Example #1
0
/*
==================
SCR_DrawScreenField

This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {

	re.BeginFrame( stereoFrame );

	qboolean uiFullscreen = _UI_IsFullscreen();

	// if the menu is going to cover the entire screen, we
	// don't need to render anything under it
	if ( !uiFullscreen ) {
		switch( cls.state ) {
		default:
			Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
			break;
		case CA_CINEMATIC:
			SCR_DrawCinematic();
			break;
		case CA_DISCONNECTED:
			// force menu up
			UI_SetActiveMenu( "mainMenu", NULL );
			break;
		case CA_CONNECTING:
		case CA_CHALLENGING:
		case CA_CONNECTED:
			// connecting clients will only show the connection dialog
			UI_DrawConnect( clc.servername, cls.updateInfoString );
			break;
		case CA_LOADING:
		case CA_PRIMED:
			// draw the game information screen and loading progress
			CL_CGameRendering( stereoFrame );
			break;
		case CA_ACTIVE:
			if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy())
			{
				SCR_DrawCinematic();
			}
			else
			{
				CL_CGameRendering( stereoFrame );
			}
			break;
		}
	}

	re.ProcessDissolve();

	// draw downloading progress bar

	// the menu draws next
	_UI_Refresh( cls.realtime );

	// console draws next
	Con_DrawConsole ();

	// debug graph can be drawn on top of anything
	if ( cl_debuggraph->integer || cl_timegraph->integer ) {
		SCR_DrawDebugGraph ();
	}
}
Example #2
0
/*
==================
SCR_DrawScreenField

This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {

	re.BeginFrame( stereoFrame );

	qboolean uiFullscreen = _UI_IsFullscreen();

	// wide aspect ratio screens need to have the sides cleared
	// unless they are displaying game renderings
	if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) {
		if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
			re.SetColor( g_color_table[0] );
			re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, 0 );
			re.SetColor( NULL );
		}
	}

	// if the menu is going to cover the entire screen, we
	// don't need to render anything under it
	if ( !uiFullscreen ) {
		switch( cls.state ) {
		default:
			Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
			break;
		case CA_CINEMATIC:
			SCR_DrawCinematic();
			break;
		case CA_DISCONNECTED:
			// force menu up
			UI_SetActiveMenu( "mainMenu",NULL );	//			VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
			break;
		case CA_CONNECTING:
		case CA_CHALLENGING:
		case CA_CONNECTED:
			// connecting clients will only show the connection dialog
			UI_DrawConnect( clc.servername, cls.updateInfoString );
			break;
		case CA_LOADING:
		case CA_PRIMED:
			// draw the game information screen and loading progress
			CL_CGameRendering( stereoFrame );

			// also draw the connection information, so it doesn't
			// flash away too briefly on local or lan games
			UI_DrawConnectText( clc.servername, cls.updateInfoString );
			break;
		case CA_ACTIVE:
			if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy())
			{
				SCR_DrawCinematic();				
			}
			else
			{
				CL_CGameRendering( stereoFrame );
			}
			break;
		}
	}

	re.ProcessDissolve();

	// draw downloading progress bar

	// the menu draws next
	_UI_Refresh( cls.realtime );

	// console draws next
	Con_DrawConsole ();

	// debug graph can be drawn on top of anything
	if ( cl_debuggraph->integer || cl_timegraph->integer ) {
		SCR_DrawDebugGraph ();
	}
}
Example #3
0
void
UserInterface::refresh( int realTime ) const
{
    _UI_Refresh( realTime );
}
Example #4
0
void ogUILocal::Refresh( int realTime ) {
	_UI_Refresh( realTime );
}