Xrasher/engine/client/cl_scrn.c

959 lines
23 KiB
C

/*
cl_scrn.c - refresh screen
Copyright (C) 2007 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "client.h"
#include "vgui_draw.h"
#include "qfont.h"
#include "input.h"
#include "library.h"
CVAR_DEFINE_AUTO( scr_centertime, "2.5", 0, "centerprint hold time" );
CVAR_DEFINE_AUTO( scr_loading, "0", 0, "loading bar progress" );
CVAR_DEFINE_AUTO( scr_download, "-1", 0, "downloading bar progress" );
CVAR_DEFINE( scr_viewsize, "viewsize", "120", FCVAR_ARCHIVE, "screen size (quake only)" );
CVAR_DEFINE_AUTO( cl_testlights, "0", FCVAR_CHEAT, "test dynamic lights" );
CVAR_DEFINE( cl_allow_levelshots, "allow_levelshots", "0", FCVAR_ARCHIVE, "allow engine to use indivdual levelshots instead of 'loading' image" );
CVAR_DEFINE_AUTO( cl_levelshot_name, "*black", 0, "contains path to current levelshot" );
static CVAR_DEFINE_AUTO( cl_envshot_size, "256", FCVAR_ARCHIVE, "envshot size of cube side" );
CVAR_DEFINE_AUTO( v_dark, "0", 0, "starts level from dark screen" );
static CVAR_DEFINE_AUTO( net_speeds, "0", FCVAR_ARCHIVE, "show network packets" );
static CVAR_DEFINE_AUTO( cl_showfps, "0", FCVAR_ARCHIVE, "show client fps" );
static CVAR_DEFINE_AUTO( cl_showpos, "0", FCVAR_ARCHIVE, "show local player position and velocity" );
static CVAR_DEFINE_AUTO( cl_showents, "0", FCVAR_ARCHIVE | FCVAR_CHEAT, "show entities information (largely undone)" );
static CVAR_DEFINE_AUTO( cl_showcmd, "0", 0, "visualize usercmd button presses" );
typedef struct
{
int x1, y1, x2, y2;
} dirty_t;
static dirty_t scr_dirty, scr_old_dirty[2];
static qboolean scr_init = false;
/*
==============
SCR_DrawFPS
==============
*/
void SCR_DrawFPS( int height )
{
float calc;
rgba_t color;
double newtime;
static double nexttime = 0, lasttime = 0;
static double framerate = 0;
static int framecount = 0;
static int minfps = 9999;
static int maxfps = 0;
char fpsstring[64];
int offset;
if( cls.state != ca_active || !cl_showfps.value || cl.background )
return;
switch( cls.scrshot_action )
{
case scrshot_normal:
case scrshot_snapshot:
case scrshot_inactive:
break;
default: return;
}
newtime = Sys_DoubleTime();
if( newtime >= nexttime )
{
framerate = framecount / (newtime - lasttime);
lasttime = newtime;
nexttime = Q_max( nexttime + 1.0, lasttime - 1.0 );
framecount = 0;
}
calc = framerate;
framecount++;
if( calc < 1.0f )
{
Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i spf", (int)(1.0f / calc + 0.5f));
MakeRGBA( color, 255, 0, 0, 255 );
}
else
{
int curfps = (int)(calc + 0.5f);
if( curfps < minfps ) minfps = curfps;
if( curfps > maxfps ) maxfps = curfps;
if( cl_showfps.value == 2 )
Q_snprintf( fpsstring, sizeof( fpsstring ), "fps: ^1%4i min, ^3%4i cur, ^2%4i max", minfps, curfps, maxfps );
else Q_snprintf( fpsstring, sizeof( fpsstring ), "%4i fps", curfps );
MakeRGBA( color, 255, 255, 255, 255 );
}
Con_DrawStringLen( fpsstring, &offset, NULL );
Con_DrawString( refState.width - offset - 4, height, fpsstring, color );
}
/*
==============
SCR_DrawPos
Draw local player position, angles and velocity
==============
*/
void SCR_DrawPos( void )
{
static char msg[MAX_SYSPATH];
float speed;
cl_entity_t *ent;
rgba_t color;
if( cls.state != ca_active || !cl_showpos.value || cl.background )
return;
ent = CL_GetLocalPlayer();
speed = VectorLength( cl.simvel );
Q_snprintf( msg, MAX_SYSPATH,
"pos: %.2f %.2f %.2f\n"
"ang: %.2f %.2f %.2f\n"
"velocity: %.2f",
cl.simorg[0], cl.simorg[1], cl.simorg[2],
// should we use entity angles or viewangles?
// view isn't always bound to player
ent->angles[0], ent->angles[1], ent->angles[2],
speed );
MakeRGBA( color, 255, 255, 255, 255 );
Con_DrawString( refState.width / 2, 4, msg, color );
}
/*
==============
SCR_DrawEnts
==============
*/
void SCR_DrawEnts( void )
{
rgba_t color = { 255, 255, 255, 255 };
int i;
if( cls.state != ca_active || !cl_showents.value || ( cl.maxclients > 1 && !cls.demoplayback ))
return;
// this probably better hook CL_AddVisibleEntities
// as entities might get added by client.dll
for( i = 0; i < clgame.maxEntities; i++ )
{
const cl_entity_t *ent = &clgame.entities[i];
string msg;
vec3_t screen, pos;
if( ent->curstate.messagenum != cl.parsecount )
continue;
VectorCopy( ent->origin, pos );
if( ent->model != NULL )
{
vec3_t v;
// simple model type filter
if( cl_showents.value > 1 )
{
if( ent->model->type != (modtype_t)( cl_showents.value - 2 ))
continue;
}
VectorAverage( ent->model->mins, ent->model->maxs, v );
VectorAdd( pos, v, pos );
}
if( !ref.dllFuncs.WorldToScreen( pos, screen ))
{
Q_snprintf( msg, sizeof( msg ),
"entity %d\n"
"model %s\n"
"movetype %d\n",
ent->index,
ent->model ? ent->model->name : "(null)",
ent->curstate.movetype );
screen[0] = 0.5f * screen[0] * refState.width;
screen[1] = -0.5f * screen[1] * refState.height;
screen[0] += 0.5f * refState.width;
screen[1] += 0.5f * refState.height;
Con_DrawString( screen[0], screen[1], msg, color );
}
}
}
/*
==============
SCR_DrawUserCmd
another debugging aids, shows pressed buttons
==============
*/
void SCR_DrawUserCmd( void )
{
runcmd_t *pcmd = &cl.commands[( cls.netchan.outgoing_sequence - 1 ) & CL_UPDATE_MASK];
struct
{
int mask;
const char *name;
} buttons[16] =
{
{ IN_ATTACK, "attack" },
{ IN_JUMP, "jump" },
{ IN_DUCK, "duck" },
{ IN_FORWARD, "forward" },
{ IN_BACK, "back" },
{ IN_USE, "use" },
{ IN_CANCEL, "cancel" },
{ IN_LEFT, "left" },
{ IN_RIGHT, "right" },
{ IN_MOVELEFT, "moveleft" },
{ IN_MOVERIGHT, "moveright" },
{ IN_ATTACK2, "attack2" },
{ IN_RUN, "run" },
{ IN_RELOAD, "reload" },
{ IN_ALT1, "alt1" },
{ IN_SCORE, "score" },
};
cl_font_t *font = Con_GetCurFont();
string msg;
int i, ypos = 100;
if( cls.state != ca_active || !cl_showcmd.value )
return;
for( i = 0; i < ARRAYSIZE( buttons ); i++ )
{
rgba_t rgba;
rgba[0] = FBitSet( pcmd->cmd.buttons, buttons[i].mask ) ? 0 : 255;
rgba[1] = FBitSet( pcmd->cmd.buttons, buttons[i].mask ) ? 255 : 0;
rgba[2] = 0;
rgba[3] = 255;
Con_DrawString( 100, ypos, buttons[i].name, rgba );
ypos += font->charHeight;
}
Q_snprintf( msg, sizeof( msg ),
"F/S/U: %g %g %g\n"
"impulse: %u\n"
"msec: %u",
pcmd->cmd.forwardmove, pcmd->cmd.sidemove, pcmd->cmd.upmove,
pcmd->cmd.impulse,
pcmd->cmd.msec );
Con_DrawString( 100, ypos, msg, g_color_table[7] );
}
/*
==============
SCR_NetSpeeds
same as r_speeds but for network channel
==============
*/
void SCR_NetSpeeds( void )
{
static char msg[MAX_SYSPATH];
int x, y;
float time = cl.mtime[0];
static int min_svfps = 100;
static int max_svfps = 0;
int cur_svfps = 0;
static int min_clfps = 100;
static int max_clfps = 0;
int cur_clfps = 0;
rgba_t color;
cl_font_t *font = Con_GetCurFont();
if( !host.allow_console )
return;
if( !net_speeds.value || cls.state != ca_active )
return;
// prevent to get too big values at max
if( cl_serverframetime() > 0.0001f )
{
cur_svfps = Q_rint( 1.0f / cl_serverframetime( ));
if( cur_svfps < min_svfps ) min_svfps = cur_svfps;
if( cur_svfps > max_svfps ) max_svfps = cur_svfps;
}
// prevent to get too big values at max
if( cl_clientframetime() > 0.0001f )
{
cur_clfps = Q_rint( 1.0f / cl_clientframetime( ));
if( cur_clfps < min_clfps ) min_clfps = cur_clfps;
if( cur_clfps > max_clfps ) max_clfps = cur_clfps;
}
Q_snprintf( msg, sizeof( msg ),
"Updaterate: ^1%2i min, ^3%2i cur, ^2%2i max\n"
"Client FPS: ^1%i min, ^3%3i cur, ^2%3i max\n"
"Game Time: %02d:%02d\n"
"Total received from server: %s\n"
"Total sent to server: %s\n",
min_svfps, cur_svfps, max_svfps,
min_clfps, cur_clfps, max_clfps,
(int)(time / 60.0f ), (int)fmod( time, 60.0f ),
Q_memprint( cls.netchan.total_received ),
Q_memprint( cls.netchan.total_sended )
);
x = refState.width - 320 * font->scale;
y = 384;
MakeRGBA( color, 255, 255, 255, 255 );
CL_DrawString( x, y, msg, color, font, FONT_DRAW_RESETCOLORONLF );
}
/*
================
SCR_RSpeeds
================
*/
void SCR_RSpeeds( void )
{
char msg[2048];
if( !host.allow_console )
return;
if( ref.dllFuncs.R_SpeedsMessage( msg, sizeof( msg )))
{
int x, y;
rgba_t color;
cl_font_t *font = Con_GetCurFont();
x = refState.width - 340 * font->scale;
y = 64;
MakeRGBA( color, 255, 255, 255, 255 );
CL_DrawString( x, y, msg, color, font, FONT_DRAW_RESETCOLORONLF );
}
}
/*
================
SCR_MakeLevelShot
creates levelshot at next frame
================
*/
void SCR_MakeLevelShot( void )
{
if( cls.scrshot_request != scrshot_plaque )
return;
// make levelshot at nextframe()
Cbuf_AddText( "levelshot\n" );
}
/*
===============
VID_WriteOverviewScript
Create overview script file
===============
*/
static void VID_WriteOverviewScript( void )
{
ref_overview_t *ov = &clgame.overView;
string filename;
file_t *f;
Q_snprintf( filename, sizeof( filename ), "overviews/%s.txt", clgame.mapname );
f = FS_Open( filename, "w", false );
if( !f ) return;
FS_Printf( f, "// overview description file for %s.bsp\n\n", clgame.mapname );
FS_Print( f, "global\n{\n" );
FS_Printf( f, "\tZOOM\t%.2f\n", ov->flZoom );
FS_Printf( f, "\tORIGIN\t%.2f\t%.2f\t%.2f\n", ov->origin[0], ov->origin[1], ov->origin[2] );
FS_Printf( f, "\tROTATED\t%i\n", ov->rotated ? 1 : 0 );
FS_Print( f, "}\n\nlayer\n{\n" );
FS_Printf( f, "\tIMAGE\t\"overviews/%s.bmp\"\n", clgame.mapname );
FS_Printf( f, "\tHEIGHT\t%.2f\n", ov->zFar ); // ???
FS_Print( f, "}\n" );
FS_Close( f );
}
/*
================
SCR_MakeScreenShot
create a requested screenshot type
================
*/
void SCR_MakeScreenShot( void )
{
qboolean iRet = false;
int viewsize;
if( cls.scrshot_action == scrshot_inactive )
return;
if( cls.envshot_viewsize > 0 )
viewsize = cls.envshot_viewsize;
else viewsize = cl_envshot_size.value;
V_CheckGamma();
switch( cls.scrshot_action )
{
case scrshot_normal:
iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_SCREENSHOT );
break;
case scrshot_snapshot:
iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_SNAPSHOT );
break;
case scrshot_plaque:
iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_LEVELSHOT );
break;
case scrshot_savegame:
iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_MINISHOT );
break;
case scrshot_envshot:
iRet = ref.dllFuncs.VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, false );
break;
case scrshot_skyshot:
iRet = ref.dllFuncs.VID_CubemapShot( cls.shotname, viewsize, cls.envshot_vieworg, true );
break;
case scrshot_mapshot:
iRet = ref.dllFuncs.VID_ScreenShot( cls.shotname, VID_MAPSHOT );
if( iRet )
VID_WriteOverviewScript(); // store overview script too
break;
}
// report
if( iRet )
{
// snapshots don't writes message about image
if( cls.scrshot_action != scrshot_snapshot )
Con_Reportf( "Write %s\n", cls.shotname );
}
else Con_Printf( S_ERROR "Unable to write %s\n", cls.shotname );
cls.envshot_vieworg = NULL;
cls.scrshot_action = scrshot_inactive;
cls.envshot_disable_vis = false;
cls.envshot_viewsize = 0;
cls.shotname[0] = '\0';
}
/*
================
SCR_DrawPlaque
================
*/
static qboolean SCR_DrawPlaque( void )
{
if(( cl_allow_levelshots.value && !cls.changelevel ) || cl.background )
{
int levelshot = ref.dllFuncs.GL_LoadTexture( cl_levelshot_name.string, NULL, 0, TF_IMAGE );
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
ref.dllFuncs.R_DrawStretchPic( 0, 0, refState.width, refState.height, 0, 0, 1, 1, levelshot );
if( !cl.background ) CL_DrawHUD( CL_LOADING );
return true;
}
return false;
}
/*
================
SCR_BeginLoadingPlaque
================
*/
void SCR_BeginLoadingPlaque( qboolean is_background )
{
S_StopAllSounds( true );
cl.audio_prepped = false; // don't play ambients
if( cls.key_dest == key_menu && !cls.changedemo && !is_background )
{
UI_SetActiveMenu( false );
if( cls.state == ca_disconnected && !(GameState->curstate == STATE_RUNFRAME && GameState->nextstate != STATE_RUNFRAME) )
SCR_UpdateScreen();
}
if( cls.state == ca_disconnected || cls.disable_screen )
return; // already set
if( cls.key_dest == key_console )
return;
if( is_background ) IN_MouseSavePos( );
cls.draw_changelevel = !is_background;
SCR_UpdateScreen();
// set video_prepped after update screen, so engine can draw last remaining frame
cl.video_prepped = false;
cls.disable_screen = host.realtime;
cl.background = is_background; // set right state before svc_serverdata is came
// SNDDMA_LockSound();
}
/*
================
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque( void )
{
cls.disable_screen = 0.0f;
Con_ClearNotify();
// SNDDMA_UnlockSound();
}
/*
=================
SCR_AddDirtyPoint
=================
*/
static void SCR_AddDirtyPoint( int x, int y )
{
if( x < scr_dirty.x1 ) scr_dirty.x1 = x;
if( x > scr_dirty.x2 ) scr_dirty.x2 = x;
if( y < scr_dirty.y1 ) scr_dirty.y1 = y;
if( y > scr_dirty.y2 ) scr_dirty.y2 = y;
}
/*
================
SCR_DirtyScreen
================
*/
void SCR_DirtyScreen( void )
{
SCR_AddDirtyPoint( 0, 0 );
SCR_AddDirtyPoint( refState.width - 1, refState.height - 1 );
}
static void R_DrawTileClear( int texnum, int x, int y, int w, int h, float tw, float th )
{
float s1 = x / tw;
float t1 = y / th;
float s2 = ( x + w ) / tw;
float t2 = ( y + h ) / th;
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
ref.dllFuncs.R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, texnum );
}
/*
================
SCR_TileClear
================
*/
void SCR_TileClear( void )
{
int i, top, bottom, left, right, texnum;
dirty_t clear;
float tw, th;
if( likely( scr_viewsize.value >= 120 ))
return; // full screen rendering
if( !cls.tileImage )
{
cls.tileImage = ref.dllFuncs.GL_LoadTexture( "gfx/backtile.lmp", NULL, 0, TF_NOMIPMAP );
if( !cls.tileImage )
cls.tileImage = -1;
}
if( cls.tileImage > 0 )
texnum = cls.tileImage;
else texnum = 0;
// erase rect will be the union of the past three frames
// so tripple buffering works properly
clear = scr_dirty;
for( i = 0; i < 2; i++ )
{
if( scr_old_dirty[i].x1 < clear.x1 )
clear.x1 = scr_old_dirty[i].x1;
if( scr_old_dirty[i].x2 > clear.x2 )
clear.x2 = scr_old_dirty[i].x2;
if( scr_old_dirty[i].y1 < clear.y1 )
clear.y1 = scr_old_dirty[i].y1;
if( scr_old_dirty[i].y2 > clear.y2 )
clear.y2 = scr_old_dirty[i].y2;
}
scr_old_dirty[1] = scr_old_dirty[0];
scr_old_dirty[0] = scr_dirty;
scr_dirty.x1 = 9999;
scr_dirty.x2 = -9999;
scr_dirty.y1 = 9999;
scr_dirty.y2 = -9999;
if( clear.y2 <= clear.y1 )
return; // nothing disturbed
top = clgame.viewport[1];
bottom = top + clgame.viewport[3] - 1;
left = clgame.viewport[0];
right = left + clgame.viewport[2] - 1;
tw = REF_GET_PARM( PARM_TEX_SRC_WIDTH, texnum );
th = REF_GET_PARM( PARM_TEX_SRC_HEIGHT, texnum );
if( clear.y1 < top )
{
// clear above view screen
i = clear.y2 < top-1 ? clear.y2 : top - 1;
R_DrawTileClear( texnum, clear.x1, clear.y1, clear.x2 - clear.x1 + 1, i - clear.y1 + 1, tw, th );
clear.y1 = top;
}
if( clear.y2 > bottom )
{
// clear below view screen
i = clear.y1 > bottom + 1 ? clear.y1 : bottom + 1;
R_DrawTileClear( texnum, clear.x1, i, clear.x2 - clear.x1 + 1, clear.y2 - i + 1, tw, th );
clear.y2 = bottom;
}
if( clear.x1 < left )
{
// clear left of view screen
i = clear.x2 < left - 1 ? clear.x2 : left - 1;
R_DrawTileClear( texnum, clear.x1, clear.y1, i - clear.x1 + 1, clear.y2 - clear.y1 + 1, tw, th );
clear.x1 = left;
}
if( clear.x2 > right )
{
// clear left of view screen
i = clear.x1 > right + 1 ? clear.x1 : right + 1;
R_DrawTileClear( texnum, i, clear.y1, clear.x2 - i + 1, clear.y2 - clear.y1 + 1, tw, th );
clear.x2 = right;
}
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
void SCR_UpdateScreen( void )
{
qboolean screen_redraw = true; // assume screen has been redrawn
if( !V_PreRender( )) return;
switch( cls.state )
{
case ca_disconnected:
Con_RunConsole ();
break;
case ca_connecting:
case ca_connected:
case ca_validate:
screen_redraw = SCR_DrawPlaque();
break;
case ca_active:
Con_RunConsole ();
V_RenderView();
break;
case ca_cinematic:
SCR_DrawCinematic();
break;
default:
Host_Error( "%s: bad cls.state\n", __func__ );
break;
}
// during changelevel we might have a few frames when we have nothing to draw
// (assuming levelshots are off) and drawing 2d on top of nothing or cleared screen
// is ugly, specifically with Adreno and ImgTec GPUs
if( screen_redraw || !cls.changelevel || !cls.changedemo )
V_PostRender();
}
/*
================
SCR_LoadCreditsFont
INTERNAL RESOURCE
================
*/
void SCR_LoadCreditsFont( void )
{
cl_font_t *const font = &cls.creditsFont;
qboolean success = false;
float scale = hud_fontscale.value;
dword crc = 0;
// replace default gfx.wad textures by current charset's font
if( !CRC32_File( &crc, "gfx.wad" ) || crc == 0x49eb9f16 )
{
string charsetFnt;
if( Q_snprintf( charsetFnt, sizeof( charsetFnt ),
"creditsfont_%s.fnt", Cvar_VariableString( "con_charset" )) > 0 )
{
if( FS_FileExists( charsetFnt, false ))
success = Con_LoadVariableWidthFont( charsetFnt, font, scale, &hud_fontrender, TF_FONT );
}
}
if( !success )
success = Con_LoadVariableWidthFont( "gfx/creditsfont.fnt", font, scale, &hud_fontrender, TF_FONT );
if( !success )
success = Con_LoadFixedWidthFont( "gfx/conchars", font, scale, &hud_fontrender, TF_FONT );
// copy font size for client.dll
if( success )
{
int i;
clgame.scrInfo.iCharHeight = cls.creditsFont.charHeight;
for( i = 0; i < ARRAYSIZE( cls.creditsFont.charWidths ); i++ )
clgame.scrInfo.charWidths[i] = cls.creditsFont.charWidths[i];
}
else Con_DPrintf( S_ERROR "failed to load HUD font\n" );
}
/*
================
SCR_InstallParticlePalette
INTERNAL RESOURCE
================
*/
static void SCR_InstallParticlePalette( void )
{
rgbdata_t *pic;
int i;
// first check 'palette.lmp' then 'palette.pal'
pic = FS_LoadImage( DEFAULT_INTERNAL_PALETTE, NULL, 0 );
if( !pic ) pic = FS_LoadImage( DEFAULT_EXTERNAL_PALETTE, NULL, 0 );
// NOTE: imagelib required this fakebuffer for loading internal palette
if( !pic ) pic = FS_LoadImage( "#valve.pal", (byte *)&i, 768 );
if( pic )
{
for( i = 0; i < 256; i++ )
{
clgame.palette[i].r = pic->palette[i*4+0];
clgame.palette[i].g = pic->palette[i*4+1];
clgame.palette[i].b = pic->palette[i*4+2];
}
FS_FreeImage( pic );
}
else
{
// someone deleted internal palette from code...
for( i = 0; i < 256; i++ )
{
clgame.palette[i].r = i;
clgame.palette[i].g = i;
clgame.palette[i].b = i;
}
}
}
int SCR_LoadPauseIcon( void )
{
int texnum = 0;
if( FS_FileExists( "gfx/paused.lmp", false ))
texnum = ref.dllFuncs.GL_LoadTexture( "gfx/paused.lmp", NULL, 0, TF_IMAGE|TF_ALLOW_NEAREST );
else if( FS_FileExists( "gfx/pause.lmp", false ))
texnum = ref.dllFuncs.GL_LoadTexture( "gfx/pause.lmp", NULL, 0, TF_IMAGE|TF_ALLOW_NEAREST );
return texnum ? texnum : -1;
}
/*
================
SCR_RegisterTextures
INTERNAL RESOURCE
================
*/
void SCR_RegisterTextures( void )
{
// register gfx.wad images
if( FS_FileExists( "gfx/lambda.lmp", false ))
{
if( cl_allow_levelshots.value )
cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE|TF_ALLOW_NEAREST );
else cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/lambda.lmp", NULL, 0, TF_IMAGE|TF_ALLOW_NEAREST );
}
else if( FS_FileExists( "gfx/loading.lmp", false ))
{
if( cl_allow_levelshots.value )
cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE|TF_ALLOW_NEAREST );
else cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE|TF_ALLOW_NEAREST );
}
}
/*
=================
SCR_SizeUp_f
Keybinding command
=================
*/
static void SCR_SizeUp_f( void )
{
Cvar_SetValue( "viewsize", Q_min( scr_viewsize.value + 10, 120 ));
}
/*
=================
SCR_SizeDown_f
Keybinding command
=================
*/
static void SCR_SizeDown_f( void )
{
Cvar_SetValue( "viewsize", Q_max( scr_viewsize.value - 10, 30 ));
}
/*
==================
SCR_VidInit
==================
*/
void SCR_VidInit( void )
{
if( !ref.initialized ) // don't call VidInit too soon
return;
memset( &clgame.ds, 0, sizeof( clgame.ds )); // reset a draw state
memset( &gameui.ds, 0, sizeof( gameui.ds )); // reset a draw state
memset( &clgame.centerPrint, 0, sizeof( clgame.centerPrint ));
// update screen sizes for menu
if( gameui.globals )
{
gameui.globals->scrWidth = refState.width;
gameui.globals->scrHeight = refState.height;
}
// notify vgui about screen size change
if( clgame.hInstance )
{
VGui_Startup( refState.width, refState.height );
}
CL_ClearSpriteTextures(); // now all hud sprites are invalid
// vid_state has changed
if( gameui.hInstance ) gameui.dllFuncs.pfnVidInit();
if( clgame.hInstance ) clgame.dllFuncs.pfnVidInit();
// restart console size
Con_VidInit ();
Touch_NotifyResize();
}
/*
==================
SCR_Init
==================
*/
void SCR_Init( void )
{
if( scr_init ) return;
Cvar_RegisterVariable( &scr_centertime );
Cvar_RegisterVariable( &cl_levelshot_name );
Cvar_RegisterVariable( &cl_allow_levelshots );
Cvar_RegisterVariable( &scr_loading );
Cvar_RegisterVariable( &scr_download );
Cvar_RegisterVariable( &cl_testlights );
Cvar_RegisterVariable( &cl_envshot_size );
Cvar_RegisterVariable( &v_dark );
Cvar_RegisterVariable( &scr_viewsize );
Cvar_RegisterVariable( &net_speeds );
Cvar_RegisterVariable( &cl_showfps );
Cvar_RegisterVariable( &cl_showpos );
Cvar_RegisterVariable( &cl_showcmd );
#ifdef _DEBUG
Cvar_RegisterVariable( &cl_showents );
#endif // NDEBUG
// register our commands
Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "loadsky", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "viewpos", SCR_Viewpos_f, "prints current player origin" );
Cmd_AddCommand( "sizeup", SCR_SizeUp_f, "screen size up to 10 points" );
Cmd_AddCommand( "sizedown", SCR_SizeDown_f, "screen size down to 10 points" );
if( !UI_LoadProgs( ))
{
Con_Printf( S_ERROR "can't initialize gameui DLL: %s\n", COM_GetLibraryError() ); // there is non fatal for us
host.allow_console = true; // we need console, because menu is missing
}
SCR_VidInit();
SCR_LoadCreditsFont ();
SCR_RegisterTextures ();
SCR_InstallParticlePalette ();
SCR_InitCinematic();
CL_InitNetgraph();
if( host.allow_console && Sys_CheckParm( "-toconsole" ))
Cbuf_AddText( "toggleconsole\n" );
else UI_SetActiveMenu( true );
scr_init = true;
}
void SCR_Shutdown( void )
{
if( !scr_init ) return;
Cmd_RemoveCommand( "skyname" );
Cmd_RemoveCommand( "viewpos" );
UI_SetActiveMenu( false );
UI_UnloadProgs();
scr_init = false;
}