コード例 #1
0
ファイル: cl_scrn.cpp プロジェクト: TheDushan/OpenWolf
/*
==================
SCR_DrawScreenField

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

	// wide aspect ratio screens need to have the sides cleared
	// unless they are displaying game renderings
	if ( cls.state != CA_ACTIVE ) {
		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, cls.whiteShader );
			re.SetColor( NULL );
		}
	}

	if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) {
		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
				S_StopAllSounds();
				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
				// refresh to update the time
				VM_Call(uivm, UI_REFRESH, cls.realtime);
				VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, false);
				break;
			// Ridah, if the cgame is valid, fall through to there
			if (!cls.cgameStarted || !com_sv_running->integer) {
				// connecting clients will only show the connection dialog
				VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, false );
				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
				//if (!com_sv_running->value || Cvar_VariableIntegerValue("sv_cheats")) // Ridah, don't draw useless text if not in dev mode
				VM_Call(uivm, UI_REFRESH, cls.realtime);
				VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, true);
				break;
			case CA_ACTIVE:
				CL_CGameRendering(stereoFrame);
				SCR_DrawDemoRecording();
#ifdef USE_VOIP
			    SCR_DrawVoipMeter();
				SCR_DrawVoipSender();
#endif				
				break;
		}
	}

	// the menu draws next
	if(cls.keyCatchers & KEYCATCH_UI && uivm)
	{
		VM_Call(uivm, 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 || cl_debugMove->integer)
	{
		SCR_DrawDebugGraph();
	}
}
コード例 #2
0
ファイル: cl_scrn.c プロジェクト: massivehaxxor/tremfusion
/*
==================
SCR_DrawScreenField

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

	// wide aspect ratio screens need to have the sides cleared
	// unless they are displaying game renderings
	if ( 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, cls.whiteShader );
			re.SetColor( NULL );
		}
	}

	// if the menu is going to cover the entire screen, we
	// don't need to render anything under it
	if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) {
		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
			S_StopAllSounds();
			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
			// refresh to update the time
			VM_Call( uivm, UI_REFRESH, cls.realtime );
			VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
			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
			// refresh to update the time
			VM_Call( uivm, UI_REFRESH, cls.realtime );
			VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
			break;
		case CA_ACTIVE:
			// always supply STEREO_CENTER as vieworg offset is now done by the engine.
			CL_CGameRendering(stereoFrame);
#ifdef USE_VOIP
			SCR_DrawVoipMeter();
			SCR_DrawVoipSender();
			
#endif
			break;
		}
	}

	// the menu draws next
	if ( Key_GetCatcher( ) & KEYCATCH_UI && uivm ) {
		VM_Call( uivm, 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 || cl_debugMove->integer ) {
		SCR_DrawDebugGraph ();
	}
}