mirror of https://github.com/FWGS/xash3d-fwgs
engine: client: combine loading or paused icon drawing
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3f48bce7da
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@ -380,7 +380,26 @@ static void SPR_AdjustSize( float *x, float *y, float *w, float *h )
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{
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float xscale, yscale;
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if( !x && !y && !w && !h ) return;
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// scale for screen sizes
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xscale = refState.width / (float)clgame.scrInfo.iWidth;
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yscale = refState.height / (float)clgame.scrInfo.iHeight;
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if( x ) *x *= xscale;
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if( y ) *y *= yscale;
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if( w ) *w *= xscale;
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if( h ) *h *= yscale;
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}
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/*
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====================
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SPR_AdjustSize
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draw hudsprite routine
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====================
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*/
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static void SPR_AdjustSizei( int *x, int *y, int *w, int *h )
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{
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float xscale, yscale;
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// scale for screen sizes
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xscale = refState.width / (float)clgame.scrInfo.iWidth;
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@ -401,19 +420,9 @@ draw hudsprite routine
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*/
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void PicAdjustSize( float *x, float *y, float *w, float *h )
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{
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float xscale, yscale;
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if( !clgame.ds.adjust_size ) return;
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if( !x && !y && !w && !h ) return;
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// scale for screen sizes
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xscale = refState.width / (float)clgame.scrInfo.iWidth;
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yscale = refState.height / (float)clgame.scrInfo.iHeight;
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if( x ) *x *= xscale;
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if( y ) *y *= yscale;
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if( w ) *w *= xscale;
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if( h ) *h *= yscale;
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SPR_AdjustSize( x, y, w, h );
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}
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static qboolean SPR_Scissor( float *x, float *y, float *width, float *height, float *u0, float *v0, float *u1, float *v1 )
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@ -947,25 +956,20 @@ CL_DrawLoading
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draw loading progress bar
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=============
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*/
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static void CL_DrawLoading( float percent )
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static void CL_DrawLoadingOrPaused( qboolean paused, float percent )
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{
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int x, y, width, height, right;
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float xscale, yscale, step, s2;
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R_GetTextureParms( &width, &height, cls.loadingBar );
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R_GetTextureParms( &width, &height, paused ? cls.pauseIcon : cls.loadingBar );
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x = ( clgame.scrInfo.iWidth - width ) >> 1;
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y = ( clgame.scrInfo.iHeight - height) >> 1;
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xscale = refState.width / (float)clgame.scrInfo.iWidth;
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yscale = refState.height / (float)clgame.scrInfo.iHeight;
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SPR_AdjustSizei( &x, &y, &width, &height );
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x *= xscale;
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y *= yscale;
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width *= xscale;
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height *= yscale;
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if( cl_allow_levelshots->value )
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if( !paused && cl_allow_levelshots->value )
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{
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float step, s2;
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ref.dllFuncs.Color4ub( 128, 128, 128, 255 );
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ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
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ref.dllFuncs.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, cls.loadingBar );
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@ -988,35 +992,6 @@ static void CL_DrawLoading( float percent )
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}
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}
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/*
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=============
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CL_DrawPause
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draw pause sign
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=============
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*/
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static void CL_DrawPause( void )
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{
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int x, y, width, height;
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float xscale, yscale;
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R_GetTextureParms( &width, &height, cls.pauseIcon );
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x = ( clgame.scrInfo.iWidth - width ) >> 1;
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y = ( clgame.scrInfo.iHeight - height) >> 1;
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xscale = refState.width / (float)clgame.scrInfo.iWidth;
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yscale = refState.height / (float)clgame.scrInfo.iHeight;
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x *= xscale;
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y *= yscale;
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width *= xscale;
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height *= yscale;
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ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
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ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
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ref.dllFuncs.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, cls.pauseIcon );
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}
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void CL_DrawHUD( int state )
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{
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if( state == CL_ACTIVE && !cl.video_prepped )
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@ -1040,15 +1015,15 @@ void CL_DrawHUD( int state )
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CL_DrawCrosshair ();
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CL_DrawCenterPrint ();
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clgame.dllFuncs.pfnRedraw( cl.time, cl.intermission );
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CL_DrawPause();
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CL_DrawLoadingOrPaused( true, 0.0f );
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break;
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case CL_LOADING:
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CL_DrawLoading( scr_loading->value );
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CL_DrawLoadingOrPaused( false, scr_loading->value );
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break;
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case CL_CHANGELEVEL:
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if( cls.draw_changelevel )
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{
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CL_DrawLoading( 100.0f );
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CL_DrawLoadingOrPaused( false, 100.0f );
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cls.draw_changelevel = false;
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}
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break;
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