/* // this line must stay at top so the whole PCH thing works... #include "cg_headers.h" //#include "cg_local.h" #include "cg_media.h" #include "cg_text.h" */ // Copyright (C) 1999-2000 Id Software, Inc. // // cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc #include "cg_local.h" #include "../game/q_shared.h" /* ================ UI_DrawRect Coordinates are 640*480 virtual values ================= */ void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) { trap_R_SetColor( color ); CG_DrawTopBottom(x, y, width, height, size); CG_DrawSides(x, y, width, height, size); trap_R_SetColor( NULL ); } /* ================= CG_GetColorForHealth ================= */ void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) { int count; int max; // calculate the total points of damage that can // be sustained at the current health / armor level if ( health <= 0 ) { VectorClear( hcolor ); // black hcolor[3] = 1; return; } count = armor; max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); if ( max < count ) { count = max; } health += count; // set the color based on health hcolor[0] = 1.0; hcolor[3] = 1.0; if ( health >= 100 ) { hcolor[2] = 1.0; } else if ( health < 66 ) { hcolor[2] = 0; } else { hcolor[2] = ( health - 66 ) / 33.0; } if ( health > 60 ) { hcolor[1] = 1.0; } else if ( health < 30 ) { hcolor[1] = 0; } else { hcolor[1] = ( health - 30 ) / 30.0; } } /* ================ CG_DrawSides Coords are virtual 640x480 ================ */ void CG_DrawSides(float x, float y, float w, float h, float size) { size *= cgs.screenXScale; trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); trap_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) { size *= cgs.screenYScale; trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); } /* ------------------------- CGC_FillRect2 real coords ------------------------- */ void CG_FillRect2( float x, float y, float width, float height, const float *color ) { trap_R_SetColor( color ); trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader); trap_R_SetColor( NULL ); } /* ================ CG_FillRect Coordinates are 640*480 virtual values ================= */ void CG_FillRect( float x, float y, float width, float height, const float *color ) { trap_R_SetColor( color ); trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader); trap_R_SetColor( NULL ); } /* ================ CG_DrawPic Coordinates are 640*480 virtual values A width of 0 will draw with the original image width ================= */ void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ================ CG_DrawRotatePic Coordinates are 640*480 virtual values A width of 0 will draw with the original image width rotates around the upper right corner of the passed in point ================= */ void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader ) { trap_R_DrawRotatePic( x, y, width, height, 0, 0, 1, 1, angle, hShader ); } /* ================ CG_DrawRotatePic2 Coordinates are 640*480 virtual values A width of 0 will draw with the original image width Actually rotates around the center point of the passed in coordinates ================= */ void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader ) { trap_R_DrawRotatePic2( x, y, width, height, 0, 0, 1, 1, angle, hShader ); } /* ============= 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; trap_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_ColorForHealth ================= */ void CG_ColorForGivenHealth( vec4_t hcolor, int health ) { // set the color based on health hcolor[0] = 1.0; if ( health >= 100 ) { hcolor[2] = 1.0; } else if ( health < 66 ) { hcolor[2] = 0; } else { hcolor[2] = ( health - 66 ) / 33.0; } if ( health > 60 ) { hcolor[1] = 1.0; } else if ( health < 30 ) { hcolor[1] = 0; } else { hcolor[1] = ( health - 30 ) / 30.0; } } /* ================= CG_ColorForHealth ================= */ void CG_ColorForHealth( vec4_t hcolor ) { int health; int count; int max; // calculate the total points of damage that can // be sustained at the current health / armor level health = cg->snap->ps.stats[STAT_HEALTH]; if ( health <= 0 ) { VectorClear( hcolor ); // black hcolor[3] = 1; return; } count = cg->snap->ps.stats[STAT_ARMOR]; max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); if ( max < count ) { count = max; } health += count; hcolor[3] = 1.0; CG_ColorForGivenHealth( hcolor, health ); } /* ============== CG_DrawNumField Take x,y positions as if 640 x 480 and scales them to the proper resolution ============== */ void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill) { char num[16], *ptr; int l; int frame; int xWidth; int i = 0; if (width < 1) { return; } // draw number string if (width > 5) { width = 5; } switch ( width ) { case 1: value = value > 9 ? 9 : value; value = value < 0 ? 0 : value; break; case 2: value = value > 99 ? 99 : value; value = value < -9 ? -9 : value; break; case 3: value = value > 999 ? 999 : value; value = value < -99 ? -99 : value; break; case 4: value = value > 9999 ? 9999 : value; value = value < -999 ? -999 : value; break; } Com_sprintf (num, sizeof(num), "%i", value); l = strlen(num); if (l > width) l = width; // FIXME: Might need to do something different for the chunky font?? switch(style) { case NUM_FONT_SMALL: xWidth = charWidth; break; // case NUM_FONT_CHUNKY: // xWidth = (charWidth/1.2f) + 2; // break; default: case NUM_FONT_BIG: xWidth = (charWidth/2) + 7;//(charWidth/6); break; } #ifndef _XBOX if ( zeroFill ) { for (i = 0; i < (width - l); i++ ) { switch(style) { case NUM_FONT_SMALL: CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[0] ); break; // case NUM_FONT_CHUNKY: // CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[0] ); // break; default: case NUM_FONT_BIG: CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[0] ); break; } x += 2 + (xWidth); } } else #endif { x += 2 + (xWidth)*(width - l); } ptr = num; while (*ptr && l) { if (*ptr == '-') frame = STAT_MINUS; else frame = *ptr -'0'; switch(style) { case NUM_FONT_SMALL: if(zeroFill) { CG_DrawPic( x-2,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] ); CG_DrawPic( x+2,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] ); CG_DrawPic( x,y-2, charWidth, charHeight, cgs.media.smallnumberShaders[frame] ); CG_DrawPic( x,y+2, charWidth, charHeight, cgs.media.smallnumberShaders[frame] ); x++; // For a one line gap } else { CG_DrawPic( x,y, charWidth, charHeight, cgs.media.smallnumberShaders[frame] ); x++; // For a one line gap } break; // case NUM_FONT_CHUNKY: // CG_DrawPic( x,y, charWidth, charHeight, cgs.media.chunkyNumberShaders[frame] ); // break; default: case NUM_FONT_BIG: CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[frame] ); break; } x += (xWidth); ptr++; l--; } } #include "../ui/ui_shared.h" // for some text style junk void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) { // having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff) // is dumb, but for now... // int iStyle = 0; int iMenuFont = (style & UI_SMALLFONT) ? FONT_SMALL : FONT_MEDIUM; switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT)) { default: case UI_LEFT: { // nada... } break; case UI_CENTER: { x -= CG_Text_Width(str, 1.0, iMenuFont) / 2; } break; case UI_RIGHT: { x -= CG_Text_Width(str, 1.0, iMenuFont) / 2; } break; } if (style & UI_DROPSHADOW) { iStyle = ITEM_TEXTSTYLE_SHADOWED; } else if ( style & (UI_BLINK|UI_PULSE) ) { iStyle = ITEM_TEXTSTYLE_BLINK; } CG_Text_Paint(x, y, 1.0, color, str, 0, 0, iStyle, iMenuFont); } void UI_DrawScaledProportionalString( int x, int y, const char* str, int style, vec4_t color, float scale) { // having all these different style defines (1 for UI, one for CG, and now one for the re->font stuff) // is dumb, but for now... // int iStyle = 0; switch (style & (UI_LEFT|UI_CENTER|UI_RIGHT)) { default: case UI_LEFT: { // nada... } break; case UI_CENTER: { x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2; } break; case UI_RIGHT: { x -= CG_Text_Width(str, scale, FONT_MEDIUM) / 2; } break; } if (style & UI_DROPSHADOW) { iStyle = ITEM_TEXTSTYLE_SHADOWED; } else if ( style & (UI_BLINK|UI_PULSE) ) { iStyle = ITEM_TEXTSTYLE_BLINK; } CG_Text_Paint(x, y, scale, color, str, 0, 0, iStyle, FONT_MEDIUM); }