//======================================================================= // Copyright XashXT Group 2007 © // cl_scrn.c - build client frame //======================================================================= #include "common.h" #include "client.h" #include "byteorder.h" #include "qfont.h" convar_t *scr_viewsize; convar_t *scr_centertime; convar_t *scr_printspeed; convar_t *scr_loading; convar_t *scr_download; convar_t *scr_width; convar_t *scr_height; convar_t *cl_testlights; convar_t *cl_allow_levelshots; convar_t *cl_levelshot_name; convar_t *cl_envshot_size; static qboolean scr_init = false; /* ============== SCR_DrawFPS ============== */ void SCR_DrawFPS( void ) { float calc; rgba_t color; static double nexttime = 0, lasttime = 0; static double framerate = 0; static int framecount = 0; double newtime; char fpsstring[32]; if( cls.state != ca_active ) return; if( !cl_showfps->integer ) return; if( cls.scrshot_action != scrshot_inactive ) return; newtime = Sys_DoubleTime(); if( newtime >= nexttime ) { framerate = framecount / (newtime - lasttime); lasttime = newtime; nexttime = max( nexttime + 1, lasttime - 1 ); framecount = 0; } framecount++; calc = framerate; if( calc < 1.0f ) { com.snprintf( fpsstring, sizeof( fpsstring ), "%4i spf", (int)(1.0f / calc + 0.5)); MakeRGBA( color, 255, 0, 0, 255 ); } else { com.snprintf( fpsstring, sizeof( fpsstring ), "%4i fps", (int)(calc + 0.5)); MakeRGBA( color, 255, 255, 255, 255 ); } Con_DrawString( scr_width->integer - 68, 4, fpsstring, color ); } void SCR_NetSpeeds( void ) { static char msg[MAX_SYSPATH]; int x, y, height; char *p, *start, *end; float time = sv_time(); rgba_t color; if( !net_speeds->integer ) return; if( cls.state != ca_active ) return; switch( net_speeds->integer ) { case 1: if( cls.netchan.compress ) { com.snprintf( msg, sizeof( msg ), "Game Time: %02d:%02d\nTotal received from server:\n Huffman %s\nUncompressed %s\n", (int)(time / 60.0f ), (int)fmod( time, 60.0f ), memprint( cls.netchan.total_received ), memprint( cls.netchan.total_received_uncompressed )); } else { com.snprintf( msg, sizeof( msg ), "Game Time: %02d:%02d\nTotal received from server:\nUncompressed %s\n", (int)(time / 60.0f ), (int)fmod( time, 60.0f ), memprint( cls.netchan.total_received_uncompressed )); } break; case 2: if( cls.netchan.compress ) { com.snprintf( msg, sizeof( msg ), "Game Time: %02d:%02d\nTotal sended to server:\nHuffman %s\nUncompressed %s\n", (int)(time / 60.0f ), (int)fmod( time, 60.0f ), memprint( cls.netchan.total_sended ), memprint( cls.netchan.total_sended_uncompressed )); } else { com.snprintf( msg, sizeof( msg ), "Game Time: %02d:%02d\nTotal sended to server:\nUncompressed %s\n", (int)(time / 60.0f ), (int)fmod( time, 60.0f ), memprint( cls.netchan.total_sended_uncompressed )); } break; default: return; } x = scr_width->integer - 320; y = 256; Con_DrawStringLen( NULL, NULL, &height ); MakeRGBA( color, 255, 255, 255, 255 ); p = start = msg; do { end = com.strchr( p, '\n' ); if( end ) msg[end-start] = '\0'; Con_DrawString( x, y, p, color ); y += height; if( end ) p = end + 1; else break; } while( 1 ); } /* ================ SCR_RSpeeds ================ */ void SCR_RSpeeds( void ) { char msg[MAX_SYSPATH]; if( re->RSpeedsMessage( msg, sizeof( msg ))) { int x, y, height; char *p, *start, *end; rgba_t color; x = scr_width->integer - 320; y = 64; Con_DrawStringLen( NULL, NULL, &height ); MakeRGBA( color, 255, 255, 255, 255 ); p = start = msg; do { end = com.strchr( p, '\n' ); if( end ) msg[end-start] = '\0'; Con_DrawString( x, y, p, color ); y += height; if( end ) p = end + 1; else break; } while( 1 ); } } void SCR_MakeLevelShot( void ) { if( cls.scrshot_request != scrshot_plaque ) return; // make levelshot at nextframe() Cbuf_AddText( "wait 2\nlevelshot\n" ); } void SCR_MakeScreenShot( void ) { qboolean iRet = false; if( !re && host.type == HOST_NORMAL ) return; // don't reset action - it will be wait until render initalization is done switch( cls.scrshot_action ) { case scrshot_plaque: iRet = re->ScrShot( cls.shotname, VID_LEVELSHOT ); break; case scrshot_savegame: case scrshot_demoshot: iRet = re->ScrShot( cls.shotname, VID_MINISHOT ); break; case scrshot_envshot: iRet = re->EnvShot( cls.shotname, cl_envshot_size->integer, cls.envshot_vieworg, false ); break; case scrshot_skyshot: iRet = re->EnvShot( cls.shotname, cl_envshot_size->integer, cls.envshot_vieworg, true ); break; default: return; // does nothing } // report if( iRet ) MsgDev( D_INFO, "Write %s\n", cls.shotname ); else MsgDev( D_ERROR, "Unable to write %s\n", cls.shotname ); cls.envshot_vieworg = NULL; cls.scrshot_action = scrshot_inactive; cls.shotname[0] = '\0'; } void SCR_DrawPlaque( void ) { shader_t levelshot; if( !re ) return; if( cl_allow_levelshots->integer && !cls.changelevel ) { levelshot = re->RegisterShader( cl_levelshot_name->string, SHADER_NOMIP ); re->SetParms( levelshot, kRenderNormal, 0 ); re->DrawStretchPic( 0, 0, scr_width->integer, scr_height->integer, 0, 0, 1, 1, levelshot ); CL_DrawHUD( CL_LOADING ); } } /* ================== SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. ================== */ void SCR_UpdateScreen( void ) { if( V_PreRender( )) { switch( cls.state ) { case ca_disconnected: break; case ca_connecting: case ca_connected: SCR_DrawPlaque(); break; case ca_active: V_RenderView(); CL_DrawHUD( CL_ACTIVE ); CL_DrawDemoRecording(); break; case ca_cinematic: SCR_DrawCinematic(); break; default: Host_Error( "SCR_UpdateScreen: bad cls.state\n" ); break; } V_PostRender(); } if( clgame.hInstance ) clgame.dllFuncs.pfnFrame( cl_time( )); } static void SCR_LoadCreditsFont( void ) { if( !re ) return; // setup creditsfont if( FS_FileExists( "gfx/creditsfont.fnt" )) { byte *buffer; size_t length; int fontWidth; qfont_t *src; // half-life font with variable chars witdh buffer = FS_LoadFile( "gfx/creditsfont.fnt", &length ); re->GetParms( &fontWidth, NULL, NULL, 0, cls.creditsFont.hFontTexture ); if( buffer && length >= sizeof( qfont_t )) { int i; src = (qfont_t *)buffer; clgame.scrInfo.iCharHeight = LittleLong( src->rowheight ); // build rectangles for( i = 0; i < 256; i++ ) { cls.creditsFont.fontRc[i].left = LittleShort( (word)src->fontinfo[i].startoffset ) % fontWidth; cls.creditsFont.fontRc[i].right = cls.creditsFont.fontRc[i].left + LittleShort( src->fontinfo[i].charwidth ); cls.creditsFont.fontRc[i].top = LittleShort( (word)src->fontinfo[i].startoffset ) / fontWidth; cls.creditsFont.fontRc[i].bottom = cls.creditsFont.fontRc[i].top + LittleLong( src->rowheight ); clgame.scrInfo.charWidths[i] = LittleLong( src->fontinfo[i].charwidth ); } cls.creditsFont.valid = true; } if( buffer ) Mem_Free( buffer ); } } static void SCR_InstallParticlePalette( void ) { rgbdata_t *pic; int i; // NOTE: imagelib required this fakebuffer for loading internal palette pic = FS_LoadImage( "#quake.pal", ((byte *)&i), 768 ); if( pic ) { for( i = 0; i < 256; i++ ) { clgame.palette[i][0] = pic->palette[i*4+0]; clgame.palette[i][1] = pic->palette[i*4+1]; clgame.palette[i][2] = pic->palette[i*4+2]; } FS_FreeImage( pic ); } else { for( i = 0; i < 256; i++ ) { clgame.palette[i][0] = i; clgame.palette[i][1] = i; clgame.palette[i][2] = i; } MsgDev( D_WARN, "CL_InstallParticlePalette: failed. Force to grayscale\n" ); } } void SCR_RegisterShaders( void ) { if( re ) { cls.fillShader = re->RegisterShader( "*white", SHADER_NOMIP ); // used for FillRGBA // register gfx.wad images cls.pauseIcon = re->RegisterShader( "gfx/paused", SHADER_NOMIP ); // FIXME: MAKE INTRESOURCE cls.loadingBar = re->RegisterShader( "gfx/lambda", SHADER_NOMIP ); // FIXME: MAKE INTRESOURCE cls.creditsFont.hFontTexture = re->RegisterShader( "gfx/creditsfont", SHADER_NOMIP ); // FIXME: MAKE INTRESOURCE } Mem_Set( &clgame.ds, 0, sizeof( clgame.ds )); // reset a draw state Mem_Set( &gameui.ds, 0, sizeof( gameui.ds )); // reset a draw state Mem_Set( &clgame.centerPrint, 0, sizeof( clgame.centerPrint )); // update screen sizes for menu gameui.globals->scrWidth = scr_width->integer; gameui.globals->scrHeight = scr_height->integer; // vid_state has changed if( clgame.hInstance ) clgame.dllFuncs.pfnVidInit(); if( gameui.hInstance ) gameui.dllFuncs.pfnVidInit(); // restart console size Con_VidInit (); } /* ================== SCR_Init ================== */ void SCR_Init( void ) { if( scr_init ) return; 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", MAP_DEFAULT_SHADER, 0, "contains path to current levelshot" ); cl_allow_levelshots = Cvar_Get( "allow_levelshots", "0", CVAR_ARCHIVE, "allow engine to use indivdual levelshots instead of 'loading' image" ); scr_loading = Cvar_Get( "scr_loading", "0", 0, "loading bar progress" ); scr_download = Cvar_Get( "scr_download", "0", 0, "downloading bar progress" ); cl_testlights = Cvar_Get( "cl_testlights", "0", 0, "test dynamic lights" ); cl_envshot_size = Cvar_Get( "cl_envshot_size", "256", CVAR_ARCHIVE, "envshot size of cube side" ); // register our commands Cmd_AddCommand( "timerefresh", SCR_TimeRefresh_f, "turn quickly and print rendering statistcs" ); Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" ); Cmd_AddCommand( "viewpos", SCR_Viewpos_f, "prints current player origin" ); if( !UI_LoadProgs( va( "%s/GameUI.dll", GI->dll_path ) )) { Msg( "^1Error: ^7can't initialize gameui.dll\n" ); // there is non fatal for us if( !host.developer ) host.developer = 1; // we need console, because menu is missing } SCR_RegisterShaders (); SCR_LoadCreditsFont (); SCR_InstallParticlePalette (); SCR_InitCinematic(); if( host.developer && FS_CheckParm( "-toconsole" )) Cbuf_AddText( "toggleconsole\n" ); else UI_SetActiveMenu( true ); scr_init = true; } void SCR_Shutdown( void ) { if( !scr_init ) return; Cmd_RemoveCommand( "timerefresh" ); Cmd_RemoveCommand( "skyname" ); Cmd_RemoveCommand( "viewpos" ); UI_SetActiveMenu( false ); SCR_FreeCinematic(); UI_UnloadProgs(); scr_init = false; }