Пример #1
0
void uiSequenceNode::draw (uiNode_t *node)
{
	if (EXTRADATA(node).context != NULL && EXTRADATA(node).playing) {
		bool finished = false;
		vec2_t pos;
		vec2_t screenPos;
		UI_GetNodeAbsPos(node, pos);
		UI_GetNodeScreenPos(node, screenPos);

		R_PushMatrix();
		R_CleanupDepthBuffer(pos[0], pos[1], node->box.size[0], node->box.size[1]);
		R_PushClipRect(screenPos[0], screenPos[1], node->box.size[0], node->box.size[1]);

		SEQ_SetView(EXTRADATA(node).context, pos, node->box.size);
		finished = !SEQ_Render(EXTRADATA(node).context);

		R_PopClipRect();
		R_PopMatrix();

		if (finished && EXTRADATA(node).onEnd) {
			UI_ExecuteEventActions(node, EXTRADATA(node).onEnd);
			EXTRADATA(node).playing = true;
		}
	}
}
Пример #2
0
void UI_PushClipRect (int x, int y, int width, int height)
{
	R_PushClipRect(x, y, width, height);
}
Пример #3
0
/**
 * @todo need to merge UI model case, and the common case (look to be a copy-pasted code)
 */
void UI_DrawModelNode (uiNode_t *node, const char *source)
{
	modelInfo_t mi;
	uiModel_t *model;
	vec3_t nodeorigin;
	vec3_t autoScale;
	vec3_t autoCenter;

	assert(UI_NodeInstanceOf(node, "model"));			/**< We use model extradata */

	if (source[0] == '\0')
		return;

	model = UI_GetUIModel(source);
	/* direct model name - no UI model definition */
	if (!model) {
		/* prevent the searching for a model def in the next frame */
		mi.model = R_FindModel(source);
		mi.name = source;
		if (!mi.model) {
			Com_Printf("Could not find model '%s'\n", source);
			return;
		}
	}

	/* compute the absolute origin ('origin' property is relative to the node center) */
	UI_GetNodeAbsPos(node, nodeorigin);
	R_CleanupDepthBuffer(nodeorigin[0], nodeorigin[1], node->size[0], node->size[1]);
	if (EXTRADATA(node).clipOverflow)
		R_PushClipRect(nodeorigin[0], nodeorigin[1], node->size[0], node->size[1]);
	nodeorigin[0] += node->size[0] / 2 + EXTRADATA(node).origin[0];
	nodeorigin[1] += node->size[1] / 2 + EXTRADATA(node).origin[1];
	nodeorigin[2] = EXTRADATA(node).origin[2];

	VectorMA(EXTRADATA(node).angles, cls.frametime, EXTRADATA(node).omega, EXTRADATA(node).angles);
	mi.origin = nodeorigin;
	mi.angles = EXTRADATA(node).angles;
	mi.scale = EXTRADATA(node).scale;
	mi.center = nullVector;
	mi.color = node->color;
	mi.mesh = 0;

	/* special case to draw models with UI model */
	if (model) {
		UI_DrawModelNodeWithUIModel(node, source, &mi, model);
		if (EXTRADATA(node).clipOverflow)
			R_PopClipRect();
		return;
	}

	/* if the node is linked to a parent, the parent will display it */
	if (EXTRADATA(node).tag) {
		if (EXTRADATA(node).clipOverflow)
			R_PopClipRect();
		return;
	}

	/* autoscale? */
	if (EXTRADATA(node).autoscale) {
		const vec2_t size = {node->size[0] - node->padding, node->size[1] - node->padding};
		R_ModelAutoScale(size, &mi, autoScale, autoCenter);
	}

	/* no animation */
	mi.frame = 0;
	mi.oldframe = 0;
	mi.backlerp = 0;

	/* get skin */
	if (EXTRADATA(node).skin && *EXTRADATA(node).skin)
		mi.skin = atoi(UI_GetReferenceString(node, EXTRADATA(node).skin));
	else
		mi.skin = 0;

	/* do animations */
	if (EXTRADATA(node).animation && *EXTRADATA(node).animation) {
		animState_t *as;
		const char *ref;
		ref = UI_GetReferenceString(node, EXTRADATA(node).animation);

		/* check whether the cvar value changed */
		if (strncmp(EXTRADATA(node).oldRefValue, source, MAX_OLDREFVALUE)) {
			Q_strncpyz(EXTRADATA(node).oldRefValue, source, MAX_OLDREFVALUE);
			/* model has changed but mem is already reserved in pool */
			if (EXTRADATA(node).animationState) {
				Mem_Free(EXTRADATA(node).animationState);
				EXTRADATA(node).animationState = NULL;
			}
		}
		if (!EXTRADATA(node).animationState) {
			as = (animState_t *) Mem_PoolAlloc(sizeof(*as), cl_genericPool, 0);
			if (!as)
				Com_Error(ERR_DROP, "Model %s should have animState_t for animation %s - but doesn't\n", mi.name, ref);
			R_AnimChange(as, mi.model, ref);
			EXTRADATA(node).animationState = as;
		} else {
			const char *anim;
			/* change anim if needed */
			as = EXTRADATA(node).animationState;
			if (!as)
				Com_Error(ERR_DROP, "Model %s should have animState_t for animation %s - but doesn't\n", mi.name, ref);
			anim = R_AnimGetName(as, mi.model);
			if (anim && !Q_streq(anim, ref))
				R_AnimChange(as, mi.model, ref);
			R_AnimRun(as, mi.model, cls.frametime * 1000);
		}

		mi.frame = as->frame;
		mi.oldframe = as->oldframe;
		mi.backlerp = as->backlerp;
	}

	/* draw the main model on the node */
	R_DrawModelDirect(&mi, NULL, NULL);

	/* draw all children */
	if (node->firstChild) {
		uiNode_t *child;
		modelInfo_t pmi = mi;
		for (child = node->firstChild; child; child = child->next) {
			const char *tag;
			char childSource[MAX_VAR];
			const char* childRef;

			/* skip non "model" nodes */
			if (child->behaviour != node->behaviour)
				continue;

			/* skip invisible child */
			if (child->invis || !UI_CheckVisibility(child))
				continue;

			OBJZERO(mi);
			mi.angles = EXTRADATA(child).angles;
			mi.scale = EXTRADATA(child).scale;
			mi.center = nullVector;
			mi.origin = EXTRADATA(child).origin;
			mi.color = pmi.color;

			/* get the anchor name to link the model into the parent */
			tag = EXTRADATA(child).tag;

			/* init model name */
			childRef = UI_GetReferenceString(child, EXTRADATA(child).model);
			if (Q_strnull(childRef))
				childSource[0] = '\0';
			else
				Q_strncpyz(childSource, childRef, sizeof(childSource));
			mi.model = R_FindModel(childSource);
			mi.name = childSource;

			/* init skin */
			if (EXTRADATA(child).skin && *EXTRADATA(child).skin)
				mi.skin = atoi(UI_GetReferenceString(child, EXTRADATA(child).skin));
			else
				mi.skin = 0;

			R_DrawModelDirect(&mi, &pmi, tag);
		}
	}

	if (EXTRADATA(node).clipOverflow)
		R_PopClipRect();
}