS );
		}
		else
		{
#ifdef XBOX_DEMO
			// Quitting the demo returns to the IIS, and restores settings:
			Settings.RestoreDefaults();
			Settings.SetAll();
			UI_SetActiveMenu("splashMenu", NULL);
#else
			UI_SetActiveMenu("mainMenu", NULL);
#endif
		}
#else
		if (!CL_CheckPendingCinematic())	// this avoid having the menu flash for one frame before pending cinematics
		{
			UI_SetActiveMenu("mainMenu", NULL);
		}
#endif
		S_StartBackgroundTrack("music/mp/MP_action4.mp3","",0);
	}

#ifdef _XBOX
	firstRun = false;
#endif


	// if recording an avi, lock to a fixed fps
	if ( cl_avidemo->integer ) {
		// save the current screen
		if ( cls.state == CA_ACTIVE ) {
			if (cl_avidemo->integer > 0) {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
			} else {
				Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
			}
		}
		// fixed time for next frame
		if (cl_avidemo->integer > 0) {
			msec = 1000 / cl_avidemo->integer;
		} else {
			msec = 1000 / -cl_avidemo->integer;
		}
	}

	// save the msec before checking pause
	cls.realFrametime = msec;

	// decide the simulation time
	cls.frametime = msec;
	//if(cl_framerate->integer)
	//{
	//	avgFrametime+=msec;
	//	char mess[256];
	//	if(!(frameCount&0x1f))
	//	{
	//		sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
	////		OutputDebugString(mess);
	//		Com_Printf(mess);
	//		avgFrametime=0.0f;
	//	}
	//	frameCount++;
	//}
	// Always calculate framerate, bias the LOD if low
	avgFrametime+=msec;
	extern bool in_camera;
	float framerate = 1000.0f*(1.0/(avgFrametime/32.0f));
	static int lodFrameCount = 0;
	int bias = Cvar_VariableIntegerValue("r_lodbias");
	if(!(frameCount&0x1f))
	{
        if(cl_framerate->integer)
		{
			char mess[256];
			sprintf(mess,"Frame rate=%f LOD=%d\n\n",framerate,bias);
			Com_Printf(mess);
		}
		avgFrametime=0.0f;

		// If we drop below 20FPS, pull down the LOD bias
		if(framerate < 20.0f && bias == 0)
		{
			bias++;
			Cvar_SetValue("r_lodbias", bias);
			lodFrameCount = -1;
		}

		lodFrameCount++;
		if(lodFrameCount==5 && bias > 0)
		{
			bias--;
			Cvar_SetValue("r_lodBias", bias);
			lodFrameCount = 0;
		}
	}
	frameCount++;

	if(in_camera)
	{
		// No LOD stuff during cutscenes
		Cvar_SetValue("r_lodBias", 0);
	}

	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
#ifndef _XBOX
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}
#endif

#ifdef _XBOX
	//Check on the hot swappable button states.
	CL_UpdateHotSwap();
#endif

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music	
			cl_skippingcin->modified=qfalse;
			Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();

#if defined(_XBOX) && !defined(FINAL_BUILD)
		if (D3DPERF_QueryRepeatFrame())
			SCR_UpdateScreen();
#endif
	}
	// update audio
	S_Update();

#ifdef _IMMERSION
	FF_Update();
#endif // _IMMERSION
	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
Example #13
0
/*
* SCR_UpdateScreen
* 
* This is called every frame, and can also be called explicitly to flush
* text to the screen.
*/
void SCR_UpdateScreen( void )
{
	static dynvar_t *updatescreen = NULL;
	int numframes;
	int i;
	float separation[2];
	bool cinematic;
	bool forcevsync, forceclear;

	if( !updatescreen )
		updatescreen = Dynvar_Create( "updatescreen", false, DYNVAR_WRITEONLY, DYNVAR_READONLY );

	// if the screen is disabled (loading plaque is up, or vid mode changing)
	// do nothing at all
	if( cls.disable_screen )
	{
		if( Sys_Milliseconds() - cls.disable_screen > 120000 )
		{
			cls.disable_screen = 0;
			Com_Printf( "Loading plaque timed out.\n" );
		}
		return;
	}

	if( !scr_initialized || !con_initialized || !cls.mediaInitialized || !re.ScreenEnabled() )
		return;     // not ready yet

	Con_CheckResize();

	SCR_CheckSystemFontsModified();

	/*
	** range check cl_camera_separation so we don't inadvertently fry someone's
	** brain
	*/
	if( cl_stereo_separation->value > 1.0 )
		Cvar_SetValue( "cl_stereo_separation", 1.0 );
	else if( cl_stereo_separation->value < 0 )
		Cvar_SetValue( "cl_stereo_separation", 0.0 );

	if( cl_stereo->integer )
	{
		numframes = 2;
		separation[0] = -cl_stereo_separation->value / 2;
		separation[1] =  cl_stereo_separation->value / 2;
	}
	else
	{
		separation[0] = 0;
		separation[1] = 0;
		numframes = 1;
	}

	cinematic = cls.state == CA_CINEMATIC ? true : false;
	forcevsync = cinematic;
	forceclear = cinematic;

	for( i = 0; i < numframes; i++ )
	{
		re.BeginFrame( separation[i], forceclear, forcevsync );

		if( scr_draw_loading == 2 )
		{ 
			// loading plaque over APP_STARTUP_COLOR screen
			scr_draw_loading = 0;
			CL_UIModule_UpdateConnectScreen( true );
		}
		// if a cinematic is supposed to be running, handle menus
		// and console specially
		else if( cinematic )
		{
			SCR_DrawCinematic();
			SCR_DrawConsole();
		}
		else if( cls.state == CA_DISCONNECTED )
		{
			CL_UIModule_Refresh( true, true );
			SCR_DrawConsole();
		}
		else if( cls.state == CA_GETTING_TICKET || cls.state == CA_CONNECTING  || cls.state == CA_HANDSHAKE )
		{
			CL_UIModule_UpdateConnectScreen( true );
		}
		else if( cls.state == CA_CONNECTED )
		{
			if( cls.cgameActive )
			{
				CL_UIModule_UpdateConnectScreen( false );
				SCR_RenderView( separation[i] );
			}
			else
			{
				CL_UIModule_UpdateConnectScreen( true );
			}
		}
		else if( cls.state == CA_ACTIVE )
		{
			SCR_RenderView( separation[i] );

			CL_UIModule_Refresh( false, true );

			if( scr_timegraph->integer )
				SCR_DebugGraph( cls.frametime*300, 1, 1, 1 );

			if( scr_debuggraph->integer || scr_timegraph->integer || scr_netgraph->integer )
				SCR_DrawDebugGraph();

			SCR_DrawConsole();
		}

		// wsw : aiwa : call any listeners so they can draw their stuff
		Dynvar_CallListeners( updatescreen, NULL );

		re.EndFrame();
	}
}