R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
+void DrawQ_RotPic(float x, float y, cachepic_t *pic, float width, float height, float org_x, float org_y, float angle, float red, float green, float blue, float alpha, int flags)
+{
+ float floats[20];
+ float af = DEG2RAD(-angle); // forward
+ float ar = DEG2RAD(-angle + 90); // right
+ float sinaf = sin(af);
+ float cosaf = cos(af);
+ float sinar = sin(ar);
+ float cosar = cos(ar);
+
+ _DrawQ_ProcessDrawFlag(flags);
+ GL_Color(red, green, blue, alpha);
+
+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupGenericShader(pic != NULL);
+ if (pic)
+ {
+ if (width == 0)
+ width = pic->width;
+ if (height == 0)
+ height = pic->height;
+ R_Mesh_TexBind(0, R_GetTexture(pic->tex));
+ R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
+
+ floats[12] = 0.0f;floats[13] = 0.0f;
+ floats[14] = 1.0f;floats[15] = 0.0f;
+ floats[16] = 1.0f;floats[17] = 1.0f;
+ floats[18] = 0.0f;floats[19] = 1.0f;
+ }
+
+ floats[2] = floats[5] = floats[8] = floats[11] = 0;
+
+// top left
+ floats[0] = x - cosaf*org_x - cosar*org_y;
+ floats[1] = y - sinaf*org_x - sinar*org_y;
+
+// top right
+ floats[3] = x + cosaf*(width-org_x) - cosar*org_y;
+ floats[4] = y + sinaf*(width-org_x) - sinar*org_y;
+
+// bottom right
+ floats[6] = x + cosaf*(width-org_x) + cosar*(height-org_y);
+ floats[7] = y + sinaf*(width-org_x) + sinar*(height-org_y);
+
+// bottom left
+ floats[9] = x - cosaf*org_x + cosar*(height-org_y);
+ floats[10] = y - sinaf*org_x + sinar*(height-org_y);
+
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+}
+
void DrawQ_Fill(float x, float y, float width, float height, float red, float green, float blue, float alpha, int flags)
{
float floats[12];
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
-// color tag printing
+/// color tag printing
static const vec4_t string_colors[] =
{
// Quake3 colors
}
else
Vector4Copy(string_colors[colorindex], color);
- Vector4Set(color, (color[0] * C + B) * r, (color[1] * C + B) * g, (color[2] * C + B) * b, color[3] * a);
+ Vector4Set(color, color[0] * r * C + B, color[1] * g * C + B, color[2] * b * C + B, color[3] * a);
if (shadow)
{
- float shadowalpha = color[0]+color[1]+color[2] * 0.8;
+ float shadowalpha = (color[0]+color[1]+color[2]) * 0.8;
Vector4Set(color, 0, 0, 0, color[3] * bound(0, shadowalpha, 1));
}
}
size_t i;
float x = 0;
char ch;
- int current_alpha, tempcolorindex;
+ int tempcolorindex;
if (*maxlen < 1)
*maxlen = 1<<30;
maxwidth /= fnt->scale;
- current_alpha = 0xf;
-
for (i = 0;i < *maxlen && text[i];i++)
{
if (text[i] == ' ')
{
- if(x + fnt->width_of[' '] > maxwidth)
+ if(x + fnt->width_of[(int) ' '] > maxwidth)
break; // oops, can't draw this
- x += fnt->width_of[' '];
+ x += fnt->width_of[(int) ' '];
continue;
}
if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < *maxlen)
colorindex = ch - '0';
continue;
}
- else if (ch == STRING_COLOR_RGB_DEFAULT && i + 3 < *maxlen ) // ^x found
+ else if (ch == STRING_COLOR_RGB_TAG_CHAR && i + 3 < *maxlen ) // ^x found
{
// building colorindex...
ch = tolower(text[i+1]);
else tempcolorindex = 0;
if (tempcolorindex)
{
- colorindex = tempcolorindex | current_alpha;
+ colorindex = tempcolorindex | 0xf;
// ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa)
i+=3;
continue;
}
}
}
- /*else if (ch == 'a' && i + 1 < *maxlen) // ^a found
- {
- if (colorindex > 9)
- {
- ch = tolower(text[i+1]);
- if (ch <= '9' && ch >= '0') current_alpha = (ch - '0');
- else if (ch >= 'a' && ch <= 'f') current_alpha = (ch - 87);
- else if (ch == '+' && colorindex > 9)
- {
- current_alpha = colorindex & 0xf;
- if (current_alpha < 0xf)
- current_alpha++;
- }
- else if (ch == '-' && colorindex > 9)
- {
- current_alpha = colorindex & 0xf;
- if (current_alpha > 0)
- current_alpha--;
- }
- colorindex = ((colorindex >> 4 ) << 4) + current_alpha;
- }
- i++;
- continue;
- }*/
else if (ch == STRING_COLOR_TAG) // ^^ found, ignore the first ^ and go to print the second
i++;
i--;
float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
float color4f[QUADELEMENTS_MAXQUADS*4*4];
- char ch;
- int current_alpha, tempcolorindex;
+ int ch;
+ int tempcolorindex;
int tw, th;
tw = R_TextureWidth(fnt->tex);
colorindex = STRING_COLOR_DEFAULT;
else
colorindex = *outcolor;
+
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
x = startx;
x += r_textshadow.value;
y += r_textshadow.value;
}
- current_alpha = 0xf;
for (i = 0;i < maxlen && text[i];i++)
{
if (text[i] == ' ')
{
- x += fnt->width_of[' '] * w;
+ x += fnt->width_of[(int) ' '] * w;
continue;
}
if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < maxlen)
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
continue;
}
- else if (ch == STRING_COLOR_RGB_DEFAULT && i+3 < maxlen ) // ^x found
+ else if (ch == STRING_COLOR_RGB_TAG_CHAR && i+3 < maxlen ) // ^x found
{
// building colorindex...
ch = tolower(text[i+1]);
else tempcolorindex = 0;
if (tempcolorindex)
{
- colorindex = tempcolorindex | current_alpha;
+ colorindex = tempcolorindex | 0xf;
// ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa)
//Con_Printf("^1colorindex:^7 %x\n", colorindex);
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
}
}
}
- /*else if (ch == 'a' && i+1 < maxlen ) // ^a found
- {
- if (colorindex > 9) // colorindex is a RGB color
- {
- ch = tolower(text[i+1]);
- if (ch <= '9' && ch >= '0') current_alpha = (ch - '0');
- else if (ch >= 'a' && ch <= 'f') current_alpha = (ch - 87);
- else if (ch == '+' && colorindex > 9)
- {
- current_alpha = colorindex & 0xf;
- if (current_alpha < 0xf)
- current_alpha++;
- }
- else if (ch == '-' && colorindex > 9)
- {
- current_alpha = colorindex & 0xf;
- if (current_alpha > 0)
- current_alpha--;
- }
- colorindex = ((colorindex >> 4 ) << 4) + current_alpha;
- //Con_Printf("^1colorindex:^7 %x\n", colorindex);
- DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
- }
- i++;
- continue;
- }*/
else if (ch == STRING_COLOR_TAG)
i++;
i--;
// We have to convert the con coords into real coords
// OGL uses top to bottom
- GL_Scissor((int)(x * ((float)vid.width / vid_conwidth.integer)), (int)(y * ((float) vid.height / vid_conheight.integer)), (int)(width * ((float)vid.width / vid_conwidth.integer)), (int)(height * ((float)vid.height / vid_conheight.integer)));
+ GL_Scissor((int)(0.5 + x * ((float)vid.width / vid_conwidth.integer)), (int)(0.5 + y * ((float) vid.height / vid_conheight.integer)), (int)(width * ((float)vid.width / vid_conwidth.integer)), (int)(height * ((float)vid.height / vid_conheight.integer)));
GL_ScissorTest(true);
}