void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, float red, float green, float blue, float alpha, int flags)
{
- DrawQ_SuperPic(x,y,pic,width,height,0,0,red,green,blue,alpha,1,0,red,green,blue,alpha,0,1,red,green,blue,alpha,1,1,red,green,blue,alpha,flags);
+ float floats[20];
+
+ _DrawQ_ProcessDrawFlag(flags);
+ GL_Color(red, green, blue, alpha);
+
+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ 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;floats[13] = 0;
+ floats[14] = 1;floats[15] = 0;
+ floats[16] = 1;floats[17] = 1;
+ floats[18] = 0;floats[19] = 1;
+ }
+
+ floats[2] = floats[5] = floats[8] = floats[11] = 0;
+ floats[0] = floats[9] = x;
+ floats[1] = floats[4] = y;
+ floats[3] = floats[6] = x + width;
+ floats[7] = floats[10] = y + height;
+
+ R_Mesh_Draw(0, 4, 2, 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];
+
+ _DrawQ_ProcessDrawFlag(flags);
+ GL_Color(red, green, blue, alpha);
+
+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+
+ floats[2] = floats[5] = floats[8] = floats[11] = 0;
+ floats[0] = floats[9] = x;
+ floats[1] = floats[4] = y;
+ floats[3] = floats[6] = x + width;
+ floats[7] = floats[10] = y + height;
+
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
// color tag printing
float DrawQ_String(float startx, float starty, const char *text, int maxlen, float w, float h, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor, qboolean ignorecolorcodes)
{
int i, num, shadow, colorindex;
- float x, y, s, t, u, v;
+ float x = startx, y, s, t, u, v;
float *av, *at, *ac;
float color[4];
int batchcount;
x += r_textshadow.value;
y += r_textshadow.value;
}
- // because this loop increments x before it draws, we must bias x first
- x -= w;
- for (i = 0;i < maxlen && text[i];)
+ for (i = 0;i < maxlen && text[i];i++, x += w)
{
+ if (text[i] == ' ')
+ continue;
if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < maxlen)
{
if (text[i+1] == STRING_COLOR_TAG)
+ {
i++;
+ if (text[i] == ' ')
+ continue;
+ }
else if (text[i+1] >= '0' && text[i+1] <= '9')
{
colorindex = text[i+1] - '0';
DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
- i += 2;
+ i++;
+ x -= w;
continue;
}
}
- num = text[i++];
- x += w;
- if (num == ' ')
- continue;
+ num = text[i];
s = (num & 15)*0.0625f + (0.5f / 256.0f);
t = (num >> 4)*0.0625f + (0.5f / 256.0f);
u = 0.0625f - (1.0f / 256.0f);