/* =========================================================================== 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 ================= */ // *INDENT-OFF* int propMap1[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 propMap2[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 PROP2_GAP_WIDTH 4 #define PROP2_SPACE_WIDTH 12 #define PROP2_HEIGHT 36 int propMap3[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 {3, 0, 5}, // ! {11, 0, 10}, // " {24, 0, 13}, // # {40, 0, 11}, // $ {54, 0, 20}, // % {77, 0, 14}, // & {94, 0, 8}, // ' {105, 0, 8}, // ( {116, 0, 8}, // ) {127, 0, 9}, // * {139, 0, 21}, // + {163, 0, 8}, // , {174, 0, 9}, // - {186, 0, 8}, // . {197, 0, 10}, // / {210, 0, 23}, // 0 {236, 0, 8}, // 1 {247, 0, 14}, // 2 {264, 0, 12}, // 3 {279, 0, 17}, // 4 {299, 0, 12}, // 5 {314, 0, 15}, // 6 {332, 0, 13}, // 7 {348, 0, 16}, // 8 {367, 0, 15}, // 9 {385, 0, 7}, // : {395, 0, 8}, // ; {406, 0, 7}, // < {416, 0, 19}, // = {438, 0, 7}, // > {448, 0, 11}, // ? {462, 0, 22}, // @ {487, 0, 23}, // A {0, 36, 20}, // B {23, 36, 21}, // C {47, 36, 21}, // D {71, 36, 21}, // E {95, 36, 18}, // F {116, 36, 22}, // G {141, 36, 22}, // H {166, 36, 8}, // I {177, 36, 10}, // J {190, 36, 23}, // K {216, 36, 19}, // L {238, 36, 23}, // M {264, 36, 21}, // N {288, 36, 24}, // O {315, 36, 19}, // P {337, 36, 22}, // Q {362, 36, 21}, // R {386, 36, 16}, // S {405, 36, 18}, // T {426, 36, 23}, // U {452, 36, 24}, // V {479, 36, 26}, // W {0, 72, 23}, // X {26, 72, 20}, // Y {49, 72, 17}, // Z {69, 72, 6}, // [ {78, 72, 12}, // '\' {93, 72, 7}, // ] {103, 72, 12}, // ^ {118, 72, 14}, // _ {135, 72, 6}, // ` {144, 72, 14}, // a {161, 72, 12}, // b {176, 72, 13}, // c {192, 72, 13}, // d {208, 72, 13}, // e {224, 72, 12}, // f {239, 72, 14}, // g {256, 72, 13}, // h {272, 72, 6}, // i {281, 72, 7}, // j {291, 72, 14}, // k {308, 72, 12}, // l {323, 72, 15}, // m {341, 72, 13}, // n {357, 72, 15}, // o {375, 72, 12}, // p {390, 72, 15}, // q {408, 72, 13}, // r {424, 72, 10}, // s {437, 72, 12}, // t {452, 72, 15}, // u {470, 72, 15}, // v {488, 72, 18}, // w {0, 108, 15}, // x {18, 108, 13}, // y {34, 108, 12}, // z {49, 108, 5}, // { {57, 108, 8}, // | {68, 108, 5}, // } {76, 108, 22}, // ~ {0, 0, -1} // DEL }; // *INDENT-ON* /* ================= 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)PROP2_SPACE_WIDTH + (float)PROP2_GAP_WIDTH) * cgs.screenXScale; } else if(ch >= 'A' && ch <= 'Z') { ch -= 'A'; fcol = (float)propMap2[ch][0] / 256.0f; frow = (float)propMap2[ch][1] / 256.0f; fwidth = (float)propMap2[ch][2] / 256.0f; fheight = (float)PROP2_HEIGHT / 256.0f; aw = (float)propMap2[ch][2] * cgs.screenXScale; ah = (float)PROP2_HEIGHT *cgs.screenXScale; trap_R_DrawStretchPic(ax, ay, aw, ah, fcol, frow, fcol + fwidth, frow + fheight, cgs.media.charsetProp2); ax += (aw + (float)PROP2_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 += PROP2_SPACE_WIDTH; } else if(ch >= 'A' && ch <= 'Z') { width += propMap2[ch - 'A'][2] + PROP2_GAP_WIDTH; } s++; } width -= PROP2_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 = propMap1[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(propMap1[ch][2] != -1) { fcol = (float)propMap1[ch][0] / 256.0f; frow = (float)propMap1[ch][1] / 256.0f; fwidth = (float)propMap1[ch][2] / 256.0f; fheight = (float)PROP_HEIGHT / 256.0f; aw = (float)propMap1[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.charsetProp1); } 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.charsetProp1); 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.charsetProp1); 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.charsetProp1Glow); return; } UI_DrawProportionalString2(x, y, str, color, sizeScale, cgs.media.charsetProp1); } #endif // Q3STATIC