Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
draw.qc
Go to the documentation of this file.
1#include "draw.qh"
2
3#include <client/hud/hud.qh>
4
5void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag)
6{
7 vector line_dim = '0 0 0';
8
9 // left and right lines
10 pos.x -= thickness;
11 line_dim.x = thickness;
12 line_dim.y = dim.y;
13 drawfill(pos, line_dim, color, theAlpha, drawflag);
14 drawfill(pos + (dim.x + thickness) * '1 0 0', line_dim, color, theAlpha, drawflag);
15
16 // upper and lower lines
17 pos.y -= thickness;
18 line_dim.x = dim.x + thickness * 2; // make upper and lower lines longer
19 line_dim.y = thickness;
20 drawfill(pos, line_dim, color, theAlpha, drawflag);
21 drawfill(pos + (dim.y + thickness) * '0 1 0', line_dim, color, theAlpha, drawflag);
22}
23
24void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag)
25{
26 pos = HUD_Shift(pos);
27 sz = HUD_Scale(sz);
28 area = HUD_Scale(area);
29
30 vector current_pos = '0 0 0', end_pos, new_size = '0 0 0', ratio = '0 0 0';
31 end_pos = pos + area;
32
33 current_pos.y = pos.y;
34 while (current_pos.y < end_pos.y)
35 {
36 current_pos.x = pos.x;
37 while (current_pos.x < end_pos.x)
38 {
39 new_size.x = min(sz.x, end_pos.x - current_pos.x);
40 new_size.y = min(sz.y, end_pos.y - current_pos.y);
41 ratio.x = new_size.x / sz.x;
42 ratio.y = new_size.y / sz.y;
43 drawsubpic(current_pos, new_size, pic, '0 0 0', ratio, color, theAlpha, drawflag);
44 current_pos.x += sz.x;
45 }
46 current_pos.y += sz.y;
47 }
48}
49
51{
52 return 1.2 / (1.2 - fadelerp);
53}
54
55vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor)
56{
57 boxsize.x *= boxxsizefactor; // easier interface for text
58 return boxsize * (0.5 * (1 - sz));
59}
60
61void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
62{
63 float sz;
65
66 drawpic_aspect_skin(position + expandingbox_resize_centered_box_offset(sz, theScale, 1), pic, theScale * sz, rgb, theAlpha * (1 - fadelerp), flag);
67}
68
69void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
70{
71 drawpic_aspect_skin_expanding(position, pic, theScale, rgb, theAlpha, flag, fadelerp);
72 drawpic_skin(position, pic, theScale, rgb, theAlpha * fadelerp, flag);
73}
74
75float stringwidth(string text, float handleColors, vector sz)
76{
78 drawfontscale = '1 1 0';
79 float r = stringwidth_builtin(text, handleColors, sz);
80 drawfontscale = dfs;
81 return r;
82}
83
84// it scales text up to box width
85// NOTE it doesn't work perfectly because r_font_size_snapping 4 (default value)
86// may render text with a slightly different size making text bigger or smaller
87// NOTE this is implemented as a macro to reduce number of function calls per frame
88#define DRAWSTRING_ASPECT_SCALE(pos, text, sz, allow_colors) MACRO_BEGIN \
89 float textaspect, oldsz; \
90 vector dfs = drawfontscale; \
91 drawfontscale = '1 1 0'; \
92 textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \
93 if(sz.x/sz.y > textaspect) { \
94 oldsz = sz.x; \
95 sz.x = sz.y * textaspect; \
96 pos.x += (oldsz - sz.x) * 0.5; \
97 } else { \
98 oldsz = sz.y; \
99 sz.y = sz.x / textaspect; \
100 pos.y += (oldsz - sz.y) * 0.5; \
101 /* in case text is rendered with a different size, at least recenter it horizontally */ \
102 /* unfortunately there is no way to correctly recenter it vertically */ \
103 float new_textwidth = stringwidth(text, allow_colors, '1 1 1' * sz.y); \
104 pos.x += (sz.x - new_textwidth) * 0.5; \
105 } \
106 drawfontscale = dfs; \
107MACRO_END
108
109// drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
110void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag) {
111 DRAWSTRING_ASPECT_SCALE(pos, text, sz, false);
112 drawstring(pos, text, '1 1 0' * sz.y, color, theAlpha, drawflag);
113}
114
115// drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box
116void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag) {
117 DRAWSTRING_ASPECT_SCALE(pos, text, sz, true);
118 drawcolorcodedstring(pos, text, '1 1 0' * sz.y, theAlpha, drawflag);
119}
120
121void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
122{
123 float sz;
125
127 vector dfs = drawfontscale;
128 drawfontscale = sz * '1 1 0';
129 float textaspect = stringwidth_builtin(text, false, theScale * (sz / drawfontscale.x)) / (theScale.x * sz);
130 drawfontscale = dfs;
131 drawstring(position + expandingbox_resize_centered_box_offset(sz, theScale, textaspect), text, HUD_Scale(theScale * (sz / drawfontscale.x)), rgb, theAlpha * (1 - fadelerp), flag);
132 // width parameter:
133 // (scale_x * sz / drawfontscale.x) * drawfontscale.x * SIZE1 / (scale_x * sz)
134 // SIZE1
136}
137
138// drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
139void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp) {
140 DRAWSTRING_ASPECT_SCALE(pos, text, sz, false);
141 drawstring_expanding(pos, text, '1 1 0' * sz.y, color, theAlpha, drawflag, fadelerp);
142}
143
144void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp)
145{
146 float sz;
148
150 // eventually replace with drawcolorcodedstring
151 drawcolorcodedstring(position + expandingbox_resize_centered_box_offset(sz, theScale, stringwidth_builtin(text, true, theScale * (sz / drawfontscale.x)) / (theScale.x * sz)), text, theScale * (sz / drawfontscale.x), theAlpha * (1 - fadelerp), flag);
153}
154
155void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp) {
156 DRAWSTRING_ASPECT_SCALE(pos, text, sz, true);
157 drawcolorcodedstring_expanding(pos, text, '1 1 0' * sz.y, theAlpha, drawflag, fadelerp);
158}
159
160// this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
161float PolyDrawModelSurface(entity e, float i_s)
162{
163 float i_t;
164 float n_t;
165 vector tri;
166 string tex;
167 tex = getsurfacetexture(e, i_s);
168 if (!tex)
169 return 0; // this is beyond the last one
170 n_t = getsurfacenumtriangles(e, i_s);
171 for(i_t = 0; i_t < n_t; ++i_t)
172 {
173 tri = getsurfacetriangle(e, i_s, i_t);
174 R_BeginPolygon(tex, 0, false);
175 R_PolygonVertex(getsurfacepoint(e, i_s, tri.x), getsurfacepointattribute(e, i_s, tri.x, SPA_TEXCOORDS0), '1 1 1', 1);
176 R_PolygonVertex(getsurfacepoint(e, i_s, tri.y), getsurfacepointattribute(e, i_s, tri.y, SPA_TEXCOORDS0), '1 1 1', 1);
177 R_PolygonVertex(getsurfacepoint(e, i_s, tri.z), getsurfacepointattribute(e, i_s, tri.z, SPA_TEXCOORDS0), '1 1 1', 1);
178 R_EndPolygon();
179 }
180 return 1;
181}
183{
184 float i_s;
185 for(i_s = 0; ; ++i_s)
186 if(!PolyDrawModelSurface(e, i_s))
187 break;
188}
189
190void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag)
191{
192 vector ringsize, v, t;
193 ringsize = radi * '1 1 0';
194 centre = HUD_Shift(centre);
195 ringsize = HUD_Scale(ringsize);
196
197 if(f >= 1)
198 {
199 // draw full rectangle
200 R_BeginPolygon(pic, drawflag, true);
201 v = centre; t = '0.5 0.5 0';
202 v.x += 0.5 * ringsize.x; t += '0.5 0.5 0';
203 R_PolygonVertex(v, t, rgb, a);
204
205 v = centre; t = '0.5 0.5 0';
206 v.y += 0.5 * ringsize.y; t += '0.5 -0.5 0';
207 R_PolygonVertex(v, t, rgb, a);
208
209 v = centre; t = '0.5 0.5 0';
210 v.x -= 0.5 * ringsize.x; t -= '0.5 0.5 0';
211 R_PolygonVertex(v, t, rgb, a);
212
213 v = centre; t = '0.5 0.5 0';
214 v.y -= 0.5 * ringsize.y; t -= '0.5 -0.5 0';
215 R_PolygonVertex(v, t, rgb, a);
216 R_EndPolygon();
217 return; // Complete rectangle, nothing more needed.
218 }
219
220 float co = cos(f * (2 * M_PI));
221 float si = sin(f * (2 * M_PI));
222 float q = fabs(co) + fabs(si);
223 co /= q;
224 si /= q;
225
226 if(f > 0.75)
227 {
228 // draw upper half in full
229 R_BeginPolygon(pic, drawflag, true);
230 v = centre; t = '0.5 0.5 0';
231 v.x += 0.5 * ringsize.x; t += '0.5 0.5 0';
232 R_PolygonVertex(v, t, rgb, a);
233
234 v = centre; t = '0.5 0.5 0';
235 v.y += 0.5 * ringsize.y; t += '0.5 -0.5 0';
236 R_PolygonVertex(v, t, rgb, a);
237
238 v = centre; t = '0.5 0.5 0';
239 v.x -= 0.5 * ringsize.x; t -= '0.5 0.5 0';
240 R_PolygonVertex(v, t, rgb, a);
241 R_EndPolygon();
242 // draw clipped lower half as a quad
243 R_BeginPolygon(pic, drawflag, true);
244 v = centre; t = '0.5 0.5 0';
245 R_PolygonVertex(v, t, rgb, a);
246
247 v = centre; t = '0.5 0.5 0';
248 v.x -= 0.5 * ringsize.x; t -= '0.5 0.5 0';
249 R_PolygonVertex(v, t, rgb, a);
250
251 v = centre; t = '0.5 0.5 0';
252 v.y -= 0.5 * ringsize.y; t -= '0.5 -0.5 0';
253 R_PolygonVertex(v, t, rgb, a);
254 }
255 else if(f > 0.5)
256 {
257 // draw upper half in full
258 R_BeginPolygon(pic, drawflag, true);
259 v = centre; t = '0.5 0.5 0';
260 v.x += 0.5 * ringsize.x; t += '0.5 0.5 0';
261 R_PolygonVertex(v, t, rgb, a);
262
263 v = centre; t = '0.5 0.5 0';
264 v.y += 0.5 * ringsize.y; t += '0.5 -0.5 0';
265 R_PolygonVertex(v, t, rgb, a);
266
267 v = centre; t = '0.5 0.5 0';
268 v.x -= 0.5 * ringsize.x; t -= '0.5 0.5 0';
269 R_PolygonVertex(v, t, rgb, a);
270 R_EndPolygon();
271 // draw clipped lower half as a triangle
272 R_BeginPolygon(pic, drawflag, true);
273 v = centre; t = '0.5 0.5 0';
274 R_PolygonVertex(v, t, rgb, a);
275
276 v = centre; t = '0.5 0.5 0';
277 v.x -= 0.5 * ringsize.x; t -= '0.5 0.5 0';
278 R_PolygonVertex(v, t, rgb, a);
279 }
280 else if(f > 0.25)
281 {
282 // draw clipped lower half as a quad
283 R_BeginPolygon(pic, drawflag, true);
284 v = centre; t = '0.5 0.5 0';
285 R_PolygonVertex(v, t, rgb, a);
286
287 v = centre; t = '0.5 0.5 0';
288 v.x += 0.5 * ringsize.x; t += '0.5 0.5 0';
289 R_PolygonVertex(v, t, rgb, a);
290
291 v = centre; t = '0.5 0.5 0';
292 v.y += 0.5 * ringsize.y; t += '0.5 -0.5 0';
293 R_PolygonVertex(v, t, rgb, a);
294 }
295 else if (f > 0)
296 {
297 // draw clipped lower half as a triangle
298 R_BeginPolygon(pic, drawflag, true);
299 v = centre; t = '0.5 0.5 0';
300 R_PolygonVertex(v, t, rgb, a);
301
302 v = centre; t = '0.5 0.5 0';
303 v.x += 0.5 * ringsize.x; t += '0.5 0.5 0';
304 R_PolygonVertex(v, t, rgb, a);
305 }
306 else
307 {
308 // Nothing to draw.
309 return;
310 }
311
312 // The last, moving vertex.
313 v = centre; t = '0.5 0.5 0';
314 v.x += co * 0.5 * ringsize.x; t += co * '0.5 0.5 0';
315 v.y += si * 0.5 * ringsize.y; t += si * '0.5 -0.5 0';
316 R_PolygonVertex(v, t, rgb, a);
317 R_EndPolygon();
318}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float expandingbox_sizefactor_from_fadelerp(float fadelerp)
Definition draw.qc:50
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag)
Definition draw.qc:110
void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp)
Definition draw.qc:144
void PolyDrawModel(entity e)
Definition draw.qc:182
void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
Definition draw.qc:61
void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag)
Definition draw.qc:24
void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag)
Definition draw.qc:116
void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag)
Definition draw.qc:5
#define DRAWSTRING_ASPECT_SCALE(pos, text, sz, allow_colors)
Definition draw.qc:88
void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp)
Definition draw.qc:155
vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor)
Definition draw.qc:55
void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp)
Definition draw.qc:139
void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag)
Definition draw.qc:190
void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
Definition draw.qc:121
float PolyDrawModelSurface(entity e, float i_s)
Definition draw.qc:161
void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
Definition draw.qc:69
#define drawcolorcodedstring(position, text, scale, alpha, flag)
Definition draw.qh:30
#define drawstring(position, text, scale, rgb, alpha, flag)
Definition draw.qh:27
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
Definition draw.qh:78
#define drawpic_skin(pos, pic, sz, color, theAlpha, drawflag)
Definition draw.qh:88
vector drawfontscale
Definition draw.qh:3
#define drawfill(position, size, rgb, alpha, flag)
Definition draw.qh:36
float drawsubpic(vector position, vector size, string pic, vector srcPosition, vector srcSize, vector rgb, float alpha, float flag)
#define SPA_TEXCOORDS0
#define stringwidth
vector color
Definition dynlight.qc:15
vector HUD_Shift(vector v)
Definition hud.qc:105
vector HUD_Scale(vector v)
Definition hud.qc:98
vector hud_scale
Definition hud.qh:221
#define M_PI
Definition mathlib.qh:108
float cos(float f)
float sin(float f)
float min(float f,...)
float fabs(float f)
vector
Definition self.qh:92