void Con_DrawRightFloatingTextLine( const int linePosition, const float *color, const char* text ) { int i, x; float currentWidthLocation = 0; const int charHeight = SCR_ConsoleFontCharHeight(); const int positionFromTop = consoleState.margin.top + consoleState.border.top + consoleState.padding.top + charHeight; i = strlen( text ); currentWidthLocation = cls.glconfig.vidWidth - SCR_ConsoleFontStringWidth( text, i ) - consoleState.margin.sides - consoleState.padding.sides; re.SetColor( color ); for ( x = 0; x < i; x++ ) { int ch = Q_UTF8_CodePoint( &text[ x ] ); SCR_DrawConsoleFontUnichar( currentWidthLocation, positionFromTop + ( linePosition * charHeight ), ch ); currentWidthLocation += SCR_ConsoleFontUnicharWidth( ch ); } }
/* ================ Con_DrawInput Draw the editline after a ] prompt ================ */ void Con_DrawInput( void ) { int y; char prompt[ MAX_STRING_CHARS ]; vec4_t color; qtime_t realtime; if ( cls.state != CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_CONSOLE ) ) { return; } Com_RealTime( &realtime ); y = con.vislines - ( SCR_ConsoleFontCharHeight() * 2 ) + 2; Com_sprintf( prompt, sizeof( prompt ), "^0[^3%02d%c%02d^0]^7 %s", realtime.tm_hour, ( realtime.tm_sec & 1 ) ? ':' : ' ', realtime.tm_min, cl_consolePrompt->string ); color[ 0 ] = 1.0f; color[ 1 ] = 1.0f; color[ 2 ] = 1.0f; color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : con.displayFrac * 2.0f ); SCR_DrawSmallStringExt( con.xadjust + cl_conXOffset->integer, y + 10, prompt, color, qfalse, qfalse ); Q_CleanStr( prompt ); Field_Draw( &g_consoleField, con.xadjust + cl_conXOffset->integer + SCR_ConsoleFontStringWidth( prompt, strlen( prompt ) ), y + 10, qtrue, qtrue, color[ 3 ] ); }
/* ================ Con_DrawConsoleContent ================ */ void Con_DrawConsoleContent( void ) { float currentWidthLocation = 0; int x; float lineDrawPosition, lineDrawLowestPosition; int row; int currentColor; vec4_t color; const int charHeight = SCR_ConsoleFontCharHeight(); const int charPadding = SCR_ConsoleFontCharVPadding(); const int textDistanceToTop = consoleState.margin.top + consoleState.padding.top + consoleState.border.top - charPadding - 1; // draw from the bottom up lineDrawPosition = consoleState.height + consoleState.margin.top - consoleState.padding.bottom - consoleState.border.top - charPadding - 1; if (lineDrawPosition <= textDistanceToTop) { return; } // draw the input prompt, user text, and cursor if desired // moved back here (have observed render issues to do with time taken) Con_DrawInput( lineDrawPosition, Con_MarginFadeAlpha( 1, lineDrawPosition, textDistanceToTop, lineDrawPosition, charHeight ) ); lineDrawPosition -= charHeight; if (lineDrawPosition <= textDistanceToTop) { return; } if(con_debug->integer) { Con_DrawRightFloatingTextLine( 3, NULL, va( "Buffer (lines): ScrollbackLength %d/%d CurrentIndex %d", consoleState.usedScrollbackLengthInLines, consoleState.maxScrollbackLengthInLines, consoleState.currentLine) ); Con_DrawRightFloatingTextLine( 4, NULL, va( "Display (lines): From %d to %d (%d a %i px)", consoleState.currentLine-consoleState.maxScrollbackLengthInLines, consoleState.scrollLineIndex, consoleState.visibleAmountOfLines, charHeight ) ); } /* * if we scrolled back, give feedback, * unless it's the last line (which will be rendered partly transparent anyway) * so that we dont indicate scrollback each time a single line gets added */ if ( floor( consoleState.bottomDisplayedLine ) < consoleState.currentLine - 1 ) { // draw arrows to show the buffer is backscrolled Con_DrawConsoleScrollbackIndicator( lineDrawPosition ); } lineDrawPosition -= charHeight; row = consoleState.bottomDisplayedLine; if ( consoleState.horizontalCharOffset == 0 ) { row--; } lineDrawLowestPosition = lineDrawPosition; if ( consoleState.bottomDisplayedLine - floor( consoleState.bottomDisplayedLine ) != 0.0f ) { lineDrawPosition += charHeight - ( consoleState.bottomDisplayedLine - floor( consoleState.bottomDisplayedLine ) ) * charHeight; ++row; } currentColor = 7; color[ 0 ] = g_color_table[ currentColor ][ 0 ]; color[ 1 ] = g_color_table[ currentColor ][ 1 ]; color[ 2 ] = g_color_table[ currentColor ][ 2 ]; for ( ; row >= 0 && lineDrawPosition > textDistanceToTop; lineDrawPosition -= charHeight, row-- ) { conChar_t *text; if ( consoleState.currentLine - row >= consoleState.maxScrollbackLengthInLines ) { // past scrollback wrap point continue; } if ( row == consoleState.lastReadLineIndex - 1 && consoleState.lastReadLineIndex != consoleState.currentLine && consoleState.currentLine - consoleState.lastReadLineIndex < consoleState.usedScrollbackLengthInLines) { Con_DrawScrollbackMarkerline( lineDrawPosition ); } text = consoleState.text + CON_LINE( row ); currentWidthLocation = consoleState.margin.sides + consoleState.padding.sides; for ( x = 0; x < consoleState.textWidthInChars && text[x].ch; ++x ) { if ( text[ x ].ink != currentColor ) { currentColor = text[ x ].ink; color[ 0 ] = g_color_table[ currentColor ][ 0 ]; color[ 1 ] = g_color_table[ currentColor ][ 1 ]; color[ 2 ] = g_color_table[ currentColor ][ 2 ]; } color[ 3 ] = Con_MarginFadeAlpha( consoleState.currentAlphaFactor, lineDrawPosition, textDistanceToTop, lineDrawLowestPosition, charHeight ); re.SetColor( color ); SCR_DrawConsoleFontUnichar( currentWidthLocation, floor( lineDrawPosition + 0.5 ), text[ x ].ch ); currentWidthLocation += SCR_ConsoleFontUnicharWidth( text[ x ].ch ); } } Con_DrawConsoleScrollbar( ); re.SetColor( NULL ); //set back to white }
/* ================== Con_UpdateConsoleState updates the consoleState ================== */ void Con_UpdateConsoleState( void ) { float horizontalMargin, verticalMargin; int totalVerticalPadding; const int charHeight = SCR_ConsoleFontCharHeight(); const int charPadding = SCR_ConsoleFontCharVPadding(); /* * calculate margin and border * we will treat the border in pixel (as opposed to margins and paddings) * to allow for nice looking 1px borders, as well as to prevent * different widths for horizontal and vertical borders due to different resolution-ratios * since that isn't as nice looking as with areas */ consoleState.border.bottom = std::max( 0, con_borderWidth->integer ); if(con_margin->value > 0) { horizontalMargin = con_margin->value; verticalMargin = con_margin->value; consoleState.border.sides = consoleState.border.bottom; consoleState.border.top = consoleState.border.bottom; } else { horizontalMargin = - con_margin->value; verticalMargin = 0; consoleState.border.sides = 0; consoleState.border.top = 0; } SCR_AdjustFrom640( &horizontalMargin, &verticalMargin, NULL, NULL ); consoleState.margin.top = verticalMargin; consoleState.margin.bottom = verticalMargin; consoleState.margin.sides = horizontalMargin; /* * calculate padding */ consoleState.padding.top = floor( verticalMargin * 0.3f ); consoleState.padding.bottom = std::max( 3, consoleState.padding.top ); // on wide screens, this will lead to somewhat of a centering of the text if(con_horizontalPadding->integer) { float horizontalVidPadding = con_horizontalPadding->value; SCR_AdjustFrom640( &horizontalVidPadding, NULL, NULL, NULL ); consoleState.padding.sides = horizontalVidPadding; } else { consoleState.padding.sides = floor( horizontalMargin * 0.3f ); } /* * calculate global alpha factor * apply the fade animation if the type is set, otherwise remain completly visible */ consoleState.currentAlphaFactor = ( con_animationType->integer & ANIMATION_TYPE_FADE ) ? consoleState.currentAnimationFraction : 1.0f; /* * calculate current console height */ consoleState.height = con_height->integer * 0.01 * (cls.glconfig.vidHeight - consoleState.margin.top - consoleState.margin.bottom - consoleState.border.top - consoleState.border.bottom ); totalVerticalPadding = consoleState.padding.top + consoleState.padding.bottom; // clip to a multiple of the character height, plus padding consoleState.height -= ( consoleState.height - totalVerticalPadding - charPadding ) % charHeight; // ... and ensure that at least three lines are visible consoleState.height = std::max( 3 * charHeight + totalVerticalPadding, consoleState.height ); //animate via scroll animation if the type is set if ( con_animationType->integer & ANIMATION_TYPE_SCROLL_DOWN) { consoleState.height *= consoleState.currentAnimationFraction; } if ( consoleState.height > cls.glconfig.vidHeight ) { consoleState.height = cls.glconfig.vidHeight; } /* * calculate current amount of visible lines after we learned about the current height */ consoleState.visibleAmountOfLines = ( consoleState.height - consoleState.padding.top - consoleState.padding.bottom ) / charHeight //rowheight in pixel -> amount of rows - 2 ; // dont count the input and the scrollbackindicator }
/* ================ Con_DrawSolidConsole Draws the console with the solid background ================ */ void Con_DrawSolidConsole( float frac ) { int i, x, y; int rows; int row; int lines; // qhandle_t conShader; int currentColor; vec4_t color; float yVer; float totalwidth; float currentWidthLocation = 0; const int charHeight = SCR_ConsoleFontCharHeight(); if ( scr_conUseOld->integer ) { lines = cls.glconfig.vidHeight * frac; if ( lines <= 0 ) { return; } if ( lines > cls.glconfig.vidHeight ) { lines = cls.glconfig.vidHeight; } } else { lines = cls.glconfig.vidHeight * frac; } lines += charHeight / ( CONSOLE_FONT_VPADDING + 1 ); // on wide screens, we will center the text if (!scr_conUseOld->integer) { con.xadjust = 15; } SCR_AdjustFrom640 (&con.xadjust, NULL, NULL, NULL); // draw the background if ( scr_conUseOld->integer ) { yVer = 5 + charHeight; y = frac * SCREEN_HEIGHT; if ( y < 1 ) { y = 0; } else { if ( scr_conUseShader->integer ) { SCR_DrawPic( 0, 0, SCREEN_WIDTH, y, cls.consoleShader ); } else { // This will be overwritten, so i'll just abuse it here, no need to define another array color[ 0 ] = scr_conColorRed->value; color[ 1 ] = scr_conColorGreen->value; color[ 2 ] = scr_conColorBlue->value; color[ 3 ] = scr_conColorAlpha->value; SCR_FillRect( 0, 0, SCREEN_WIDTH, y, color ); } } color[ 0 ] = scr_conBarColorRed->value; color[ 1 ] = scr_conBarColorGreen->value; color[ 2 ] = scr_conBarColorBlue->value; color[ 3 ] = scr_conBarColorAlpha->value; SCR_FillRect( 0, y, SCREEN_WIDTH, scr_conBarSize->value, color ); } else { yVer = 10; SCR_AdjustFrom640( NULL, &yVer, NULL, NULL ); yVer = floor( yVer + 5 + charHeight ); color[ 0 ] = scr_conColorRed->value; color[ 1 ] = scr_conColorGreen->value; color[ 2 ] = scr_conColorBlue->value; color[ 3 ] = frac * 2 * scr_conColorAlpha->value; SCR_FillRect( 10, 10, 620, 460 * scr_conHeight->integer * 0.01, color ); color[ 0 ] = scr_conBarColorRed->value; color[ 1 ] = scr_conBarColorGreen->value; color[ 2 ] = scr_conBarColorBlue->value; color[ 3 ] = frac * 2 * scr_conBarColorAlpha->value; SCR_FillRect( 10, 10, 620, 1, color ); //top SCR_FillRect( 10, 460 * scr_conHeight->integer * 0.01 + 10, 621, 1, color ); //bottom SCR_FillRect( 10, 10, 1, 460 * scr_conHeight->integer * 0.01, color ); //left SCR_FillRect( 630, 10, 1, 460 * scr_conHeight->integer * 0.01, color ); //right } // draw the version number color[ 0 ] = 1.0f; color[ 1 ] = 1.0f; color[ 2 ] = 1.0f; color[ 3 ] = ( scr_conUseOld->integer ? 0.75f : frac * 0.75f ); re.SetColor( color ); i = strlen( Q3_VERSION ); totalwidth = SCR_ConsoleFontStringWidth( Q3_VERSION, i ) + cl_conXOffset->integer; if ( !scr_conUseOld->integer ) { totalwidth += 30; } currentWidthLocation = cls.glconfig.vidWidth - totalwidth; for ( x = 0; x < i; x++ ) { int ch = Q_UTF8CodePoint( &Q3_VERSION[ x ] ); SCR_DrawConsoleFontUnichar( currentWidthLocation, yVer, ch ); currentWidthLocation += SCR_ConsoleFontUnicharWidth( ch ); } // engine string i = strlen( Q3_ENGINE ); totalwidth = SCR_ConsoleFontStringWidth( Q3_ENGINE, i ) + cl_conXOffset->integer; if ( !scr_conUseOld->integer ) { totalwidth += 30; } currentWidthLocation = cls.glconfig.vidWidth - totalwidth; for ( x = 0; x < i; x++ ) { int ch = Q_UTF8CodePoint( &Q3_ENGINE[ x ] ); SCR_DrawConsoleFontUnichar( currentWidthLocation, yVer + charHeight, ch ); currentWidthLocation += SCR_ConsoleFontUnicharWidth( ch ); } // draw the input prompt, user text, and cursor if desired // moved back here (have observed render issues to do with time taken) Con_DrawInput(); // draw the text con.vislines = lines; rows = ( lines ) / SCR_ConsoleFontCharHeight() - 3; // rows of text to draw if ( scr_conUseOld->integer ) { rows++; } y = lines - ( SCR_ConsoleFontCharHeight() * 3 ) + 10; // draw from the bottom up if ( con.display != con.current ) { // draw arrows to show the buffer is backscrolled const int hatWidth = SCR_ConsoleFontUnicharWidth( '^' ); color[ 0 ] = 1.0f; color[ 1 ] = 0.0f; color[ 2 ] = 0.0f; color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f ); re.SetColor( color ); for ( x = 0; x < con.linewidth - ( scr_conUseOld->integer ? 0 : 4 ); x += 4 ) { SCR_DrawConsoleFontUnichar( con.xadjust + ( x + 1 ) * hatWidth, y, '^' ); } y -= charHeight; rows--; } row = con.display; if ( con.x == 0 ) { row--; } currentColor = 7; color[ 0 ] = g_color_table[ currentColor ][ 0 ]; color[ 1 ] = g_color_table[ currentColor ][ 1 ]; color[ 2 ] = g_color_table[ currentColor ][ 2 ]; color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f ); re.SetColor( color ); for ( i = 0; i < rows; i++, y -= charHeight, row-- ) { conChar_t *text; if ( row < 0 ) { break; } if ( con.current - row >= con.totallines ) { // past scrollback wrap point continue; } text = con.text + CON_LINE( row ); currentWidthLocation = cl_conXOffset->integer; for ( x = 0; x < con.linewidth && text[x].ch; ++x ) { if ( text[ x ].ink != currentColor ) { currentColor = text[ x ].ink; color[ 0 ] = g_color_table[ currentColor ][ 0 ]; color[ 1 ] = g_color_table[ currentColor ][ 1 ]; color[ 2 ] = g_color_table[ currentColor ][ 2 ]; color[ 3 ] = ( scr_conUseOld->integer ? 1.0f : frac * 2.0f ); re.SetColor( color ); } SCR_DrawConsoleFontUnichar( con.xadjust + currentWidthLocation, y, text[ x ].ch ); currentWidthLocation += SCR_ConsoleFontUnicharWidth( text[ x ].ch ); } } re.SetColor( NULL ); }