]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_screen.c
fix crash when playing some demos
[xonotic/darkplaces.git] / cl_screen.c
index e9fd17acc98553da1050a809a3e366f8346584cb..55333781067684a37a4b1ff0813065c3eb83d95e 100644 (file)
@@ -1609,15 +1609,144 @@ void SCR_DrawScreen (void)
        R_Mesh_Finish();
 }
 
-void SCR_UpdateLoadingScreen (qboolean clear)
+typedef struct loadingscreenstack_s
+{
+       struct loadingscreenstack_s *prev;
+       char msg[MAX_QPATH];
+       float absolute_loading_amount_min; // this corresponds to relative completion 0 of this item
+       float absolute_loading_amount_len; // this corresponds to relative completion 1 of this item
+       float relative_completion; // 0 .. 1
+}
+loadingscreenstack_t;
+static loadingscreenstack_t *loadingscreenstack = NULL;
+static double loadingscreentime = -1;
+static qboolean loadingscreencleared = false;
+static float loadingscreenheight = 0;
+
+void SCR_PushLoadingScreen (qboolean redraw, const char *msg, float len_in_parent)
+{
+       loadingscreenstack_t *s = (loadingscreenstack_t *) Z_Malloc(sizeof(loadingscreenstack_t));
+       s->prev = loadingscreenstack;
+       loadingscreenstack = s;
+
+       strlcpy(s->msg, msg, sizeof(s->msg));
+       s->relative_completion = 0;
+
+       if(s->prev)
+       {
+               s->absolute_loading_amount_min = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len * s->prev->relative_completion;
+               s->absolute_loading_amount_len = s->prev->absolute_loading_amount_len * len_in_parent;
+               if(s->absolute_loading_amount_len > s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min)
+                       s->absolute_loading_amount_len = s->prev->absolute_loading_amount_min + s->prev->absolute_loading_amount_len - s->absolute_loading_amount_min;
+       }
+       else
+       {
+               s->absolute_loading_amount_min = 0;
+               s->absolute_loading_amount_len = 1;
+       }
+
+       if(redraw && realtime == loadingscreentime)
+               SCR_UpdateLoadingScreen(loadingscreencleared);
+}
+
+void SCR_PopLoadingScreen (qboolean redraw)
+{
+       loadingscreenstack_t *s = loadingscreenstack;
+       loadingscreenstack = s->prev;
+       if(s->prev)
+               s->prev->relative_completion = (s->absolute_loading_amount_min + s->absolute_loading_amount_len - s->prev->absolute_loading_amount_min) / s->prev->absolute_loading_amount_len;
+       Z_Free(s);
+
+       if(redraw && realtime == loadingscreentime)
+               SCR_UpdateLoadingScreen(loadingscreencleared);
+}
+
+static float SCR_DrawLoadingStack_r(loadingscreenstack_t *s, float y)
+{
+       float size = 8;
+       float x;
+       size_t len;
+       float total;
+
+       total = 0;
+       if(s)
+       {
+               total += SCR_DrawLoadingStack_r(s->prev, y);
+               y -= total;
+               if(!s->prev || strcmp(s->msg, s->prev->msg))
+               {
+                       len = strlen(s->msg);
+                       x = (vid_conwidth.integer - DrawQ_TextWidth_Font(s->msg, len, true, FONT_INFOBAR) * size) / 2;
+                       y -= size;
+                       DrawQ_String_Font(x, y, s->msg, len, size, size, 1, 1, 1, 1, 0, NULL, true, FONT_INFOBAR);
+                       total += size;
+               }
+       }
+       return total;
+}
+
+static void SCR_DrawLoadingStack()
+{
+       float verts[12];
+       float colors[16];
+       int i;
+
+       if(loadingscreenheight > 0)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
+               GL_Color(0, 0, 0, 1);
+               R_Mesh_VertexPointer(verts, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               verts[2] = verts[5] = verts[8] = verts[11] = 0;
+               verts[0] = verts[9] = 0;
+               verts[1] = verts[4] = vid_conheight.integer - loadingscreenheight;
+               verts[3] = verts[6] = vid_conwidth.integer;
+               verts[7] = verts[10] = vid_conheight.integer;
+               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+       }
+       loadingscreenheight = SCR_DrawLoadingStack_r(loadingscreenstack, vid_conheight.integer);
+       if(loadingscreenstack)
+       {
+               // height = 32; // sorry, using the actual one is ugly
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
+               R_Mesh_VertexPointer(verts, 0, 0);
+               R_Mesh_ColorPointer(colors, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               verts[2] = verts[5] = verts[8] = verts[11] = 0;
+               verts[0] = verts[9] = 0;
+               verts[1] = verts[4] = vid_conheight.integer - 8;
+               verts[3] = verts[6] = vid_conwidth.integer * loadingscreenstack->absolute_loading_amount_min;
+               verts[7] = verts[10] = vid_conheight.integer;
+
+               for(i = 0; i < 16; ++i)
+                       colors[i] = (i % 4 == 3) || (i >= 8 && i % 4 == 2);
+                       //                                     ^^^^^^^^^^ blue component
+                       //                           ^^^^^^ bottom row
+                       //          ^^^^^^^^^^^^ alpha is always on
+               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+
+               // make sure everything is cleared, including the progress indicator
+               if(loadingscreenheight < 8)
+                       loadingscreenheight = 8;
+       }
+}
+
+static cachepic_t *loadingscreen_pic;
+static float loadingscreen_vertex3f[12];
+static float loadingscreen_texcoord2f[8];
+
+static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear)
 {
        float x, y;
-       cachepic_t *pic;
-       float vertex3f[12];
-       float texcoord2f[8];
-       // don't do anything if not initialized yet
-       if (vid_hidden || !scr_refresh.integer)
-               return;
        // release mouse grab while loading
        if (!vid.fullscreen)
                VID_SetMouse(false, false, false);
@@ -1629,59 +1758,88 @@ void SCR_UpdateLoadingScreen (qboolean clear)
        qglClearColor(0,0,0,0);CHECKGLERROR
        // when starting up a new video mode, make sure the screen is cleared to black
        if (clear)
-       {
                qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
-       }
-       //qglDisable(GL_CULL_FACE);CHECKGLERROR
-       //R_ClearScreen();
        R_Textures_Frame();
        GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
        R_Mesh_Start();
        R_Mesh_Matrix(&identitymatrix);
        // draw the loading plaque
-       pic = Draw_CachePic ("gfx/loading");
-       x = (vid_conwidth.integer - pic->width)/2;
-       y = (vid_conheight.integer - pic->height)/2;
-       GL_Color(1,1,1,1);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthRange(0, 1);
-       GL_PolygonOffset(0, 0);
-       GL_DepthTest(false);
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
-       R_Mesh_TexBind(0, R_GetTexture(pic->tex));
-       R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
-       R_SetupGenericShader(true);
-       vertex3f[2] = vertex3f[5] = vertex3f[8] = vertex3f[11] = 0;
-       vertex3f[0] = vertex3f[9] = x;
-       vertex3f[1] = vertex3f[4] = y;
-       vertex3f[3] = vertex3f[6] = x + pic->width;
-       vertex3f[7] = vertex3f[10] = y + pic->height;
-       texcoord2f[0] = 0;texcoord2f[1] = 0;
-       texcoord2f[2] = 1;texcoord2f[3] = 0;
-       texcoord2f[4] = 1;texcoord2f[5] = 1;
-       texcoord2f[6] = 0;texcoord2f[7] = 1;
-       if (vid.stereobuffer)
-       {
-               qglDrawBuffer(GL_FRONT_LEFT);
-               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               qglDrawBuffer(GL_FRONT_RIGHT);
-               R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-       }
-       else
+       loadingscreen_pic = Draw_CachePic ("gfx/loading");
+       x = (vid_conwidth.integer - loadingscreen_pic->width)/2;
+       y = (vid_conheight.integer - loadingscreen_pic->height)/2;
+       loadingscreen_vertex3f[2] = loadingscreen_vertex3f[5] = loadingscreen_vertex3f[8] = loadingscreen_vertex3f[11] = 0;
+       loadingscreen_vertex3f[0] = loadingscreen_vertex3f[9] = x;
+       loadingscreen_vertex3f[1] = loadingscreen_vertex3f[4] = y;
+       loadingscreen_vertex3f[3] = loadingscreen_vertex3f[6] = x + loadingscreen_pic->width;
+       loadingscreen_vertex3f[7] = loadingscreen_vertex3f[10] = y + loadingscreen_pic->height;
+       loadingscreen_texcoord2f[0] = 0;loadingscreen_texcoord2f[1] = 0;
+       loadingscreen_texcoord2f[2] = 1;loadingscreen_texcoord2f[3] = 0;
+       loadingscreen_texcoord2f[4] = 1;loadingscreen_texcoord2f[5] = 1;
+       loadingscreen_texcoord2f[6] = 0;loadingscreen_texcoord2f[7] = 1;
+}
+
+static void SCR_DrawLoadingScreen (qboolean clear)
+{
+       // we only need to draw the image if it isn't already there
+       if(loadingscreenheight <= 0)
        {
-               qglDrawBuffer(GL_FRONT);
+               GL_Color(1,1,1,1);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(false);
+               R_SetupGenericShader(true);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_VertexPointer(loadingscreen_vertex3f, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_Mesh_TexBind(0, R_GetTexture(loadingscreen_pic->tex));
+               R_Mesh_TexCoordPointer(0, 2, loadingscreen_texcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
        }
+       SCR_DrawLoadingStack();
+}
+
+static void SCR_DrawLoadingScreen_SharedFinish (qboolean clear)
+{
        R_Mesh_Finish();
        // refresh
-       // not necessary when rendering to GL_FRONT buffers
-       //VID_Finish();
+       VID_Finish();
        // however this IS necessary on Windows Vista
        qglFinish();
 }
 
+void SCR_UpdateLoadingScreen (qboolean clear)
+{
+       if(loadingscreentime != realtime)
+       {
+               loadingscreentime = realtime;
+               loadingscreenheight = 0;
+       }
+       loadingscreencleared = clear;
+
+       // don't do anything if not initialized yet
+       if (vid_hidden || !scr_refresh.integer || cls.state == ca_dedicated)
+               return;
+       
+       SCR_DrawLoadingScreen_SharedSetup(clear);
+       if (vid.stereobuffer)
+       {
+               qglDrawBuffer(GL_BACK_LEFT);
+               SCR_DrawLoadingScreen(clear);
+               qglDrawBuffer(GL_BACK_RIGHT);
+               SCR_DrawLoadingScreen(clear);
+       }
+       else
+       {
+               qglDrawBuffer(GL_BACK);
+               SCR_DrawLoadingScreen(clear);
+       }
+       SCR_DrawLoadingScreen_SharedFinish(clear);
+
+       // this goes into the event loop, and should prevent unresponsive cursor on vista
+       Sys_SendKeyEvents();
+}
+
 extern cvar_t cl_minfps;
 extern cvar_t cl_minfps_fade;
 extern cvar_t cl_minfps_qualitymax;