Exemplo n.º 1
0
/*
==================
SCR_TileClear
johnfitz -- modified to use glwidth/glheight instead of vid.width/vid.height
	    also fixed the dimentions of right and top panels
	    also added scr_tileclear_updates
==================
*/
void SCR_TileClear (void)
{
	//ericw -- added check for glsl gamma. TODO: remove this ugly optimization?
	if (scr_tileclear_updates >= vid.numpages && !gl_clear.value && !(gl_glsl_gamma_able && vid_gamma.value != 1))
		return;
	scr_tileclear_updates++;

	if (r_refdef.vrect.x > 0)
	{
		// left
		Draw_TileClear (0,
						0,
						r_refdef.vrect.x,
						glheight - sb_lines);
		// right
		Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width,
						0,
						glwidth - r_refdef.vrect.x - r_refdef.vrect.width,
						glheight - sb_lines);
	}

	if (r_refdef.vrect.y > 0)
	{
		// top
		Draw_TileClear (r_refdef.vrect.x,
						0,
						r_refdef.vrect.width,
						r_refdef.vrect.y);
		// bottom
		Draw_TileClear (r_refdef.vrect.x,
						r_refdef.vrect.y + r_refdef.vrect.height,
						r_refdef.vrect.width,
						glheight - r_refdef.vrect.y - r_refdef.vrect.height - sb_lines);
	}
}
Exemplo n.º 2
0
/*
==================
SCR_TileClear -- johnfitz -- modified to use glwidth/glheight instead of vid.width/vid.height
                             also fixed the dimentions of right and top panels
							 also added scr_tileclear_updates
==================
*/
void SCR_TileClear (void)
{
	if (scr_tileclear_updates >= vid.numpages && !gl_clear.value)
		return;
	scr_tileclear_updates++;

	if (r_refdef.vrect.x > 0)
	{
		// left
		Draw_TileClear (0,
						0,
						r_refdef.vrect.x,
						glheight - sb_lines);
		// right
		Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width,
						0,
						glwidth - r_refdef.vrect.x - r_refdef.vrect.width,
						glheight - sb_lines);
	}

	if (r_refdef.vrect.y > 0)
	{
		// top
		Draw_TileClear (r_refdef.vrect.x,
						0,
						r_refdef.vrect.width,
						r_refdef.vrect.y);
		// bottom
		Draw_TileClear (r_refdef.vrect.x,
						r_refdef.vrect.y + r_refdef.vrect.height,
						r_refdef.vrect.width,
						glheight - r_refdef.vrect.y - r_refdef.vrect.height - sb_lines);
	}
}
void SCR_TileClear (void)
{
	if (r_refdef.vrect.x > 0)
	{
		// left
		Draw_TileClear (0,
						0,
						r_refdef.vrect.x,
						glheight - sb_lines);
		// right
		Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width,
						0,
						glwidth - r_refdef.vrect.x - r_refdef.vrect.width,
						glheight - sb_lines);
	}

	if (r_refdef.vrect.y > 0)
	{
		// top
		Draw_TileClear (r_refdef.vrect.x,
						0,
						r_refdef.vrect.width,
						r_refdef.vrect.y);
		// bottom
		Draw_TileClear (r_refdef.vrect.x,
						r_refdef.vrect.y + r_refdef.vrect.height,
						r_refdef.vrect.width,
						glheight - r_refdef.vrect.y - r_refdef.vrect.height - sb_lines);
	}
}
Exemplo n.º 4
0
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void SCR_SetUpToDrawConsole (void)
{
	Con_CheckResize ();
	
	if (scr_drawloading)
		return;		// never a console with loading plaque
		
// decide on the height of the console
#ifdef USEFPM
	con_forcedup = !clFPM.worldmodel || cls.signon != SIGNONS;
#else
	con_forcedup = !cl.worldmodel || cls.signon != SIGNONS;
#endif

	if (con_forcedup)
	{
		scr_conlines = (float)vid.height;		// full screen
		scr_con_current = scr_conlines;
	}
	else if (key_dest == key_console)
		scr_conlines = (float)(vid.height/2);	// half screen
	else
		scr_conlines = 0;				// none visible
	
	if (scr_conlines < scr_con_current)
	{
		scr_con_current -= (float)(scr_conspeed.value*host_frametime);
		if (scr_conlines > scr_con_current)
			scr_con_current = scr_conlines;

	}
	else if (scr_conlines > scr_con_current)
	{
		scr_con_current += (float)(scr_conspeed.value*host_frametime);
		if (scr_conlines < scr_con_current)
			scr_con_current = scr_conlines;
	}

	if (clearconsole++ < vid.numpages)
	{
		scr_copytop = 1;
		Draw_TileClear (0,(int)scr_con_current,vid.width, vid.height - (int)scr_con_current);
		Sbar_Changed ();
	}
	else if (clearnotify++ < vid.numpages)
	{
		scr_copytop = 1;
		Draw_TileClear (0,0,vid.width, con_notifylines);
	}
	else
		con_notifylines = 0;
}
Exemplo n.º 5
0
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void SCR_SetUpToDrawConsole (void)
{
	Con_CheckResize ();
	
// decide on the height of the console
	if (cls.state != ca_active)
	{
		scr_conlines = vid.height;		// full screen
		scr_con_current = scr_conlines;
	}
	else if (key_dest == key_console)
		scr_conlines = vid.height/2;	// half screen
	else
		scr_conlines = 0;				// none visible
	
	if (scr_conlines < scr_con_current)
	{
		scr_con_current -= scr_conspeed.value*host_frametime;
		if (scr_conlines > scr_con_current)
			scr_con_current = scr_conlines;

	}
	else if (scr_conlines > scr_con_current)
	{
		scr_con_current += scr_conspeed.value*host_frametime;
		if (scr_conlines < scr_con_current)
			scr_con_current = scr_conlines;
	}

	if (clearconsole++ < vid.numpages)
	{
		scr_copytop = 1;
		Draw_TileClear (0,(int)scr_con_current,vid.width, vid.height - (int)scr_con_current);
		Sbar_Changed ();
	}
	else if (clearnotify++ < vid.numpages)
	{
		scr_copytop = 1;
		Draw_TileClear (0,0,vid.width, con_notifylines);
	}
	else
		con_notifylines = 0;
}
Exemplo n.º 6
0
static void
SCR_TileClear (void)
{
	if (r_refdef.vrect.x > 0) {
		// left
		Draw_TileClear (0, 0, r_refdef.vrect.x, vid.height - vr_data.lineadj);
		// right
		Draw_TileClear (r_refdef.vrect.x + r_refdef.vrect.width, 0,
						vid.width - r_refdef.vrect.x + r_refdef.vrect.width,
						vid.height - vr_data.lineadj);
	}
	if (r_refdef.vrect.y > 0) {
		// top
		Draw_TileClear (r_refdef.vrect.x, 0,
						r_refdef.vrect.x + r_refdef.vrect.width,
						r_refdef.vrect.y);
		// bottom
		Draw_TileClear (r_refdef.vrect.x,
						r_refdef.vrect.y + r_refdef.vrect.height,
						r_refdef.vrect.width,
						vid.height - vr_data.lineadj -
						(r_refdef.vrect.height + r_refdef.vrect.y));
	}
}
Exemplo n.º 7
0
void SCR_EraseCenterString (void)
{
	int		y;

	if (scr_erase_center++ > vid.numpages)
	{
		scr_erase_lines = 0;
		return;
	}

	if (scr_center_lines <= 4)
		y = vid.height*0.35;
	else
		y = 48;

	scr_copytop = 1;
	Draw_TileClear (0, y,vid.width, 8*scr_erase_lines);
}
Exemplo n.º 8
0
void
SCR_EraseCenterString(void)
{
    int y, height;

    if (scr_erase_center++ > vid.numpages) {
        scr_erase_lines = 0;
        return;
    }

    if (scr_center_lines <= 4)
        y = vid.height * 0.35;
    else
        y = 48;

    /* Make sure we don't draw off the bottom of the screen*/
    height = qmin(8 * scr_erase_lines, ((int)vid.height) - y - 1);

    scr_copytop = 1;
    Draw_TileClear(0, y, vid.width, height);
}
Exemplo n.º 9
0
/*
 * Clear any parts of the tiled background that were drawn on last frame
 */
void
SCR_TileClear(void)
{
	int i;
	int top, bottom, left, right;
	dirty_t clear;

	if (scr_con_current == 1.0)
	{
		return; /* full screen console */
	}

	if (scr_viewsize->value == 100)
	{
		return; /* full screen rendering */
	}

	if (cl.cinematictime > 0)
	{
		return; /* full screen cinematic */
	}

	/* erase rect will be the union of the past three
	   frames so tripple buffering works properly */
	clear = scr_dirty;

	for (i = 0; i < 2; i++)
	{
		if (scr_old_dirty[i].x1 < clear.x1)
		{
			clear.x1 = scr_old_dirty[i].x1;
		}

		if (scr_old_dirty[i].x2 > clear.x2)
		{
			clear.x2 = scr_old_dirty[i].x2;
		}

		if (scr_old_dirty[i].y1 < clear.y1)
		{
			clear.y1 = scr_old_dirty[i].y1;
		}

		if (scr_old_dirty[i].y2 > clear.y2)
		{
			clear.y2 = scr_old_dirty[i].y2;
		}
	}

	scr_old_dirty[1] = scr_old_dirty[0];
	scr_old_dirty[0] = scr_dirty;

	scr_dirty.x1 = 9999;
	scr_dirty.x2 = -9999;
	scr_dirty.y1 = 9999;
	scr_dirty.y2 = -9999;

	/* don't bother with anything convered by the console */
	top = (int)(scr_con_current * viddef.height);

	if (top >= clear.y1)
	{
		clear.y1 = top;
	}

	if (clear.y2 <= clear.y1)
	{
		return; /* nothing disturbed */
	}

	top = scr_vrect.y;
	bottom = top + scr_vrect.height - 1;
	left = scr_vrect.x;
	right = left + scr_vrect.width - 1;

	if (clear.y1 < top)
	{
		/* clear above view screen */
		i = clear.y2 < top - 1 ? clear.y2 : top - 1;
		Draw_TileClear(clear.x1, clear.y1,
				clear.x2 - clear.x1 + 1, i - clear.y1 + 1, "backtile");
		clear.y1 = top;
	}

	if (clear.y2 > bottom)
	{
		/* clear below view screen */
		i = clear.y1 > bottom + 1 ? clear.y1 : bottom + 1;
		Draw_TileClear(clear.x1, i,
				clear.x2 - clear.x1 + 1, clear.y2 - i + 1, "backtile");
		clear.y2 = bottom;
	}

	if (clear.x1 < left)
	{
		/* clear left of view screen */
		i = clear.x2 < left - 1 ? clear.x2 : left - 1;
		Draw_TileClear(clear.x1, clear.y1,
				i - clear.x1 + 1, clear.y2 - clear.y1 + 1, "backtile");
		clear.x1 = left;
	}

	if (clear.x2 > right)
	{
		/* clear left of view screen */
		i = clear.x1 > right + 1 ? clear.x1 : right + 1;
		Draw_TileClear(i, clear.y1,
				clear.x2 - i + 1, clear.y2 - clear.y1 + 1, "backtile");
		clear.x2 = right;
	}
}
Exemplo n.º 10
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	vrect_t		vrect;

	if (scr_skipupdate || block_drawing)
		return;

	if (scr_disabled_for_loading)
		return;

#ifdef _WIN32
	{	// don't suck up any cpu if minimized
		extern int Minimized;

		if (Minimized)
			return;
	}
#endif

	scr_copytop = 0;
	scr_copyeverything = 0;

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

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}
	
//
// check for vid changes
//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}
	
	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}

	if (oldsbar != cl_sbar.value)
	{
		oldsbar = cl_sbar.value;
		vid.recalc_refdef = true;
	}
	
	if (vid.recalc_refdef)
	{
		// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

//
// do 3D refresh drawing, and then update the screen
//
	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		Sbar_Changed ();
	}

	pconupdate = NULL;


	SCR_SetUpToDrawConsole ();
	SCR_EraseCenterString ();
	
	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time

	VID_LockBuffer ();
	V_RenderView ();
	VID_UnlockBuffer ();

	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_drawdialog)
	{
		Sbar_Draw ();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = true;
	}
	else if (cl.intermission == 1 && key_dest == key_game)
	{
		Sbar_IntermissionOverlay ();
	}
	else if (cl.intermission == 2 && key_dest == key_game)
	{
		Sbar_FinaleOverlay ();
		SCR_CheckDrawCenterString ();
	}
	else
	{
		SCR_DrawRam ();
		SCR_DrawNet ();
		SCR_DrawTurtle ();
		SCR_DrawPause ();
		SCR_DrawFPS ();
		SCR_CheckDrawCenterString ();
		Sbar_Draw ();
		SCR_DrawConsole ();	
		M_Draw ();
	}


	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time
	if (pconupdate)
	{
		D_UpdateRects (pconupdate);
	}

	V_UpdatePalette ();

//
// update one of three areas
//
	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
}
Exemplo n.º 11
0
/*
===============
Sbar_Draw
===============
*/
void
Sbar_Draw(void)
{
    qboolean headsup;
    char st[512];

    headsup = !(cl_sbar.value || scr_viewsize.value < 100);
    if ((sb_updates >= vid.numpages) && !headsup)
	return;

    if (scr_con_current == vid.height)
	return;			// console is full screen

    scr_copyeverything = 1;
//      scr_fullupdate = 0;

    sb_updates++;

// top line
    if (sb_lines > 24) {
	if (!cl.spectator || autocam == CAM_TRACK)
	    Sbar_DrawInventory();
	if (!headsup || vid.width < 512)
	    Sbar_DrawFrags();
    }
// main area
    if (sb_lines > 0) {
	if (cl.spectator) {
	    if (autocam != CAM_TRACK) {
		Sbar_DrawPic(0, 0, sb_scorebar);
		Sbar_DrawString(160 - 7 * 8, 4, "SPECTATOR MODE");
		Sbar_DrawString(160 - 14 * 8 + 4, 12,
				"Press [ATTACK] for AutoCamera");
	    } else {
		if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
		    Sbar_SoloScoreboard();
		else
		    Sbar_DrawNormal();

//                                      Sbar_DrawString (160-14*8+4,4, "SPECTATOR MODE - TRACK CAMERA");
		sprintf(st, "Tracking %-.13s, [JUMP] for next",
			cl.players[spec_track].name);
		Sbar_DrawString(0, -8, st);
	    }
	} else if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
	    Sbar_SoloScoreboard();
	else
	    Sbar_DrawNormal();
    }
// main screen deathmatch rankings
    // if we're dead show team scores in team games
    if (cl.stats[STAT_HEALTH] <= 0 && !cl.spectator)
	if (atoi(Info_ValueForKey(cl.serverinfo, "teamplay")) > 0 &&
	    !sb_showscores)
	    Sbar_TeamOverlay();
	else
	    Sbar_DeathmatchOverlay(0);
    else if (sb_showscores)
	Sbar_DeathmatchOverlay(0);
    else if (sb_showteamscores)
	Sbar_TeamOverlay();

#ifdef GLQUAKE
    if (sb_showscores || sb_showteamscores || cl.stats[STAT_HEALTH] <= 0)
	sb_updates = 0;
    // clear unused areas in gl
#if 0
    {
	int x = (vid.width - 320) >> 1;

	// left
	if (x > 0) {
	    Draw_TileClear(0, vid.height - sb_lines, x, sb_lines);
	    Draw_TileClear(x + 320, vid.height - sb_lines,
			   vid.width - x + 320, sb_lines);
	}
    }
#endif
    if (vid.width > 320 && !headsup)
	Draw_TileClear(320, vid.height - sb_lines, vid.width - 320, sb_lines);
#endif

    if (sb_lines > 0)
	Sbar_MiniDeathmatchOverlay();
}
/*
==================
SCR_SetUpToDrawConsole
==================
*/
void SCR_SetUpToDrawConsole (void)
{
	//johnfitz -- let's hack away the problem of slow console when host_timescale is <0
	extern cvar_t host_timescale;
	float timescale;
	//johnfitz

	Con_CheckResize ();

	if (scr_drawloading)
		return;		// never a console with loading plaque

// decide on the height of the console
	con_forcedup = !cl.worldmodel || cls.signon != SIGNONS;

	if (con_forcedup)
	{
		scr_conlines = vid.height;		// full screen
		scr_con_current = scr_conlines;
	}
	else if (key_dest == key_console)
		scr_conlines = vid.height/2;	// half screen
	else
		scr_conlines = 0;				// none visible

	timescale = (host_timescale.value > 0) ? host_timescale.value : 1; //johnfitz -- timescale

	if (scr_conlines < scr_con_current)
	{
		scr_con_current -= scr_conspeed.value*host_frametime/timescale; //johnfitz -- timescale
		if (scr_conlines > scr_con_current)
			scr_con_current = scr_conlines;

	}
	else if (scr_conlines > scr_con_current)
	{
		scr_con_current += scr_conspeed.value*host_frametime/timescale; //johnfitz -- timescale
		if (scr_conlines < scr_con_current)
			scr_con_current = scr_conlines;
	}

	if (clearconsole++ < vid.numpages)
	{
#ifndef GLQUAKE
		scr_copytop = 1;
		Draw_TileClear (0,(int)scr_con_current,vid.width, vid.height - (int)scr_con_current);
#endif
		Sbar_Changed ();
	}
	else if (clearnotify++ < vid.numpages)
	{
#ifndef GLQUAKE
		scr_copytop = 1;
		Draw_TileClear (0,0,vid.width, con_notifylines);
#endif
	}
	else
	{
		con_notifylines = 0;
}
}
Exemplo n.º 13
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	static float	oldlcd_x;
	vrect_t		vrect;
	
	if (scr_skipupdate)
		return;

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (scr_disabled_for_loading)
	{
		if (realtime - scr_disabled_time > 60)
		{
			scr_disabled_for_loading = false;
			total_loading_size = 0;
			loading_stage = 0;
			Con_Printf ("load failed.\n");
		}
		else
			return;
	}

	if (cls.state == ca_dedicated)
		return;				// stdout only

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

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}
	
//
// check for vid changes
//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}

	if (oldlcd_x != lcd_x.value)
	{
		oldlcd_x = lcd_x.value;
		vid.recalc_refdef = true;
	}
	
	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}
	
	if (vid.recalc_refdef)
	{
	// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

//
// do 3D refresh drawing, and then update the screen
//
	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly


	if (scr_needfull && (!plaquemessage || plaquemessage[0] == 0 || !SCR_CheckDrawCenterString2()))
		scr_fullupdate = 0;

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		SB_Changed();
	}
	else if (scr_topupdate++ < vid.numpages)
	{
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,100);
		SB_Changed();
	}

	pconupdate = NULL;


	SCR_SetUpToDrawConsole ();
	//SCR_EraseCenterString ();

	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time

	if (cl.intermission < 1 || cl.intermission > 12)
	{
		VID_LockBuffer ();
		V_RenderView ();
		VID_UnlockBuffer ();
	}

	D_EnableBackBufferAccess ();	// of all overlay stuff if drawing directly

	if (scr_drawdialog)
	{
		SB_Draw();
		Draw_FadeScreen ();
		SCR_DrawNotifyString ();
		scr_copyeverything = true;
	}
	else if (scr_drawloading)
	{
		SB_Draw();
		Draw_FadeScreen ();
		SCR_DrawLoading ();
	}
	else if (cl.intermission >= 1 && cl.intermission <= 12)
	{
		SB_IntermissionOverlay();
		if (cl.intermission < 12)
		{
			SCR_DrawConsole();
			M_Draw();
		}
	}
/*	else if (cl.intermission == 2 && key_dest == key_game)
	{
		SB_FinaleOverlay();
		SCR_CheckDrawCenterString();
	}
	else if (cl.intermission == 3 && key_dest == key_game)
	{
		SCR_CheckDrawCenterString ();
	}*/
	else
	{
		SCR_DrawRam();
		SCR_DrawNet();
		SCR_DrawTurtle();
		SCR_DrawPause();
		SCR_CheckDrawCenterString();
		SB_Draw();
		Plaque_Draw(plaquemessage,0);
		SCR_DrawConsole();
		M_Draw();
		if (errormessage)
			Plaque_Draw(errormessage,1);
		
		if (info_up)
		{
			UpdateInfoMessage();
			Info_Plaque_Draw(infomessage);
		}
	}

	if (loading_stage)
		SCR_DrawLoading();

	D_DisableBackBufferAccess ();	// for adapters that can't stay mapped in
									//  for linear writes all the time
	if (pconupdate)
	{
		D_UpdateRects (pconupdate);
	}

	V_UpdatePalette ();

//
// update one of three areas
//

	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}	
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;
	
		VID_Update (&vrect);
	}
}
Exemplo n.º 14
0
/*
==============
SCR_TileClear

Clear any parts of the tiled background that were drawn on last frame
==============
*/
void SCR_TileClear (void)
{
	int		i;
	int		top, bottom, left, right;
	dirty_t	clear;

	if (scr_drawall->value)
		SCR_DirtyScreen ();	// for power vr or broken page flippers...

	if (scr_con_current == 1.0)
		return;		// full screen console
	if (scr_viewsize->value == 100)
		return;		// full screen rendering
	if (cl.cinematictime > 0)
		return;		// full screen cinematic

	// erase rect will be the union of the past three frames
	// so tripple buffering works properly
	clear = scr_dirty;
	for (i=0 ; i<2 ; i++)
	{
		if (scr_old_dirty[i].x1 < clear.x1)
			clear.x1 = scr_old_dirty[i].x1;
		if (scr_old_dirty[i].x2 > clear.x2)
			clear.x2 = scr_old_dirty[i].x2;
		if (scr_old_dirty[i].y1 < clear.y1)
			clear.y1 = scr_old_dirty[i].y1;
		if (scr_old_dirty[i].y2 > clear.y2)
			clear.y2 = scr_old_dirty[i].y2;
	}

	scr_old_dirty[1] = scr_old_dirty[0];
	scr_old_dirty[0] = scr_dirty;

	scr_dirty.x1 = 9999;
	scr_dirty.x2 = -9999;
	scr_dirty.y1 = 9999;
	scr_dirty.y2 = -9999;

	// don't bother with anything convered by the console)
	top = scr_con_current*viddef.height;
	if (top >= clear.y1)
		clear.y1 = top;

	if (clear.y2 <= clear.y1)
		return;		// nothing disturbed

	top = scr_vrect.y;
	bottom = top + scr_vrect.height-1;
	left = scr_vrect.x;
	right = left + scr_vrect.width-1;

	if (clear.y1 < top)
	{	// clear above view screen
		i = clear.y2 < top-1 ? clear.y2 : top-1;
		Draw_TileClear (clear.x1 , clear.y1,
			clear.x2 - clear.x1 + 1, i - clear.y1+1, "backtile");
		clear.y1 = top;
	}
	if (clear.y2 > bottom)
	{	// clear below view screen
		i = clear.y1 > bottom+1 ? clear.y1 : bottom+1;
		Draw_TileClear (clear.x1, i,
			clear.x2-clear.x1+1, clear.y2-i+1, "backtile");
		clear.y2 = bottom;
	}
	if (clear.x1 < left)
	{	// clear left of view screen
		i = clear.x2 < left-1 ? clear.x2 : left-1;
		Draw_TileClear (clear.x1, clear.y1,
			i-clear.x1+1, clear.y2 - clear.y1 + 1, "backtile");
		clear.x1 = left;
	}
	if (clear.x2 > right)
	{	// clear left of view screen
		i = clear.x1 > right+1 ? clear.x1 : right+1;
		Draw_TileClear (i, clear.y1,
			clear.x2-i+1, clear.y2 - clear.y1 + 1, "backtile");
		clear.x2 = right;
	}

}
Exemplo n.º 15
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void
SCR_UpdateScreen(void)
{
    static float oldscr_viewsize;
    vrect_t vrect;

    if (scr_skipupdate || block_drawing)
        return;

    scr_copytop = 0;
    scr_copyeverything = 0;

    if (scr_disabled_for_loading) {
        /*
         * FIXME - this really needs to be fixed properly.
         * Simply starting a new game and typing "changelevel foo" will hang
         * the engine for 15s (was 60s!) if foo.bsp does not exist.
         */
        if (realtime - scr_disabled_time > 15) {
            scr_disabled_for_loading = false;
            Con_Printf("load failed.\n");
        } else
            return;
    }

    if (cls.state == ca_dedicated)
        return;			// stdout only

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

    if (scr_viewsize.value != oldscr_viewsize) {
        oldscr_viewsize = scr_viewsize.value;
        vid.recalc_refdef = 1;
    }
//
// check for vid changes
//
    if (oldfov != scr_fov.value) {
        oldfov = scr_fov.value;
        vid.recalc_refdef = true;
    }

    if (oldscreensize != scr_viewsize.value) {
        oldscreensize = scr_viewsize.value;
        vid.recalc_refdef = true;
    }

    if (vid.recalc_refdef) {
        // something changed, so reorder the screen
        SCR_CalcRefdef();
    }
//
// do 3D refresh drawing, and then update the screen
//
    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    if (scr_fullupdate++ < vid.numpages) {	// clear the entire screen
        scr_copyeverything = 1;
        Draw_TileClear(0, 0, vid.width, vid.height);
        Sbar_Changed();
    }

    pconupdate = NULL;

    SCR_SetUpToDrawConsole();
    SCR_EraseCenterString();

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time

    VID_LockBuffer();
    V_RenderView();
    VID_UnlockBuffer();

    D_EnableBackBufferAccess();	// of all overlay stuff if drawing directly

    if (scr_drawdialog) {
        Sbar_Draw();
        Draw_FadeScreen();
        SCR_DrawNotifyString();
        scr_copyeverything = true;
    } else if (scr_drawloading) {
        SCR_DrawLoading();
        Sbar_Draw();
    } else if (cl.intermission == 1 && key_dest == key_game) {
        Sbar_IntermissionOverlay();
    } else if (cl.intermission == 2 && key_dest == key_game) {
        Sbar_FinaleOverlay();
        SCR_CheckDrawCenterString();
    } else if (cl.intermission == 3 && key_dest == key_game) {
        SCR_CheckDrawCenterString();
    } else {
        SCR_DrawRam();
        SCR_DrawNet();
        SCR_DrawTurtle();
        SCR_DrawPause();
        SCR_CheckDrawCenterString();
        Sbar_Draw();
        SCR_DrawConsole();
        M_Draw();
    }

    D_DisableBackBufferAccess();	// for adapters that can't stay mapped in
    //  for linear writes all the time
    if (pconupdate) {
        D_UpdateRects(pconupdate);
    }

    V_UpdatePalette();

//
// update one of three areas
//
    if (scr_copyeverything) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else if (scr_copytop) {
        vrect.x = 0;
        vrect.y = 0;
        vrect.width = vid.width;
        vrect.height = vid.height - sb_lines;
        vrect.pnext = 0;

        VID_Update(&vrect);
    } else {
        vrect.x = scr_vrect.x;
        vrect.y = scr_vrect.y;
        vrect.width = scr_vrect.width;
        vrect.height = scr_vrect.height;
        vrect.pnext = 0;

        VID_Update(&vrect);
    }
}
Exemplo n.º 16
0
/*
==================
SCR_UpdateScreen

This is called every frame, and can also be called explicitly to flush
text to the screen.

WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void SCR_UpdateScreen (void)
{
	static float	oldscr_viewsize;
	static float	oldlcd_x;
	vrect_t		vrect;

	if (scr_skipupdate || block_drawing)
		return;

	scr_copytop = 0;
	scr_copyeverything = 0;

	if (scr_disabled_for_loading)
	{
		if (realtime - scr_disabled_time > 60)
		{
			scr_disabled_for_loading = false;
			Con_Printf ("load failed.\n");
		}
		else
			return;
	}

	if (cls.state == ca_dedicated)
		return;				// stdout only

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

	if (scr_viewsize.value != oldscr_viewsize)
	{
		oldscr_viewsize = scr_viewsize.value;
		vid.recalc_refdef = 1;
	}

	//
	// check for vid changes
	//
	if (oldfov != scr_fov.value)
	{
		oldfov = scr_fov.value;
		vid.recalc_refdef = true;
	}

	if (oldlcd_x != lcd_x.value)
	{
		oldlcd_x = lcd_x.value;
		vid.recalc_refdef = true;
	}

	if (oldscreensize != scr_viewsize.value)
	{
		oldscreensize = scr_viewsize.value;
		vid.recalc_refdef = true;
	}

	if (vid.recalc_refdef)
	{
	// something changed, so reorder the screen
		SCR_CalcRefdef ();
	}

	//
	// do 3D refresh drawing, and then update the screen

	if (scr_fullupdate++ < vid.numpages)
	{	// clear the entire screen
		scr_copyeverything = 1;
		Draw_TileClear (0,0,vid.width,vid.height);
		Sbar_Changed ();
	}

	SCR_SetUpToDrawConsole ();
	SCR_EraseCenterString ();

	V_RenderView ();

	SCR_DrawScreen();

	if(separation_distance){
		VID_SetBuffer(1);
		SCR_DrawScreen();
		VID_SetBuffer(0);
	}

	V_UpdatePalette ();

//
// update one of three areas
//

	if (scr_copyeverything)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
	else if (scr_copytop)
	{
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = vid.width;
		vrect.height = vid.height - sb_lines;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
	else
	{
		vrect.x = scr_vrect.x;
		vrect.y = scr_vrect.y;
		vrect.width = scr_vrect.width;
		vrect.height = scr_vrect.height;
		vrect.pnext = 0;

		VID_Update (&vrect);
	}
}
Exemplo n.º 17
0
Arquivo: sbar.c Projeto: dommul/super8
/*
===============
Sbar_Draw
===============
*/
void Sbar_Draw (void)
{
    if (scr_con_current == vid.height)
        return;		// console is full screen

    // mankrip - svc_letterbox - start
    if (cl.letterbox)
    {
        if (cl.letterbox == 1) // hack to ensure the whole screen will be black
            Draw_Fill(0, vid.height/2, vid.width, 1, 0);
        return;
    }
    // mankrip - svc_letterbox - end

    // Manoel Kasimier - crosshair - start
    if (crosshair.value)
    {
        if (crosshair.value < 0 || crosshair.value > 5)
            crosshair.value = 0;
        Crosshair_Start(cl_crossx.value + scr_vrect.x + scr_vrect.width/2 - 6*(vid.width/MIN_VID_WIDTH),
                        cl_crossy.value + scr_vrect.y + scr_vrect.height/2 - 6*(vid.width/MIN_VID_WIDTH)); // Manoel Kasimier - crosshair
    }
    // Manoel Kasimier - crosshair - end

    scr_copyeverything = 1;

// mankrip - begin

    Sbar_SizeScreen ();

    if ( (sb_showscores || sbar.value > 0) && sbar.value < 4)
    {
        if (sbar_show_bg.value)
            Draw_TileClear (scr_vrect.x, vid.height - sb_lines, scr_vrect.width, sb_lines);
#if 0
        else
        {
            Draw_Fill (0, vid.height - sb_lines - screen_bottom, scr_vrect.x, sb_lines, 0); // left
            Draw_Fill (scr_vrect.x+scr_vrect.width, vid.height - sb_lines - screen_bottom, vid.width-(scr_vrect.x+scr_vrect.width), sb_lines, 0); // right
            Draw_Fill (scr_vrect.x, scr_vrect.y+scr_vrect.height, scr_vrect.width, vid.height-(scr_vrect.y+scr_vrect.height)-screen_bottom, 0); // bottom
        }
#endif
        if (sbar.value > 1 || sb_showscores) // inventory bar
        {
            if (sbar.value > 2 || sb_showscores) // score bar
            {
                if (sbar_show_bg.value)
                    Sbar_DrawTransPic (0, -48, sb_scorebar);
                Sbar_SoloScoreboard (0, -48, 0);
            }
            if (sbar_show_bg.value)
            {
                if (rogue)
                {
                    if ( cl.stats[STAT_ACTIVEWEAPON] >= RIT_LAVA_NAILGUN )
                        Sbar_DrawTransPic (0, -24, rsb_invbar[0]);
                    else
                        Sbar_DrawTransPic (0, -24, rsb_invbar[1]);
                }
                else
                    Sbar_DrawTransPic (0, -24, sb_ibar);
            }

            Sbar_DrawAmmoList (0, -24, 0); // 0, -24, 0
            Sbar_DrawWeaponList (0, -16, 0); // 0, -16, 0
            if (rogue)
                Sbar_DrawKeys (192, -16); // 192, -16
            else
                Sbar_DrawKeys (192, -16); // 192, -16
            if (rogue || hipnotic)
                Sbar_DrawPowerUps (224, -16); // 224, -16
            else
                Sbar_DrawPowerUps (224, -16); // 224, -16

            if (rogue)
                Sbar_DrawPowerups_Rogue (288, -16); // 288, -16
            else if (hipnotic)
                Sbar_DrawPowerups_Hipnotic (288, -16); // 288, -16
            else
                Sbar_DrawRunes (288, -16); // sigils 288, -16

            Sbar_DrawFrags ();
        }
        // status bar
        if (sbar_show_bg.value)
            Sbar_DrawTransPic (0, 0, sb_sbar);
        Sbar_DrawArmor (0, 24, 0); // 0, 24, 0
        Sbar_DrawHealth (112, 136, 0); // 112, 136, 0
        Sbar_DrawHipKeys (209, 3); // keys (hipnotic only) 209, 3
        Sbar_DrawAmmo (224, 248, 0); // 224, 248, 0
    }
    else if (sbar.value == 4)
    {
#define SBAR_PADDING 4
        if (rogue || hipnotic)
            Sbar_SoloScoreboard (SBAR_PADDING, -49, 1);
        else
            Sbar_SoloScoreboard (SBAR_PADDING, -33, 1);

        Sbar_DrawAmmoList	(320 - SBAR_PADDING - 28, -9, 1);
        Sbar_DrawWeaponList	(320 - SBAR_PADDING - 24, -48, 1);

        if (rogue)
            Sbar_DrawKeys (320 - SBAR_PADDING - 56, -16);
        else
            Sbar_DrawKeys (320 - SBAR_PADDING - 88, -16);

        if (rogue || hipnotic)
        {
            Sbar_DrawPowerUps (SBAR_PADDING, -40);
            Sbar_DrawPowerups_Rogue		(64 + SBAR_PADDING, -40);
            Sbar_DrawPowerups_Hipnotic	(64 + SBAR_PADDING, -40);
        }
        else
            Sbar_DrawPowerUps (320 - SBAR_PADDING - 88, -32);

        Sbar_DrawRunes (320 - SBAR_PADDING - 56, -16); // sigils

//		Sbar_DrawFrags (); // TO DO

        Sbar_DrawArmor	(SBAR_PADDING, 24 + SBAR_PADDING, -24);
        Sbar_DrawHealth	(SBAR_PADDING, 24 + SBAR_PADDING, 0);
        Sbar_DrawHipKeys (320 - SBAR_PADDING - 40, -18); // keys (hipnotic only)
        Sbar_DrawAmmo (320 - SBAR_PADDING - 24, 320 - SBAR_PADDING - 96, 0);
    }

    if (cl.gametype == GAME_DEATHMATCH)
        if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
            Sbar_DeathmatchOverlay ();
// mankrip - end
}