/* =========================================================================== 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 Foobar; 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 ) { trap_R_SetColor( color ); CG_AdjustFrom640( &x, &y, &width, &height ); trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); trap_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; 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) { CG_AdjustFrom640( &x, &y, &w, &h ); 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 ); } /* ================ 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_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 ); trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* =============== CG_DrawChar Coordinates and size in 640*480 virtual screen size =============== */ void CG_DrawChar( int x, int y, int width, int height, int ch ) { int row, col; float frow, fcol; float size; float ax, ay, aw, ah; ch &= 255; if ( ch == ' ' ) { return; } ax = x; ay = y; aw = width; ah = height; CG_AdjustFrom640( &ax, &ay, &aw, &ah ); row = ch>>4; col = ch&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + size, frow + size, cgs.media.charsetShader ); } /* ================== 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 ) { vec4_t color; const char *s; int xx; int cnt; if (maxChars <= 0) maxChars = 32767; // do them all! // draw the drop shadow if (shadow) { color[0] = color[1] = color[2] = 0; color[3] = setColor[3]; trap_R_SetColor( color ); s = string; xx = x; cnt = 0; while ( *s && cnt < maxChars) { if ( Q_IsColorString( s ) ) { s += 2; continue; } CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s ); cnt++; xx += charWidth; s++; } } // draw the colored text s = string; xx = x; cnt = 0; trap_R_SetColor( setColor ); while ( *s && cnt < maxChars) { if ( Q_IsColorString( s ) ) { if ( !forceColor ) { memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); color[3] = setColor[3]; trap_R_SetColor( color ); } s += 2; continue; } CG_DrawChar( xx, y, charWidth, charHeight, *s ); xx += charWidth; cnt++; s++; } trap_R_SetColor( NULL ); } 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 ); } void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); } void CG_DrawSmallString( 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, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); } void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) { CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); } /* ================= 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 count; } /* ============= 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_TeamColor ================ */ float *CG_TeamColor( int team ) { static vec4_t red = {1, 0.2f, 0.2f, 1}; static vec4_t blue = {0.2f, 0.2f, 1, 1}; static vec4_t other = {1, 1, 1, 1}; static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1}; switch ( team ) { case TEAM_RED: return red; case TEAM_BLUE: return blue; case TEAM_SPECTATOR: return spectator; default: return other; } } /* ================= 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_ColorForHealth ================= */ void CG_ColorForHealth( vec4_t hcolor ) { CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH], cg.snap->ps.stats[STAT_ARMOR], hcolor ); } // bk001205 - code below duplicated in q3_ui/ui-atoms.c // bk001205 - FIXME: does this belong in ui_shared.c? // bk001205 - FIXME: HARD_LINKED flags not visible here #ifndef Q3_STATIC // bk001205 - q_shared defines not visible here /* ================= UI_DrawProportionalString2 ================= */ static int propMap[128][3] = { {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, PROP_SPACE_WIDTH}, // SPACE {11, 122, 7}, // ! {154, 181, 14}, // " {55, 122, 17}, // # {79, 122, 18}, // $ {101, 122, 23}, // % {153, 122, 18}, // & {9, 93, 7}, // ' {207, 122, 8}, // ( {230, 122, 9}, // ) {177, 122, 18}, // * {30, 152, 18}, // + {85, 181, 7}, // , {34, 93, 11}, // - {110, 181, 6}, // . {130, 152, 14}, // / {22, 64, 17}, // 0 {41, 64, 12}, // 1 {58, 64, 17}, // 2 {78, 64, 18}, // 3 {98, 64, 19}, // 4 {120, 64, 18}, // 5 {141, 64, 18}, // 6 {204, 64, 16}, // 7 {162, 64, 17}, // 8 {182, 64, 18}, // 9 {59, 181, 7}, // : {35,181, 7}, // ; {203, 152, 14}, // < {56, 93, 14}, // = {228, 152, 14}, // > {177, 181, 18}, // ? {28, 122, 22}, // @ {5, 4, 18}, // A {27, 4, 18}, // B {48, 4, 18}, // C {69, 4, 17}, // D {90, 4, 13}, // E {106, 4, 13}, // F {121, 4, 18}, // G {143, 4, 17}, // H {164, 4, 8}, // I {175, 4, 16}, // J {195, 4, 18}, // K {216, 4, 12}, // L {230, 4, 23}, // M {6, 34, 18}, // N {27, 34, 18}, // O {48, 34, 18}, // P {68, 34, 18}, // Q {90, 34, 17}, // R {110, 34, 18}, // S {130, 34, 14}, // T {146, 34, 18}, // U {166, 34, 19}, // V {185, 34, 29}, // W {215, 34, 18}, // X {234, 34, 18}, // Y {5, 64, 14}, // Z {60, 152, 7}, // [ {106, 151, 13}, // '\' {83, 152, 7}, // ] {128, 122, 17}, // ^ {4, 152, 21}, // _ {134, 181, 5}, // ' {5, 4, 18}, // A {27, 4, 18}, // B {48, 4, 18}, // C {69, 4, 17}, // D {90, 4, 13}, // E {106, 4, 13}, // F {121, 4, 18}, // G {143, 4, 17}, // H {164, 4, 8}, // I {175, 4, 16}, // J {195, 4, 18}, // K {216, 4, 12}, // L {230, 4, 23}, // M {6, 34, 18}, // N {27, 34, 18}, // O {48, 34, 18}, // P {68, 34, 18}, // Q {90, 34, 17}, // R {110, 34, 18}, // S {130, 34, 14}, // T {146, 34, 18}, // U {166, 34, 19}, // V {185, 34, 29}, // W {215, 34, 18}, // X {234, 34, 18}, // Y {5, 64, 14}, // Z {153, 152, 13}, // { {11, 181, 5}, // | {180, 152, 13}, // } {79, 93, 17}, // ~ {0, 0, -1} // DEL }; static int propMapB[26][3] = { {11, 12, 33}, {49, 12, 31}, {85, 12, 31}, {120, 12, 30}, {156, 12, 21}, {183, 12, 21}, {207, 12, 32}, {13, 55, 30}, {49, 55, 13}, {66, 55, 29}, {101, 55, 31}, {135, 55, 21}, {158, 55, 40}, {204, 55, 32}, {12, 97, 31}, {48, 97, 31}, {82, 97, 30}, {118, 97, 30}, {153, 97, 30}, {185, 97, 25}, {213, 97, 30}, {11, 139, 32}, {42, 139, 51}, {93, 139, 32}, {126, 139, 31}, {158, 139, 25}, }; #define PROPB_GAP_WIDTH 4 #define PROPB_SPACE_WIDTH 12 #define PROPB_HEIGHT 36 /* ================= UI_DrawBannerString ================= */ static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) { const char* s; unsigned char ch; // bk001204 : array subscript float ax; float ay; float aw; float ah; float frow; float fcol; float fwidth; float fheight; // draw the colored text trap_R_SetColor( color ); ax = x * cgs.screenXScale + cgs.screenXBias; ay = y * cgs.screenXScale; s = str; while ( *s ) { ch = *s & 127; if ( ch == ' ' ) { ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale; } else if ( ch >= 'A' && ch <= 'Z' ) { ch -= 'A'; fcol = (float)propMapB[ch][0] / 256.0f; frow = (float)propMapB[ch][1] / 256.0f; fwidth = (float)propMapB[ch][2] / 256.0f; fheight = (float)PROPB_HEIGHT / 256.0f; aw = (float)propMapB[ch][2] * cgs.screenXScale; ah = (float)PROPB_HEIGHT * cgs.screenXScale; trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB ); ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale); } s++; } trap_R_SetColor( NULL ); } void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) { const char * s; int ch; int width; vec4_t drawcolor; // find the width of the drawn text s = str; width = 0; while ( *s ) { ch = *s; if ( ch == ' ' ) { width += PROPB_SPACE_WIDTH; } else if ( ch >= 'A' && ch <= 'Z' ) { width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH; } s++; } width -= PROPB_GAP_WIDTH; switch( style & UI_FORMATMASK ) { case UI_CENTER: x -= width / 2; break; case UI_RIGHT: x -= width; break; case UI_LEFT: default: break; } if ( style & UI_DROPSHADOW ) { drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; drawcolor[3] = color[3]; UI_DrawBannerString2( x+2, y+2, str, drawcolor ); } UI_DrawBannerString2( x, y, str, color ); } int UI_ProportionalStringWidth( const char* str ) { const char * s; int ch; int charWidth; int width; s = str; width = 0; while ( *s ) { ch = *s & 127; charWidth = propMap[ch][2]; if ( charWidth != -1 ) { width += charWidth; width += PROP_GAP_WIDTH; } s++; } width -= PROP_GAP_WIDTH; return width; } static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset ) { const char* s; unsigned char ch; // bk001204 - unsigned float ax; float ay; float aw; float ah; float frow; float fcol; float fwidth; float fheight; // draw the colored text trap_R_SetColor( color ); ax = x * cgs.screenXScale + cgs.screenXBias; ay = y * cgs.screenXScale; s = str; while ( *s ) { ch = *s & 127; if ( ch == ' ' ) { aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale; } else if ( propMap[ch][2] != -1 ) { fcol = (float)propMap[ch][0] / 256.0f; frow = (float)propMap[ch][1] / 256.0f; fwidth = (float)propMap[ch][2] / 256.0f; fheight = (float)PROP_HEIGHT / 256.0f; aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale; ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale; trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset ); } else { aw = 0; } ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale); s++; } trap_R_SetColor( NULL ); } /* ================= UI_ProportionalSizeScale ================= */ float UI_ProportionalSizeScale( int style ) { if( style & UI_SMALLFONT ) { return 0.75; } return 1.00; } /* ================= UI_DrawProportionalString ================= */ void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) { vec4_t drawcolor; int width; float sizeScale; sizeScale = UI_ProportionalSizeScale( style ); switch( style & UI_FORMATMASK ) { case UI_CENTER: width = UI_ProportionalStringWidth( str ) * sizeScale; x -= width / 2; break; case UI_RIGHT: width = UI_ProportionalStringWidth( str ) * sizeScale; x -= width; break; case UI_LEFT: default: break; } if ( style & UI_DROPSHADOW ) { drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; drawcolor[3] = color[3]; UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp ); } if ( style & UI_INVERSE ) { drawcolor[0] = color[0] * 0.8; drawcolor[1] = color[1] * 0.8; drawcolor[2] = color[2] * 0.8; drawcolor[3] = color[3]; UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp ); return; } if ( style & UI_PULSE ) { drawcolor[0] = color[0] * 0.8; drawcolor[1] = color[1] * 0.8; drawcolor[2] = color[2] * 0.8; drawcolor[3] = color[3]; UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); drawcolor[0] = color[0]; drawcolor[1] = color[1]; drawcolor[2] = color[2]; drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR ); UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow ); return; } UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); } #endif // Q3STATIC