/* screen.c master for refresh, status bar, console, chat, notify, etc Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/pcx.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/va.h" #include "compat.h" #include "r_internal.h" #include "vid_internal.h" /* SCREEN SHOTS */ tex_t * sw32_SCR_CaptureBGR (void) { int count, x, y; tex_t *tex; const byte *src; byte *dst; count = vid.width * vid.height; tex = malloc (field_offset (tex_t, data[count * 3])); SYS_CHECKMEM (tex); tex->width = vid.width; tex->height = vid.height; tex->format = tex_rgb; tex->palette = 0; sw32_D_EnableBackBufferAccess (); src = vid.buffer; for (y = 0; y < tex->height; y++) { dst = tex->data + (tex->height - 1 - y) * tex->width * 3; for (x = 0; x < tex->width; x++) { *dst++ = vid.basepal[*src * 3 + 2]; // blue *dst++ = vid.basepal[*src * 3 + 1]; // green *dst++ = vid.basepal[*src * 3 + 0]; // red src++; } } sw32_D_DisableBackBufferAccess (); return tex; } tex_t * sw32_SCR_ScreenShot (int width, int height) { return 0; } void sw32_SCR_ScreenShot_f (void) { dstring_t *pcxname = dstring_new (); pcx_t *pcx = 0; int pcx_len; // find a file name to save it to if (!QFS_NextFilename (pcxname, va ("%s/qf", qfs_gamedir->dir.shots), ".pcx")) { Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX"); } else { // enable direct drawing of console to back buffer sw32_D_EnableBackBufferAccess (); // save the pcx file switch(sw32_r_pixbytes) { case 1: pcx = EncodePCX (vid.buffer, vid.width, vid.height, vid.rowbytes, vid.basepal, false, &pcx_len); break; case 2: Sys_Printf("SCR_ScreenShot_f: FIXME - add 16bit support\n"); break; case 4: Sys_Printf("SCR_ScreenShot_f: FIXME - add 32bit support\n"); break; default: Sys_Error("SCR_ScreenShot_f: unsupported r_pixbytes %i", sw32_r_pixbytes); } // for adapters that can't stay mapped in for linear writes all the time sw32_D_DisableBackBufferAccess (); if (pcx) { QFS_WriteFile (pcxname->str, pcx, pcx_len); Sys_Printf ("Wrote %s/%s\n", qfs_userpath, pcxname->str); } } dstring_delete (pcxname); } /* SCR_UpdateScreen This is called every frame, and can also be called explicitly to flush text to the screen. WARNING: be very careful calling this from elsewhere, because the refresh needs almost the entire 256k of stack space! */ void sw32_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc, SCR_Func *scr_funcs) { vrect_t vrect; if (scr_skipupdate) return; vr_data.realtime = realtime; scr_copytop = 0; vr_data.scr_copyeverything = 0; if (!scr_initialized) return; // not initialized yet if (oldfov != scr_fov->value) { // determine size of refresh window oldfov = scr_fov->value; vid.recalc_refdef = true; } if (vid.recalc_refdef) SCR_CalcRefdef (); // do 3D refresh drawing, and then update the screen sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing // directly if (vr_data.scr_fullupdate++ < vid.numpages) { // clear the entire screen vr_data.scr_copyeverything = 1; sw32_Draw_TileClear (0, 0, vid.width, vid.height); } pconupdate = NULL; SCR_SetUpToDrawConsole (); sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped // in for linear writes all the time VID_LockBuffer (); scr_3dfunc (); VID_UnlockBuffer (); sw32_D_EnableBackBufferAccess (); // of all overlay stuff if drawing // directly while (*scr_funcs) { (*scr_funcs)(); scr_funcs++; } sw32_D_DisableBackBufferAccess (); // for adapters that can't stay mapped // in for linear writes all the time if (pconupdate) { sw32_D_UpdateRects (pconupdate); } // update one of three areas if (vr_data.scr_copyeverything) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height; vrect.next = 0; } else if (scr_copytop) { vrect.x = 0; vrect.y = 0; vrect.width = vid.width; vrect.height = vid.height - vr_data.lineadj; vrect.next = 0; } else { vrect.x = scr_vrect.x; vrect.y = scr_vrect.y; vrect.width = scr_vrect.width; vrect.height = scr_vrect.height; vrect.next = 0; } VID_Update (&vrect); }