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Xash3DArchive/engine/client/cl_scrn.c

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//=======================================================================
// Copyright XashXT Group 2007 <20>
// cl_scrn.c - build client frame
//=======================================================================
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#include "common.h"
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#include "client.h"
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vrect_t scr_vrect; // position of render window on screen
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cvar_t *scr_viewsize;
cvar_t *scr_centertime;
cvar_t *scr_showpause;
cvar_t *scr_printspeed;
cvar_t *scr_loading;
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cvar_t *scr_download;
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cvar_t *scr_width;
cvar_t *scr_height;
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cvar_t *cl_testentities;
cvar_t *cl_testlights;
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cvar_t *cl_levelshot_name;
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cvar_t *cl_envshot_size;
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void SCR_TimeRefresh_f( void );
void SCR_Loading_f( void );
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/*
================
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SCR_AdjustSize
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Adjusted for resolution and screen aspect ratio
================
*/
void SCR_AdjustSize( float *x, float *y, float *w, float *h )
{
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float xscale, yscale;
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// scale for screen sizes
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xscale = scr_width->integer / 640.0f;
yscale = scr_height->integer / 480.0f;
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if(x) *x *= xscale;
if(y) *y *= yscale;
if(w) *w *= xscale;
if(h) *h *= yscale;
}
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/*
================
SCR_FillRect
Coordinates are 640*480 virtual values
=================
*/
void SCR_FillRect( float x, float y, float width, float height, const float *color )
{
re->SetColor( color );
SCR_AdjustSize( &x, &y, &width, &height );
re->DrawFill( x, y, width, height );
re->SetColor( NULL );
}
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/*
================
SCR_DrawPic
Coordinates are 640*480 virtual values
================
*/
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void SCR_DrawPic( float x, float y, float width, float height, string_t shader )
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{
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int w, h;
// get original size
if(width == -1 || height == -1)
{
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re->DrawGetPicSize( &w, &h, shader );
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width = w, height = h;
}
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SCR_AdjustSize( &x, &y, &width, &height );
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re->DrawStretchPic (x, y, width, height, 0, 0, 1, 1, shader );
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}
/*
================
SCR_DrawChar
chars are drawn at 640*480 virtual screen size
================
*/
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void SCR_DrawChar( int x, int y, float w, float h, int ch )
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{
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float size, frow, fcol;
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float ax, ay, aw, ah;
ch &= 255;
if( ch == ' ' )return;
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if(y < -h) return;
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ax = x;
ay = y;
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aw = w;
ah = h;
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SCR_AdjustSize( &ax, &ay, &aw, &ah );
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frow = (ch >> 4)*0.0625f + (0.5f / 256.0f);
fcol = (ch & 15)*0.0625f + (0.5f / 256.0f);
size = 0.0625f - (1.0f / 256.0f);
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re->DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size, cls.consoleFont );
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}
/*
====================
SCR_DrawSmallChar
small chars are drawn at native screen resolution
====================
*/
void SCR_DrawSmallChar( int x, int y, int ch )
{
float frow, fcol;
float size;
ch &= 255;
if( ch == ' ' )return;
if(y < -SMALLCHAR_HEIGHT) return;
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frow = (ch >> 4)*0.0625f + (0.5f / 256.0f);
fcol = (ch & 15)*0.0625f + (0.5f / 256.0f);
size = 0.0625f - (1.0f / 256.0f);
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re->DrawStretchPic( x, y, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, fcol, frow, fcol + size, frow + size, cls.consoleFont );
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}
/*
==================
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SCR_DrawBigString[Color]
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Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
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void SCR_DrawStringExt( int x, int y, float w, float h, const char *string, float *setColor, bool forceColor )
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{
vec4_t color;
const char *s;
int xx;
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// draw the drop shadow
Vector4Set( color, 0.0f, 0.0f, 0.0f, setColor[3] );
re->SetColor( color );
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s = string;
xx = x;
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while ( *s )
{
if(IsColorString( s ))
{
s += 2;
continue;
}
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SCR_DrawChar( xx + 2, y + 2, w, h, *s );
xx += w;
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s++;
}
// draw the colored text
s = string;
xx = x;
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re->SetColor( setColor );
while ( *s )
{
if(IsColorString( s ))
{
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if ( !forceColor )
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{
Mem_Copy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ));
color[3] = setColor[3];
re->SetColor( color );
}
s += 2;
continue;
}
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SCR_DrawChar( xx, y, w, h, *s );
xx += w;
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s++;
}
re->SetColor( NULL );
}
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void SCR_DrawBigString( int x, int y, const char *s, float alpha )
{
float color[4];
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Vector4Set( color, 1.0f, 1.0f, 1.0f, alpha );
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SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, s, color, false );
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}
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color )
{
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SCR_DrawStringExt( x, y, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, s, color, true );
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}
/*
==================
SCR_DrawSmallString[Color]
Draws a multi-colored string with a drop shadow, optionally forcing
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to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
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void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, bool forceColor )
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{
vec4_t color;
const char *s;
int xx;
// draw the colored text
s = string;
xx = x;
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re->SetColor( setColor );
while ( *s )
{
if(IsColorString( s ))
{
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if( !forceColor )
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{
Mem_Copy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ));
color[3] = setColor[3];
re->SetColor( color );
}
s += 2;
continue;
}
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SCR_DrawSmallChar( xx, y, *s );
xx += SMALLCHAR_WIDTH;
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s++;
}
re->SetColor( NULL );
}
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/*
==============================================================================
Cinematic user interface
==============================================================================
*/
bool SCR_PlayCinematic( char *name, int bits )
{
string path;
if( cls.state == ca_cinematic )
SCR_StopCinematic();
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com.sprintf( path, "media/%s", name );
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FS_DefaultExtension( path, ".dpv" );
S_StopAllSounds();
//S_StartStreaming();
if(CIN_PlayCinematic( path ))
{
SCR_RunCinematic(); // load first frame
return true;
}
return false;
}
void SCR_DrawCinematic( void )
{
CIN_DrawCinematic();
}
void SCR_RunCinematic( void )
{
CIN_RunCinematic();
}
void SCR_StopCinematic( void )
{
CIN_StopCinematic();
S_StopAllSounds();
}
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/*
==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
text to the screen.
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==================
*/
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void SCR_UpdateScreen( void )
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{
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if(!V_PreRender()) return;
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switch( cls.state )
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{
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case ca_disconnected:
case ca_connecting:
case ca_connected:
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CL_DrawHUD();
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break;
case ca_active:
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V_CalcRect();
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V_RenderView();
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CL_DrawHUD();
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CL_DrawDemoRecording();
break;
case ca_cinematic:
SCR_DrawCinematic();
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break;
default:
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Host_Error("SCR_UpdateScreen: bad cls.state" );
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break;
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}
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V_PostRender();
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}
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/*
==================
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SCR_Init
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==================
*/
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void SCR_Init (void)
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{
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cls.mempool = Mem_AllocPool( "Client Static" );
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scr_showpause = Cvar_Get("scr_showpause", "1", 0, "show pause picture" );
scr_centertime = Cvar_Get("scr_centertime", "2.5", 0, "centerprint hold time" );
scr_printspeed = Cvar_Get("scr_printspeed", "8", 0, "centerprint speed of print" );
cl_levelshot_name = Cvar_Get("cl_levelshot_name", "common/black", 0, "contains path to current levelshot" );
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scr_loading = Cvar_Get("scr_loading", "0", 0, "loading bar progress" );
scr_download = Cvar_Get("scr_download", "0", 0, "downloading bar progress" );
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cl_testentities = Cvar_Get ("cl_testentities", "0", 0, "test client entities" );
cl_testlights = Cvar_Get ("cl_testlights", "0", 0, "test dynamic lights" );
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cl_envshot_size = Cvar_Get( "cl_envshot_size", "256", CVAR_ARCHIVE, "envshot size of cube side" );
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// register our commands
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Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" );
Cmd_AddCommand( "loading", SCR_Loading_f, "prepare client to a loading new map" );
Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "setfont", CL_SetFont_f, "set new system font" );
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Cmd_AddCommand( "viewpos", SCR_Viewpos_f, "prints current player origin" );
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// register console images
cls.consoleFont = re->RegisterShader( va( "gfx/fonts/%s", con_font->string ), SHADER_FONT );
cls.consoleBack = re->RegisterShader( "gfx/background/conback", SHADER_NOMIP );
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}
void SCR_Shutdown( void )
{
Mem_FreePool( &cls.mempool );
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}