openmohaa/code/cgame/cg_drawtools.c

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"
/*
================
CG_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
#if 0
// adjust for wide screens
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
}
#endif
// scale for screen sizes
*x *= cgs.screenXScale;
*y *= cgs.screenYScale;
*w *= cgs.screenXScale;
*h *= cgs.screenYScale;
}
/*
================
CG_FillRect
Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
cgi.R_SetColor( color );
CG_AdjustFrom640( &x, &y, &width, &height );
cgi.R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader );
cgi.R_SetColor( NULL );
}
/*
================
CG_DrawSides
Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenXScale;
cgi.R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
cgi.R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
}
void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
CG_AdjustFrom640( &x, &y, &w, &h );
size *= cgs.screenYScale;
cgi.R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
cgi.R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
}
/*
================
UI_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
cgi.R_SetColor( color );
CG_DrawTopBottom(x, y, width, height, size);
CG_DrawSides(x, y, width, height, size);
cgi.R_SetColor( NULL );
}
/*
================
CG_DrawPic
Coordinates are 640*480 virtual values
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
CG_AdjustFrom640( &x, &y, &width, &height );
cgi.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
=================
CG_DrawStrlen
Returns character count, skiping color escape codes
=================
*/
int CG_DrawStrlen( const char *str ) {
const char *s = str;
int count = 0;
// while ( *s ) {
// if ( Q_IsColorString( s ) ) {
// s += 2;
// } else {
// count++;
// s++;
// }
// }
return cgi.R_Text_Width( &cgs.media.verdana, str, -1, qtrue );
}
/*
=============
CG_TileClearBox
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
float s1, t1, s2, t2;
s1 = x/64.0;
t1 = y/64.0;
s2 = (x+w)/64.0;
t2 = (y+h)/64.0;
cgi.R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
}
/*
==============
CG_TileClear
Clear around a sized down screen
==============
*/
void CG_TileClear( void ) {
int top, bottom, left, right;
int w, h;
w = cgs.glconfig.vidWidth;
h = cgs.glconfig.vidHeight;
if ( cg.refdef.x == 0 && cg.refdef.y == 0 &&
cg.refdef.width == w && cg.refdef.height == h ) {
return; // full screen rendering
}
top = cg.refdef.y;
bottom = top + cg.refdef.height-1;
left = cg.refdef.x;
right = left + cg.refdef.width-1;
// clear above view screen
CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );
// clear below view screen
CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );
// clear left of view screen
CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );
// clear right of view screen
CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
}
/*
================
CG_FadeColor
================
*/
float *CG_FadeColor( int startMsec, int totalMsec ) {
static vec4_t color;
int t;
if ( startMsec == 0 ) {
return NULL;
}
t = cg.time - startMsec;
if ( t >= totalMsec ) {
return NULL;
}
// fade out
if ( totalMsec - t < FADE_TIME ) {
color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
} else {
color[3] = 1.0;
}
color[0] = color[1] = color[2] = 1;
return color;
}
/*
==================
CG_DrawStringExt
Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.
Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
if(string == 0 || string[0] == 0)
return;
cgi.R_SetColor(setColor);
cgi.R_Text_Paint(&cgs.media.verdana, x, y, 1, 1, string, 0, maxChars, qfalse, qfalse);
}
void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
float color[4];
color[0] = color[1] = color[2] = 1.0;
color[3] = alpha;
CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}