net
turn off messages option
-the refresh is allways rendered, unless the console is full screen
+the refresh is always rendered, unless the console is full screen
console is:
int glx, gly, glwidth, glheight;
-// only the refresh window will be updated unless these variables are flagged
-int scr_copytop;
-int scr_copyeverything;
-
float scr_con_current;
float scr_conlines; // lines of console to display
qpic_t *scr_net;
qpic_t *scr_turtle;
-int scr_fullupdate;
-
int clearconsole;
int clearnotify;
extern viddef_t vid; // global video state
qboolean scr_disabled_for_loading;
-qboolean scr_drawloading;
-float scr_disabled_time;
+//qboolean scr_drawloading;
+//float scr_disabled_time;
void SCR_ScreenShot_f (void);
void SCR_CheckDrawCenterString (void)
{
- scr_copytop = 1;
if (scr_center_lines > scr_erase_lines)
scr_erase_lines = scr_center_lines;
qboolean full = false;
- scr_fullupdate = 0; // force a background redraw
vid.recalc_refdef = 0;
//========================================
{
}
+void gl_screen_newmap()
+{
+}
+
/*
==================
SCR_Init
scr_initialized = true;
- R_RegisterModule("GL_Screen", gl_screen_start, gl_screen_shutdown);
+ R_RegisterModule("GL_Screen", gl_screen_start, gl_screen_shutdown, gl_screen_newmap);
}
if (!scr_showturtle.value)
return;
- if (host_frametime < 0.1)
+ if (cl.frametime < 0.1)
{
count = 0;
return;
SCR_DrawLoading
==============
*/
+/*
void SCR_DrawLoading (void)
{
qpic_t *pic;
Draw_Pic ( (vid.width - pic->width)/2,
(vid.height - 48 - pic->height)/2, pic);
}
+*/
{
if (scr_con_current)
{
- scr_copyeverything = 1;
Con_DrawConsole (scr_con_current, true);
clearconsole = 0;
}
================
*/
+/*
void SCR_BeginLoadingPlaque (void)
{
S_StopAllSounds (true);
- if (cls.state != ca_connected)
- return;
- if (cls.signon != SIGNONS)
- return;
+// if (cls.state != ca_connected)
+// return;
+// if (cls.signon != SIGNONS)
+// return;
// redraw with no console and the loading plaque
- Con_ClearNotify ();
- scr_centertime_off = 0;
- scr_con_current = 0;
+// Con_ClearNotify ();
+// scr_centertime_off = 0;
+// scr_con_current = 0;
scr_drawloading = true;
- scr_fullupdate = 0;
SCR_UpdateScreen ();
- scr_drawloading = false;
- scr_disabled_for_loading = true;
- scr_disabled_time = realtime;
- scr_fullupdate = 0;
+// scr_disabled_for_loading = true;
+// scr_disabled_time = realtime;
}
+*/
/*
===============
================
*/
+/*
void SCR_EndLoadingPlaque (void)
{
- scr_disabled_for_loading = false;
- scr_fullupdate = 0;
+// scr_disabled_for_loading = false;
+ scr_drawloading = false;
Con_ClearNotify ();
}
+*/
//=============================================================================
char *scr_notifystring;
-qboolean scr_drawdialog;
void SCR_DrawNotifyString (void)
{
} while (1);
}
-/*
-==================
-SCR_ModalMessage
-
-Displays a text string in the center of the screen and waits for a Y or N
-keypress.
-==================
-*/
-int SCR_ModalMessage (char *text)
-{
- if (cls.state == ca_dedicated)
- return true;
-
- scr_notifystring = text;
-
-// draw a fresh screen
- scr_fullupdate = 0;
- scr_drawdialog = true;
- SCR_UpdateScreen ();
- scr_drawdialog = false;
-
- S_ClearBuffer (); // so dma doesn't loop current sound
-
- do
- {
- key_count = -1; // wait for a key down and up
- Sys_SendKeyEvents ();
- } while (key_lastpress != 'y' && key_lastpress != 'n' && key_lastpress != K_ESCAPE);
-
- scr_fullupdate = 0;
- SCR_UpdateScreen ();
-
- return key_lastpress == 'y';
-}
-
-
//=============================================================================
-/*
-===============
-SCR_BringDownConsole
-
-Brings the console down and fades the blends back to normal
-================
-*/
-void SCR_BringDownConsole (void)
-{
- int i;
-
- scr_centertime_off = 0;
-
- for (i=0 ; i<20 && scr_conlines != scr_con_current ; i++)
- SCR_UpdateScreen ();
-
- cl.cshifts[0].percent = 0; // no area contents blend on next frame
-}
-
void DrawCrosshair(int num);
void GL_Set2D (void);
return;
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- f = brightness.value = bound(1.0f, brightness.value, 5.0f);
+ f = bound(1.0f, brightness.value, 5.0f);
+ if (f != brightness.value)
+ Cvar_SetValue("brightness", f);
if (f >= 1.01f)
{
glBlendFunc (GL_DST_COLOR, GL_ONE);
glEnd ();
}
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- contrast.value = bound(0.2, contrast.value, 1.0);
+ f = bound(0.2f, contrast.value, 1.0f);
+ if (f != contrast.value)
+ Cvar_SetValue("contrast", f);
if (contrast.value < 0.99f)
{
glBegin (GL_TRIANGLES);
LordHavoc: due to my rewrite of R_WorldNode, it no longer takes 256k of stack space :)
==================
*/
-extern cvar_t gl_vertexarrays;
-extern qboolean gl_arrays;
void GL_Finish();
void SCR_UpdateScreen (void)
{
if (r_speeds.value)
time1 = Sys_FloatTime ();
- if (!gl_arrays)
- gl_vertexarrays.value = 0;
-
- scr_copytop = 0;
- scr_copyeverything = 0;
-
if (scr_disabled_for_loading)
{
+ /*
if (realtime - scr_disabled_time > 60)
{
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
}
else
+ */
return;
}
}
if (vid.recalc_refdef)
- SCR_CalcRefdef ();
+ SCR_CalcRefdef();
if (r_render.value)
{
glClearColor(0,0,0,0);
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
}
//
// do 3D refresh drawing, and then update the screen
//
- SCR_SetUpToDrawConsole ();
+ SCR_SetUpToDrawConsole();
- V_RenderView ();
+ V_RenderView();
- GL_Set2D ();
+ GL_Set2D();
- if (scr_drawdialog)
- {
- Sbar_Draw ();
-// Draw_FadeScreen ();
- SCR_DrawNotifyString ();
- scr_copyeverything = true;
- }
- else if (scr_drawloading)
- {
- SCR_DrawLoading ();
- Sbar_Draw ();
- }
- else if (cl.intermission == 1 && key_dest == key_game)
- {
- Sbar_IntermissionOverlay ();
- }
- else if (cl.intermission == 2 && key_dest == key_game)
- {
- Sbar_FinaleOverlay ();
- SCR_CheckDrawCenterString ();
- }
- else
- {
- if (crosshair.value)
- DrawCrosshair(crosshair.value - 1);
-
- SCR_DrawRam ();
- SCR_DrawNet ();
- SCR_DrawTurtle ();
- SCR_DrawPause ();
- SCR_CheckDrawCenterString ();
- Sbar_Draw ();
- SHOWLMP_drawall();
- SCR_DrawConsole ();
- M_Draw ();
- }
+ SCR_DrawRam();
+ SCR_DrawNet();
+ SCR_DrawTurtle();
+ SCR_DrawPause();
+ SCR_CheckDrawCenterString();
+ Sbar_Draw();
+ SHOWLMP_drawall();
+
+ if (crosshair.value)
+ DrawCrosshair(crosshair.value - 1);
+
+ if (cl.intermission == 1)
+ Sbar_IntermissionOverlay();
+ else if (cl.intermission == 2)
+ Sbar_FinaleOverlay();
+
+ SCR_DrawConsole();
+ M_Draw();
+
+// if (scr_drawloading)
+// SCR_DrawLoading();
if (showfps.value)
{
if (r_speeds2.value)
{
- extern char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
- Draw_String(0, vid.height - sb_lines - 48, r_speeds2_string1, 80);
- Draw_String(0, vid.height - sb_lines - 40, r_speeds2_string2, 80);
- Draw_String(0, vid.height - sb_lines - 32, r_speeds2_string3, 80);
- Draw_String(0, vid.height - sb_lines - 24, r_speeds2_string4, 80);
- Draw_String(0, vid.height - sb_lines - 16, r_speeds2_string5, 80);
- Draw_String(0, vid.height - sb_lines - 8, r_speeds2_string6, 80);
+ extern char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
+ Draw_String(0, vid.height - sb_lines - 56, r_speeds2_string1, 80);
+ Draw_String(0, vid.height - sb_lines - 48, r_speeds2_string2, 80);
+ Draw_String(0, vid.height - sb_lines - 40, r_speeds2_string3, 80);
+ Draw_String(0, vid.height - sb_lines - 32, r_speeds2_string4, 80);
+ Draw_String(0, vid.height - sb_lines - 24, r_speeds2_string5, 80);
+ Draw_String(0, vid.height - sb_lines - 16, r_speeds2_string6, 80);
+ Draw_String(0, vid.height - sb_lines - 8, r_speeds2_string7, 80);
}
- V_UpdateBlends ();
+ V_UpdateBlends();
GL_BrightenScreen();