📄 cl_scrn.c
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if (scr_viewsize->value == 100)
return; // full screen rendering
if (cl.cinematictime > 0)
return; // full screen cinematic
// 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;
// don't bother with anything convered by the console)
top = scr_con_current*viddef.height;
if (top >= clear.y1)
clear.y1 = top;
if (clear.y2 <= clear.y1)
return; // nothing disturbed
top = scr_vrect.y;
bottom = top + scr_vrect.height-1;
left = scr_vrect.x;
right = left + scr_vrect.width-1;
if (clear.y1 < top)
{ // clear above view screen
i = clear.y2 < top-1 ? clear.y2 : top-1;
re.DrawTileClear (clear.x1 , clear.y1,
clear.x2 - clear.x1 + 1, i - clear.y1+1, "backtile");
clear.y1 = top;
}
if (clear.y2 > bottom)
{ // clear below view screen
i = clear.y1 > bottom+1 ? clear.y1 : bottom+1;
re.DrawTileClear (clear.x1, i,
clear.x2-clear.x1+1, clear.y2-i+1, "backtile");
clear.y2 = bottom;
}
if (clear.x1 < left)
{ // clear left of view screen
i = clear.x2 < left-1 ? clear.x2 : left-1;
re.DrawTileClear (clear.x1, clear.y1,
i-clear.x1+1, clear.y2 - clear.y1 + 1, "backtile");
clear.x1 = left;
}
if (clear.x2 > right)
{ // clear left of view screen
i = clear.x1 > right+1 ? clear.x1 : right+1;
re.DrawTileClear (i, clear.y1,
clear.x2-i+1, clear.y2 - clear.y1 + 1, "backtile");
clear.x2 = right;
}
}
//===============================================================
#define STAT_MINUS 10 // num frame for '-' stats digit
char *sb_nums[2][11] =
{
{"num_0", "num_1", "num_2", "num_3", "num_4", "num_5",
"num_6", "num_7", "num_8", "num_9", "num_minus"},
{"anum_0", "anum_1", "anum_2", "anum_3", "anum_4", "anum_5",
"anum_6", "anum_7", "anum_8", "anum_9", "anum_minus"}
};
#define ICON_WIDTH 24
#define ICON_HEIGHT 24
#define CHAR_WIDTH 16
#define ICON_SPACE 8
/*
================
SizeHUDString
Allow embedded \n in the string
================
*/
void SizeHUDString (char *string, int *w, int *h)
{
int lines, width, current;
lines = 1;
width = 0;
current = 0;
while (*string)
{
if (*string == '\n')
{
lines++;
current = 0;
}
else
{
current++;
if (current > width)
width = current;
}
string++;
}
*w = width * 8;
*h = lines * 8;
}
void DrawHUDString (char *string, int x, int y, int centerwidth, int xor)
{
int margin;
char line[1024];
int width;
int i;
margin = x;
while (*string)
{
// scan out one line of text from the string
width = 0;
while (*string && *string != '\n')
line[width++] = *string++;
line[width] = 0;
if (centerwidth)
x = margin + (centerwidth - width*8)/2;
else
x = margin;
for (i=0 ; i<width ; i++)
{
re.DrawChar (x, y, line[i]^xor);
x += 8;
}
if (*string)
{
string++; // skip the \n
x = margin;
y += 8;
}
}
}
/*
==============
SCR_DrawField
==============
*/
void SCR_DrawField (int x, int y, int color, int width, int value)
{
char num[16], *ptr;
int l;
int frame;
if (width < 1)
return;
// draw number string
if (width > 5)
width = 5;
SCR_AddDirtyPoint (x, y);
SCR_AddDirtyPoint (x+width*CHAR_WIDTH+2, y+23);
Com_sprintf (num, sizeof(num), "%i", value);
l = strlen(num);
if (l > width)
l = width;
x += 2 + CHAR_WIDTH*(width - l);
ptr = num;
while (*ptr && l)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
re.DrawPic (x,y,sb_nums[color][frame]);
x += CHAR_WIDTH;
ptr++;
l--;
}
}
/*
===============
SCR_TouchPics
Allows rendering code to cache all needed sbar graphics
===============
*/
void SCR_TouchPics (void)
{
int i, j;
for (i=0 ; i<2 ; i++)
for (j=0 ; j<11 ; j++)
re.RegisterPic (sb_nums[i][j]);
if (crosshair->value)
{
if (crosshair->value > 3 || crosshair->value < 0)
crosshair->value = 3;
Com_sprintf (crosshair_pic, sizeof(crosshair_pic), "ch%i", (int)(crosshair->value));
re.DrawGetPicSize (&crosshair_width, &crosshair_height, crosshair_pic);
if (!crosshair_width)
crosshair_pic[0] = 0;
}
}
/*
================
SCR_ExecuteLayoutString
================
*/
void SCR_ExecuteLayoutString (char *s)
{
int x, y;
int value;
char *token;
int width;
int index;
clientinfo_t *ci;
if (cls.state != ca_active || !cl.refresh_prepped)
return;
if (!s[0])
return;
x = 0;
y = 0;
width = 3;
while (s)
{
token = COM_Parse (&s);
if (!strcmp(token, "xl"))
{
token = COM_Parse (&s);
x = atoi(token);
continue;
}
if (!strcmp(token, "xr"))
{
token = COM_Parse (&s);
x = viddef.width + atoi(token);
continue;
}
if (!strcmp(token, "xv"))
{
token = COM_Parse (&s);
x = viddef.width/2 - 160 + atoi(token);
continue;
}
if (!strcmp(token, "yt"))
{
token = COM_Parse (&s);
y = atoi(token);
continue;
}
if (!strcmp(token, "yb"))
{
token = COM_Parse (&s);
y = viddef.height + atoi(token);
continue;
}
if (!strcmp(token, "yv"))
{
token = COM_Parse (&s);
y = viddef.height/2 - 120 + atoi(token);
continue;
}
if (!strcmp(token, "pic"))
{ // draw a pic from a stat number
token = COM_Parse (&s);
value = cl.frame.playerstate.stats[atoi(token)];
if (value >= MAX_IMAGES)
Com_Error (ERR_DROP, "Pic >= MAX_IMAGES");
if (cl.configstrings[CS_IMAGES+value])
{
SCR_AddDirtyPoint (x, y);
SCR_AddDirtyPoint (x+23, y+23);
re.DrawPic (x, y, cl.configstrings[CS_IMAGES+value]);
}
continue;
}
if (!strcmp(token, "client"))
{ // draw a deathmatch client block
int score, ping, time;
token = COM_Parse (&s);
x = viddef.width/2 - 160 + atoi(token);
token = COM_Parse (&s);
y = viddef.height/2 - 120 + atoi(token);
SCR_AddDirtyPoint (x, y);
SCR_AddDirtyPoint (x+159, y+31);
token = COM_Parse (&s);
value = atoi(token);
if (value >= MAX_CLIENTS || value < 0)
Com_Error (ERR_DROP, "client >= MAX_CLIENTS");
ci = &cl.clientinfo[value];
token = COM_Parse (&s);
score = atoi(token);
token = COM_Parse (&s);
ping = atoi(token);
token = COM_Parse (&s);
time = atoi(token);
DrawAltString (x+32, y, ci->name);
DrawString (x+32, y+8, "Score: ");
DrawAltString (x+32+7*8, y+8, va("%i", score));
DrawString (x+32, y+16, va("Ping: %i", ping));
DrawString (x+32, y+24, va("Time: %i", time));
if (!ci->icon)
ci = &cl.baseclientinfo;
re.DrawPic (x, y, ci->iconname);
continue;
}
if (!strcmp(token, "ctf"))
{ // draw a ctf client block
int score, ping;
char block[80];
token = COM_Parse (&s);
x = viddef.width/2 - 160 + atoi(token);
token = COM_Parse (&s);
y = viddef.height/2 - 120 + atoi(token);
SCR_AddDirtyPoint (x, y);
SCR_AddDirtyPoint (x+159, y+31);
token = COM_Parse (&s);
value = atoi(token);
if (value >= MAX_CLIENTS || value < 0)
Com_Error (ERR_DROP, "client >= MAX_CLIENTS");
ci = &cl.clientinfo[value];
token = COM_Parse (&s);
score = atoi(token);
token = COM_Parse (&s);
ping = atoi(token);
if (ping > 999)
ping = 999;
sprintf(block, "%3d %3d %-12.12s", score, ping, ci->name);
if (value == cl.playernum)
DrawAltString (x, y, block);
else
DrawString (x, y, block);
continue;
}
if (!strcmp(token, "picn"))
{ // draw a pic from a name
token = COM_Parse (&s);
SCR_AddDirtyPoint (x, y);
SCR_AddDirtyPoint (x+23, y+23);
re.DrawPic (x, y, token);
continue;
}
if (!strcmp(token, "num"))
{ // draw a number
token = COM_Parse (&s);
width = atoi(token);
token = COM_Parse (&s);
value = cl.frame.playerstate.stats[atoi(token)];
SCR_DrawField (x, y, 0, width, value);
continue;
}
if (!strcmp(token, "hnum"))
{ // health number
int color;
width = 3;
value = cl.frame.playerstate.stats[STAT_HEALTH];
if (value > 25)
color = 0; // green
else if (value > 0)
color = (cl.frame.serverframe>>2) & 1; // flash
else
color = 1;
if (cl.frame.playerstate.stats[STAT_FLASHES] & 1)
re.DrawPic (x, y, "field_3");
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(token, "anum"))
{ // ammo number
int color;
width = 3;
value = cl.frame.playerstate.stats[STAT_AMMO];
if (value > 5)
color = 0; // green
else if (value >= 0)
color = (cl.frame.serverframe>>2) & 1; // flash
else
continue; // negative number = don't show
if (cl.frame.playerstate.stats[STAT_FLASHES] & 4)
re.DrawPic (x, y, "field_3");
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(token, "rnum"))
{ // armor number
int color;
width = 3;
value = cl.frame.playerstate.stats[STAT_ARMOR];
if (value < 1)
continue;
color = 0; // green
if (cl.frame.playerstate.stats[STAT_FLASHES] & 2)
re.DrawPic (x, y, "field_3");
SCR_DrawField (x, y, color, width, value);
continue;
}
if (!strcmp(token, "stat_string"))
{
token = COM_Parse (&s);
index = atoi(token);
if (index < 0 || index >= MAX_CONFIGSTRINGS)
Com_Error (ERR_DROP, "Bad stat_string index");
index = cl.frame.playerstate.stats[index];
if (index < 0 || index >= MAX_CONFIGSTRINGS)
Com_Error (ERR_DROP, "Bad stat_string index");
DrawString (x, y, cl.configstrings[index]);
continue;
}
if (!strcmp(token, "cstring"))
{
token = COM_Parse (&s);
DrawHUDString (token, x, y, 320, 0);
continue;
}
if (!strcmp(token, "string"))
{
token = COM_Parse (&s);
DrawString (x, y, token);
continue;
}
if (!strcmp(token, "cstring2"))
{
token = COM_Parse (&s);
DrawHUDString (token, x, y, 320,0x80);
continue;
}
if (!strcmp(token, "string2"))
{
token = COM_Parse (&s);
DrawAltString (x, y, token);
continue;
}
if (!strcmp(token, "if"))
{ // draw a number
token = COM_Parse (&s);
value = cl.frame.playerstate.stats[atoi(token)];
if (!value)
{ // skip to endif
while (s && strcmp(token, "endif") )
{
token = COM_Parse (&s);
}
}
continue;
}
}
}
/*
================
SCR_DrawStats
The status bar is a small layout program that
is based on the stats array
================
*/
void SCR_DrawStats (void)
{
SCR_ExecuteLayoutString (cl.configstrings[CS_STATUSBAR]);
}
/*
================
SCR_DrawLayout
================
*/
#define STAT_LAYOUTS 13
void SCR_DrawLayout (void)
{
if (!cl.frame.playerstate.stats[STAT_LAYOUTS])
return;
SCR_ExecuteLayoutString (cl.layout);
}
//=======================================================
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
==================
*/
void SCR_UpdateScreen (void)
{
int numframes;
int i;
float separation[2] = { 0, 0 };
// if the screen is disabled (loading plaque is up, or vid mode changing)
// do nothing at all
if (cls.disable_screen)
{
if (Sys_Milliseconds() - cls.disable_screen > 120000)
{
cls.disable_screen = 0;
Com_Printf ("Loading plaque timed out.\n");
}
return;
}
if (!scr_initialized || !con.initialized)
return; // not initialized yet
/*
** range check cl_camera_separation so we don't inadvertently fry someone's
** brain
*/
if ( cl_stereo_separation->value > 1.0 )
Cvar_SetValue( "cl_stereo_separation", 1.0 );
else if ( cl_stereo_separation->value < 0 )
Cvar_SetValue( "cl_stereo_separation", 0.0 );
if ( cl_stereo->value )
{
numframes = 2;
separation[0] = -cl_stereo_separation->value / 2;
separation[1] = cl_stereo_separation->value / 2;
}
else
{
separation[0] = 0;
separation[1] = 0;
numframes = 1;
}
for ( i = 0; i < numframes; i++ )
{
re.BeginFrame( separation[i] );
if (scr_draw_loading == 2)
{ // loading plaque over black screen
int w, h;
re.CinematicSetPalette(NULL);
scr_draw_loading = false;
re.DrawGetPicSize (&w, &h, "loading");
re.DrawPic ((viddef.width-w)/2, (viddef.height-h)/2, "loading");
// re.EndFrame();
// return;
}
// if a cinematic is supposed to be running, handle menus
// and console specially
else if (cl.cinematictime > 0)
{
if (cls.key_dest == key_menu)
{
if (cl.cinematicpalette_active)
{
re.CinematicSetPalette(NULL);
cl.cinematicpalette_active = false;
}
M_Draw ();
// re.EndFrame();
// return;
}
else if (cls.key_dest == key_console)
{
if (cl.cinematicpalette_active)
{
re.CinematicSetPalette(NULL);
cl.cinematicpalette_active = false;
}
SCR_DrawConsole ();
// re.EndFrame();
// return;
}
else
{
SCR_DrawCinematic();
// re.EndFrame();
// return;
}
}
else
{
// make sure the game palette is active
if (cl.cinematicpalette_active)
{
re.CinematicSetPalette(NULL);
cl.cinematicpalette_active = false;
}
// do 3D refresh drawing, and then update the screen
SCR_CalcVrect ();
// clear any dirty part of the background
SCR_TileClear ();
V_RenderView ( separation[i] );
SCR_DrawStats ();
if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1)
SCR_DrawLayout ();
if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 2)
CL_DrawInventory ();
SCR_DrawNet ();
SCR_CheckDrawCenterString ();
if (scr_timegraph->value)
SCR_DebugGraph (cls.frametime*300, 0);
if (scr_debuggraph->value || scr_timegraph->value || scr_netgraph->value)
SCR_DrawDebugGraph ();
SCR_DrawPause ();
SCR_DrawConsole ();
M_Draw ();
SCR_DrawLoading ();
}
}
re.EndFrame();
}
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