Example #1
0
void UI_DrawConnect( const char *servername, const char *updateInfoString ) {
#if 0
	// if connecting to a local host, don't draw anything before the
	// gamestate message.  This allows cinematics to start seamlessly
	if ( connState < CA_LOADING && !strcmp( cls.servername, "localhost" ) ) {
		UI_SetColor( g_color_table[0] );
		re.DrawFill (0, 0, re.scrWidth, re.scrHeight);
		UI_SetColor( NULL );
		return;
	}
#endif

	qboolean qValid;
	byte *levelPic = ui.SCR_GetScreenshot(&qValid);
	// draw the dialog background
	if (!qValid) {
		UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.menuBackShader );
	} 
	else {
		UI_DrawThumbNail(0,SCREEN_HEIGHT, SCREEN_WIDTH, -SCREEN_HEIGHT, levelPic );
		// blend a detail texture over it
		qhandle_t detail = ui.R_RegisterShader( "levelShotDetail" );
		UI_DrawHandlePic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, detail );
	}
	UI_DrawConnectText( servername, updateInfoString );
}
/*
=================
Slider_Draw
=================
*/
static void Slider_Draw( menuslider_s *s ) {
	int			x;
	int			y;
	int			style;
	float		*color;
	int			button;
	qboolean	focus;
	
	x =	s->generic.x;
	y = s->generic.y;
	focus = (s->generic.parent->cursor == s->generic.menuPosition);

	if( s->generic.flags & QMF_GRAYED ) {
		color = text_color_disabled;
		style = UI_SMALLFONT;
	}
	else if( focus ) {
		color  = text_color_highlight;
		style = UI_SMALLFONT | UI_PULSE;
	}
	else {
		color = text_color_normal;
		style = UI_SMALLFONT;
	}

	// draw label
	UI_DrawString( x - SMALLCHAR_WIDTH, y, s->generic.name, UI_RIGHT|style, color );

	// draw slider
	UI_SetColor( color );
	UI_DrawHandlePic( x + SMALLCHAR_WIDTH, y, 96, 16, sliderBar );
	UI_SetColor( NULL );

	// clamp thumb
	if( s->maxvalue > s->minvalue )	{
		s->range = ( s->curvalue - s->minvalue ) / ( float ) ( s->maxvalue - s->minvalue );
		if( s->range < 0 ) {
			s->range = 0;
		}
		else if( s->range > 1) {
			s->range = 1;
		}
	}
	else {
		s->range = 0;
	}

	// draw thumb
	if( style & UI_PULSE) {
		button = sliderButton_1;
	}
	else {
		button = sliderButton_0;
	}

	UI_DrawHandlePic( (int)( x + 2*SMALLCHAR_WIDTH + (SLIDER_RANGE-1)*SMALLCHAR_WIDTH* s->range ) - 2, y - 2, 12, 20, button );
}
Example #3
0
/*
========================
UI_DrawConnectScreen

This will also be overlaid on the cgame info screen during loading
to prevent it from blinking away too rapidly on local or lan games.
========================
*/
void UI_DrawConnectScreen( qboolean overlay ) {
	char			*s;
	uiClientState_t	cstate;
	char			info[MAX_INFO_VALUE];

	Menu_Cache();

	if ( !overlay ) {
		// draw the dialog background
		UI_SetColor( color_white );
		UI_DrawHandlePic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.connecting );
	}

	// see what information we should display
	trap_GetClientState( &cstate );

	info[0] = '\0';
	if( trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ) ) {
		UI_DrawProportionalString( 320, 16, va( "Loading %s", Info_ValueForKey( info, "mapname" ) ), UI_BIGFONT|UI_CENTER|UI_DROPSHADOW, 1.0, g_color_table[60] );
	}

	UI_DrawProportionalString( 320, 64, va("Connecting to %s", cstate.servername), UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, 0.75, g_color_table[60] );
	//UI_DrawProportionalString( 320, 96, "Press Esc to abort", UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color );

	// display global MOTD at bottom
	UI_DrawProportionalString( SCREEN_WIDTH/2, SCREEN_HEIGHT-32, 
		Info_ValueForKey( cstate.updateInfoString, "motd" ), UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, 0.75, menu_text_color );
	
	// print any server info (server full, bad version, etc)
	if ( cstate.connState < CA_CONNECTED ) {
		UI_DrawProportionalString_AutoWrapped( 320, 192, 630, 20, cstate.messageString, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color );
		//Here is what prints the ban message!
		//Com_Printf("DBG: %s\n", cstate.messageString);
	}

#if 0
	// display password field
	if ( passwordNeeded ) {
		s_ingame_menu.x = SCREEN_WIDTH * 0.50 - 128;
		s_ingame_menu.nitems = 0;
		s_ingame_menu.wrapAround = qtrue;

		passwordField.generic.type = MTYPE_FIELD;
		passwordField.generic.name = "Password:"******"password"), 
			sizeof(passwordField.field.buffer) );

		Menu_AddItem( &s_ingame_menu, ( void * ) &s_customize_player_action );

		MField_Draw( &passwordField );
	}
#endif

	if ( lastConnState > cstate.connState ) {
		lastLoadingText[0] = '\0';
	}
	lastConnState = cstate.connState;

	switch ( cstate.connState ) {
	case CA_CONNECTING:
		s = va("Awaiting challenge...%i", cstate.connectPacketCount);
		break;
	case CA_CHALLENGING:
		s = va("Awaiting connection...%i", cstate.connectPacketCount);
		break;
	case CA_CONNECTED: {
		char downloadName[MAX_INFO_VALUE];

			trap_Cvar_VariableStringBuffer( "cl_downloadName", downloadName, sizeof(downloadName) );
			if (*downloadName) {
				UI_DisplayDownloadInfo( downloadName );
				return;
			}
		}
		s = "Awaiting gamestate...";
		break;
	case CA_LOADING:
		return;
	case CA_PRIMED:
		return;
	default:
		return;
	}

	UI_DrawProportionalString( 320, 128, s, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, 0.75, g_color_table[60] );

	// password required / connection rejected information goes here
}