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Regard whitespace Rev 5130 → Rev 5131

/contrib/other/sdlquake-1.0.9/screen.c
0,0 → 1,991
/*
Copyright (C) 1996-1997 Id Software, Inc.
 
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
 
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
See the GNU General Public License for more details.
 
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 
*/
// screen.c -- master for refresh, status bar, console, chat, notify, etc
 
#include "quakedef.h"
#include "r_local.h"
 
// only the refresh window will be updated unless these variables are flagged
int scr_copytop;
int scr_copyeverything;
 
float scr_con_current;
float scr_conlines; // lines of console to display
 
float oldscreensize, oldfov;
cvar_t scr_viewsize = {"viewsize","100", true};
cvar_t scr_fov = {"fov","90"}; // 10 - 170
cvar_t scr_conspeed = {"scr_conspeed","300"};
cvar_t scr_centertime = {"scr_centertime","2"};
cvar_t scr_showram = {"showram","1"};
cvar_t scr_showturtle = {"showturtle","0"};
cvar_t scr_showpause = {"showpause","1"};
cvar_t scr_printspeed = {"scr_printspeed","8"};
 
qboolean scr_initialized; // ready to draw
 
qpic_t *scr_ram;
qpic_t *scr_net;
qpic_t *scr_turtle;
 
int scr_fullupdate;
 
int clearconsole;
int clearnotify;
 
viddef_t vid; // global video state
 
vrect_t *pconupdate;
vrect_t scr_vrect;
 
qboolean scr_disabled_for_loading;
qboolean scr_drawloading;
float scr_disabled_time;
qboolean scr_skipupdate;
 
qboolean block_drawing;
 
void SCR_ScreenShot_f (void);
 
/*
===============================================================================
 
CENTER PRINTING
 
===============================================================================
*/
 
char scr_centerstring[1024];
float scr_centertime_start; // for slow victory printing
float scr_centertime_off;
int scr_center_lines;
int scr_erase_lines;
int scr_erase_center;
 
/*
==============
SCR_CenterPrint
 
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void SCR_CenterPrint (char *str)
{
strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
scr_centertime_off = scr_centertime.value;
scr_centertime_start = cl.time;
 
// count the number of lines for centering
scr_center_lines = 1;
while (*str)
{
if (*str == '\n')
scr_center_lines++;
str++;
}
}
 
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);
}
 
void SCR_DrawCenterString (void)
{
char *start;
int l;
int j;
int x, y;
int remaining;
 
// the finale prints the characters one at a time
if (cl.intermission)
remaining = scr_printspeed.value * (cl.time - scr_centertime_start);
else
remaining = 9999;
 
scr_erase_center = 0;
start = scr_centerstring;
 
if (scr_center_lines <= 4)
y = vid.height*0.35;
else
y = 48;
 
do
{
// scan the width of the line
for (l=0 ; l<40 ; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
{
Draw_Character (x, y, start[j]);
if (!remaining--)
return;
}
y += 8;
 
while (*start && *start != '\n')
start++;
 
if (!*start)
break;
start++; // skip the \n
} while (1);
}
 
void SCR_CheckDrawCenterString (void)
{
scr_copytop = 1;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
 
scr_centertime_off -= host_frametime;
if (scr_centertime_off <= 0 && !cl.intermission)
return;
if (key_dest != key_game)
return;
 
SCR_DrawCenterString ();
}
 
//=============================================================================
 
/*
====================
CalcFov
====================
*/
float CalcFov (float fov_x, float width, float height)
{
float a;
float x;
 
if (fov_x < 1 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
 
x = width/tan(fov_x/360*M_PI);
 
a = atan (height/x);
 
a = a*360/M_PI;
 
return a;
}
 
/*
=================
SCR_CalcRefdef
 
Must be called whenever vid changes
Internal use only
=================
*/
static void SCR_CalcRefdef (void)
{
vrect_t vrect;
float size;
 
scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
 
// force the status bar to redraw
Sbar_Changed ();
 
//========================================
// bound viewsize
if (scr_viewsize.value < 30)
Cvar_Set ("viewsize","30");
if (scr_viewsize.value > 120)
Cvar_Set ("viewsize","120");
 
// bound field of view
if (scr_fov.value < 10)
Cvar_Set ("fov","10");
if (scr_fov.value > 170)
Cvar_Set ("fov","170");
 
r_refdef.fov_x = scr_fov.value;
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
 
// intermission is always full screen
if (cl.intermission)
size = 120;
else
size = scr_viewsize.value;
 
if (size >= 120)
sb_lines = 0; // no status bar at all
else if (size >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24+16+8;
 
// these calculations mirror those in R_Init() for r_refdef, but take no
// account of water warping
vrect.x = 0;
vrect.y = 0;
vrect.width = vid.width;
vrect.height = vid.height;
 
R_SetVrect (&vrect, &scr_vrect, sb_lines);
 
// guard against going from one mode to another that's less than half the
// vertical resolution
if (scr_con_current > vid.height)
scr_con_current = vid.height;
 
// notify the refresh of the change
R_ViewChanged (&vrect, sb_lines, vid.aspect);
}
 
 
/*
=================
SCR_SizeUp_f
 
Keybinding command
=================
*/
void SCR_SizeUp_f (void)
{
Cvar_SetValue ("viewsize",scr_viewsize.value+10);
vid.recalc_refdef = 1;
}
 
 
/*
=================
SCR_SizeDown_f
 
Keybinding command
=================
*/
void SCR_SizeDown_f (void)
{
Cvar_SetValue ("viewsize",scr_viewsize.value-10);
vid.recalc_refdef = 1;
}
 
//============================================================================
 
/*
==================
SCR_Init
==================
*/
void SCR_Init (void)
{
Cvar_RegisterVariable (&scr_fov);
Cvar_RegisterVariable (&scr_viewsize);
Cvar_RegisterVariable (&scr_conspeed);
Cvar_RegisterVariable (&scr_showram);
Cvar_RegisterVariable (&scr_showturtle);
Cvar_RegisterVariable (&scr_showpause);
Cvar_RegisterVariable (&scr_centertime);
Cvar_RegisterVariable (&scr_printspeed);
 
//
// register our commands
//
Cmd_AddCommand ("screenshot",SCR_ScreenShot_f);
Cmd_AddCommand ("sizeup",SCR_SizeUp_f);
Cmd_AddCommand ("sizedown",SCR_SizeDown_f);
 
scr_ram = Draw_PicFromWad ("ram");
scr_net = Draw_PicFromWad ("net");
scr_turtle = Draw_PicFromWad ("turtle");
 
scr_initialized = true;
}
 
 
 
/*
==============
SCR_DrawRam
==============
*/
void SCR_DrawRam (void)
{
if (!scr_showram.value)
return;
 
if (!r_cache_thrash)
return;
 
Draw_Pic (scr_vrect.x+32, scr_vrect.y, scr_ram);
}
 
/*
==============
SCR_DrawTurtle
==============
*/
void SCR_DrawTurtle (void)
{
static int count;
if (!scr_showturtle.value)
return;
 
if (host_frametime < 0.1)
{
count = 0;
return;
}
 
count++;
if (count < 3)
return;
 
Draw_Pic (scr_vrect.x, scr_vrect.y, scr_turtle);
}
 
/*
==============
SCR_DrawNet
==============
*/
void SCR_DrawNet (void)
{
if (realtime - cl.last_received_message < 0.3)
return;
if (cls.demoplayback)
return;
 
Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
}
 
/*
==============
DrawPause
==============
*/
void SCR_DrawPause (void)
{
qpic_t *pic;
 
if (!scr_showpause.value) // turn off for screenshots
return;
 
if (!cl.paused)
return;
 
pic = Draw_CachePic ("gfx/pause.lmp");
Draw_Pic ( (vid.width - pic->width)/2,
(vid.height - 48 - pic->height)/2, pic);
}
 
 
 
/*
==============
SCR_DrawLoading
==============
*/
void SCR_DrawLoading (void)
{
qpic_t *pic;
 
if (!scr_drawloading)
return;
pic = Draw_CachePic ("gfx/loading.lmp");
Draw_Pic ( (vid.width - pic->width)/2,
(vid.height - 48 - pic->height)/2, pic);
}
 
 
 
//=============================================================================
 
 
/*
==================
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
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
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;
}
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (void)
{
if (scr_con_current)
{
scr_copyeverything = 1;
Con_DrawConsole (scr_con_current, true);
clearconsole = 0;
}
else
{
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
 
 
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
 
typedef struct
{
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin,ymin,xmax,ymax;
unsigned short hres,vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_t;
 
/*
==============
WritePCXfile
==============
*/
void WritePCXfile (char *filename, byte *data, int width, int height,
int rowbytes, byte *palette)
{
int i, j, length;
pcx_t *pcx;
byte *pack;
pcx = Hunk_TempAlloc (width*height*2+1000);
if (pcx == NULL)
{
Con_Printf("SCR_ScreenShot_f: not enough memory\n");
return;
}
pcx->manufacturer = 0x0a; // PCX id
pcx->version = 5; // 256 color
pcx->encoding = 1; // uncompressed
pcx->bits_per_pixel = 8; // 256 color
pcx->xmin = 0;
pcx->ymin = 0;
pcx->xmax = LittleShort((short)(width-1));
pcx->ymax = LittleShort((short)(height-1));
pcx->hres = LittleShort((short)width);
pcx->vres = LittleShort((short)height);
Q_memset (pcx->palette,0,sizeof(pcx->palette));
pcx->color_planes = 1; // chunky image
pcx->bytes_per_line = LittleShort((short)width);
pcx->palette_type = LittleShort(2); // not a grey scale
Q_memset (pcx->filler,0,sizeof(pcx->filler));
 
// pack the image
pack = &pcx->data;
for (i=0 ; i<height ; i++)
{
for (j=0 ; j<width ; j++)
{
if ( (*data & 0xc0) != 0xc0)
*pack++ = *data++;
else
{
*pack++ = 0xc1;
*pack++ = *data++;
}
}
 
data += rowbytes - width;
}
// write the palette
*pack++ = 0x0c; // palette ID byte
for (i=0 ; i<768 ; i++)
*pack++ = *palette++;
// write output file
length = pack - (byte *)pcx;
COM_WriteFile (filename, pcx, length);
}
 
 
/*
==================
SCR_ScreenShot_f
==================
*/
void SCR_ScreenShot_f (void)
{
int i;
char pcxname[80];
char checkname[MAX_OSPATH];
 
//
// find a file name to save it to
//
strcpy(pcxname,"quake00.pcx");
for (i=0 ; i<=99 ; i++)
{
pcxname[5] = i/10 + '0';
pcxname[6] = i%10 + '0';
sprintf (checkname, "%s/%s", com_gamedir, pcxname);
if (Sys_FileTime(checkname) == -1)
break; // file doesn't exist
}
if (i==100)
{
Con_Printf ("SCR_ScreenShot_f: Couldn't create a PCX file\n");
return;
}
 
//
// save the pcx file
//
D_EnableBackBufferAccess (); // enable direct drawing of console to back
// buffer
 
WritePCXfile (pcxname, vid.buffer, vid.width, vid.height, vid.rowbytes,
host_basepal);
 
D_DisableBackBufferAccess (); // for adapters that can't stay mapped in
// for linear writes all the time
 
Con_Printf ("Wrote %s\n", pcxname);
}
 
 
//=============================================================================
 
 
/*
===============
SCR_BeginLoadingPlaque
 
================
*/
void SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
 
if (cls.state != ca_connected)
return;
if (cls.signon != SIGNONS)
return;
// redraw with no console and the loading plaque
Con_ClearNotify ();
scr_centertime_off = 0;
scr_con_current = 0;
 
scr_drawloading = true;
scr_fullupdate = 0;
Sbar_Changed ();
SCR_UpdateScreen ();
scr_drawloading = false;
 
scr_disabled_for_loading = true;
scr_disabled_time = realtime;
scr_fullupdate = 0;
}
 
/*
===============
SCR_EndLoadingPlaque
 
================
*/
void SCR_EndLoadingPlaque (void)
{
scr_disabled_for_loading = false;
scr_fullupdate = 0;
Con_ClearNotify ();
}
 
//=============================================================================
 
char *scr_notifystring;
qboolean scr_drawdialog;
 
void SCR_DrawNotifyString (void)
{
char *start;
int l;
int j;
int x, y;
 
start = scr_notifystring;
 
y = vid.height*0.35;
 
do
{
// scan the width of the line
for (l=0 ; l<40 ; l++)
if (start[l] == '\n' || !start[l])
break;
x = (vid.width - l*8)/2;
for (j=0 ; j<l ; j++, x+=8)
Draw_Character (x, y, start[j]);
y += 8;
 
while (*start && *start != '\n')
start++;
 
if (!*start)
break;
start++; // skip the \n
} while (1);
}
 
/*
==================
SCR_ModalMessage
 
Displays a text string in the center of the screen and waits for a Y or N
keypress.
==================
*/
int SCR_ModalMessage (char *text)
{
if (cls.state == ca_dedicated)
return true;
 
scr_notifystring = text;
// draw a fresh screen
scr_fullupdate = 0;
scr_drawdialog = true;
SCR_UpdateScreen ();
scr_drawdialog = false;
S_ClearBuffer (); // so dma doesn't loop current sound
 
do
{
key_count = -1; // wait for a key down and up
Sys_SendKeyEvents ();
} while (key_lastpress != 'y' && key_lastpress != 'n' && key_lastpress != K_ESCAPE);
 
scr_fullupdate = 0;
SCR_UpdateScreen ();
 
return key_lastpress == 'y';
}
 
 
//=============================================================================
 
/*
===============
SCR_BringDownConsole
 
Brings the console down and fades the palettes back to normal
================
*/
void SCR_BringDownConsole (void)
{
int i;
scr_centertime_off = 0;
for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
SCR_UpdateScreen ();
 
cl.cshifts[0].percent = 0; // no area contents palette on next frame
VID_SetPalette (host_basepal);
}
 
 
/*
==================
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
//
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);
}
}
 
 
/*
==================
SCR_UpdateWholeScreen
==================
*/
void SCR_UpdateWholeScreen (void)
{
scr_fullupdate = 0;
SCR_UpdateScreen ();
}