本文整理汇总了C++中CG_DrawInformation函数的典型用法代码示例。如果您正苦于以下问题:C++ CG_DrawInformation函数的具体用法?C++ CG_DrawInformation怎么用?C++ CG_DrawInformation使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CG_DrawInformation函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: trap_CM_LoadMap
void trap_CM_LoadMap(const char *mapname)
{
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation(qtrue);
syscall(CG_CM_LOADMAP, mapname);
DEBUG_REGISTERPROFILE_EXEC("trap_CM_LoadMap", mapname)
}
示例2: trap_R_RegisterFont
void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
syscall(CG_R_REGISTERFONT, fontName, pointSize, font );
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterFont",fontName)
trap_PumpEventLoop();
}
示例3: trap_R_LoadWorldMap
void trap_R_LoadWorldMap( const char *mapname ) {
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
syscall( CG_R_LOADWORLDMAP, mapname );
DEBUG_REGISTERPROFILE_EXEC("trap_R_LoadWorldMap",mapname)
trap_PumpEventLoop();
}
示例4: trap_R_RegisterSkin
qhandle_t trap_R_RegisterSkin( const char *name ) {
qhandle_t handle;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
handle = syscall( CG_R_REGISTERSKIN, name );
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterSkin",name)
trap_PumpEventLoop();
return handle;
}
示例5: trap_R_RegisterModel
qhandle_t trap_R_RegisterModel( const char *name ) {
qhandle_t handle;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
handle = syscall( CG_R_REGISTERMODEL, name );
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterModel",name)
// trap_PumpEventLoop();
return handle;
}
示例6: trap_R_RegisterShaderNoMip
qhandle_t trap_R_RegisterShaderNoMip( const char *name ) {
qhandle_t handle;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
handle = syscall( CG_R_REGISTERSHADERNOMIP, name );
trap_PumpEventLoop();
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterShaderNpMip", name);
return handle;
}
示例7: trap_R_RegisterFont
void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
CG_DrawInformation( qtrue );
// trap_PumpEventLoop();
syscall(CG_R_REGISTERFONT, fontName, pointSize, font );
//mcwf 0xff handle fix (ET bug ?)
if (!font->glyphs[0xff].glyph) {
font->glyphs[0xff].glyph = trap_R_RegisterShaderNoMip(font->glyphs[0xff].shaderName);
}
//mcwf
}
示例8: trap_S_RegisterSound
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) {
sfxHandle_t snd;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation( qtrue );
snd = syscall( CG_S_REGISTERSOUND, sample, qfalse /* compressed */ );
if(!*sample) {
Com_Printf("^1Warning: Null Sample filename\n");
}
if(snd == 0) {
Com_Printf("^1Warning: Failed to load sound: %s\n", sample);
}
DEBUG_REGISTERPROFILE_EXEC("trap_S_RegisterSound",sample)
trap_PumpEventLoop();
return snd;
}
示例9: trap_R_RegisterShaderNoMip
qhandle_t trap_R_RegisterShaderNoMip(const char *name)
{
qhandle_t handle;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation(qtrue);
handle = syscall(CG_R_REGISTERSHADERNOMIP, name);
if (!name || !name[0])
{
Com_Printf("^1trap_R_RegisterShaderNoMip: Null or empty name\n");
}
if (handle == 0)
{
Com_Printf("^1trap_R_RegisterShaderNoMip: Failed to load shader no mip: %s\n", name);
}
else
{
CG_DPrintf("^2trap_R_RegisterShaderNoMip: register shader no mip: %s\n", name);
}
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterShaderNpMip", name);
return handle;
}
示例10: trap_R_RegisterSkin
qhandle_t trap_R_RegisterSkin(const char *name)
{
qhandle_t handle;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation(qtrue);
handle = syscall(CG_R_REGISTERSKIN, name);
if (!name || !name[0])
{
Com_Printf("^1trap_R_RegisterSkin: Null or empty name\n");
}
if (handle == 0)
{
Com_Printf("^1trap_R_RegisterSkin: Failed to load skin: %s\n", name);
}
else
{
CG_DPrintf("^2trap_R_RegisterSkin: register skin: %s\n", name);
}
DEBUG_REGISTERPROFILE_EXEC("trap_R_RegisterSkin", name)
return handle;
}
示例11: trap_S_RegisterSound
sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed)
{
sfxHandle_t snd;
DEBUG_REGISTERPROFILE_INIT
CG_DrawInformation(qtrue);
snd = syscall(CG_S_REGISTERSOUND, sample, compressed);
if (!sample || !sample[0])
{
Com_Printf("^1trap_S_RegisterSound: Null sample filename\n");
}
if (snd == 0)
{
Com_Printf("^1trap_S_RegisterSound: Failed to load sound: %s\n", sample);
}
else
{
CG_DPrintf("^2trap_S_RegisterSound: register sound: %s\n", sample);
}
DEBUG_REGISTERPROFILE_EXEC("trap_S_RegisterSound", sample)
return snd;
}
示例12: CG_DrawActiveFrame
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
int mpSetup; // NERVE - SMF
#ifdef DEBUGTIME_ENABLED
int dbgTime=trap_Milliseconds(),elapsed;
int dbgCnt=0;
#endif
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
// update cvars
CG_UpdateCvars();
#ifdef DEBUGTIME_ENABLED
CG_Printf("\n");
#endif
DEBUGTIME
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.infoScreenText[0] != 0 ) {
CG_DrawInformation();
return;
}
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds(qfalse);
DEBUGTIME
// clear all the render lists
trap_R_ClearScene();
DEBUGTIME
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots();
DEBUGTIME
// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
CG_DrawInformation();
return;
}
// check for server set weapons we might not know about
// (FIXME: this is a hack for the time being since a scripted "selectweapon" does
// not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't
// do the trick)
if( !cg.weaponSelect && cg.snap->ps.weapon) {
cg.weaponSelect = cg.snap->ps.weapon;
cg.weaponSelectTime = cg.time;
}
//----(SA) nerve uses this for snooper/sniper
if (cg.weaponSelect == WP_FG42SCOPE) {
float spd;
spd = VectorLength(cg.snap->ps.velocity);
if (spd > 180.0f)
CG_FinishWeaponChange(WP_FG42SCOPE, WP_FG42);
}
DEBUGTIME
if(!cg.lightstylesInited)
CG_SetupDlightstyles();
DEBUGTIME
// if we have been told not to render, don't
if (cg_norender.integer) {
return;
}
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
DEBUGTIME
// decide on third person view
cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
// build cg.refdef
inwater = CG_CalcViewValues();
//.........这里部分代码省略.........
示例13: CG_DrawActiveFrame
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
cg.cld = 0; // NERVE - SMF - reset clientDamage
#ifdef DEBUGTIME_ENABLED
int dbgTime = trap_Milliseconds(),elapsed;
int dbgCnt = 0;
#endif
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
// update cvars
CG_UpdateCvars();
/*
// RF, if we should force a weapon, then do so
if( !cg.weaponSelect ) {
if (cg_loadWeaponSelect.integer > 0) {
cg.weaponSelect = cg_loadWeaponSelect.integer;
cg.weaponSelectTime = cg.time;
trap_Cvar_Set( "cg_loadWeaponSelect", "0" ); // turn it off
}
}
*/
#ifdef DEBUGTIME_ENABLED
CG_Printf( "\n" );
#endif
DEBUGTIME
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.infoScreenText[0] != 0 ) {
CG_DrawInformation();
return;
}
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds( qfalse );
DEBUGTIME
// clear all the render lists
trap_R_ClearScene();
DEBUGTIME
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots();
DEBUGTIME
// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
CG_DrawInformation();
return;
}
if ( cg.weaponSelect == WP_FG42SCOPE || cg.weaponSelect == WP_SNOOPERSCOPE || cg.weaponSelect == WP_SNIPERRIFLE ) {
float spd;
spd = VectorLength( cg.snap->ps.velocity );
if ( spd > 180.0f ) {
switch ( cg.weaponSelect ) {
case WP_FG42SCOPE:
CG_FinishWeaponChange( cg.weaponSelect, WP_FG42 );
break;
case WP_SNOOPERSCOPE:
CG_FinishWeaponChange( cg.weaponSelect, WP_GARAND );
break;
case WP_SNIPERRIFLE:
CG_FinishWeaponChange( cg.weaponSelect, WP_MAUSER );
break;
}
}
}
DEBUGTIME
if ( !cg.lightstylesInited ) {
CG_SetupDlightstyles();
}
DEBUGTIME
// if we have been told not to render, don't
if ( cg_norender.integer ) {
return;
}
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
//.........这里部分代码省略.........
示例14: CG_DrawActiveFrame
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
if (cg.snap && ui_myteam.integer != cg.snap->ps.persistant[PERS_TEAM])
{
trap_Cvar_Set ( "ui_myteam", va("%i", cg.snap->ps.persistant[PERS_TEAM]) );
}
// update cvars
CG_UpdateCvars();
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.infoScreenText[0] != 0 ) {
CG_DrawInformation();
return;
}
trap_FX_AdjustTime( cg.time, cg.refdef.vieworg, cg.refdef.viewaxis );
CG_RunLightStyles();
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds(qfalse);
// clear all the render lists
trap_R_ClearScene();
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots();
trap_ROFF_UpdateEntities();
// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
CG_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
if (cg.snap && cg.snap->ps.saberLockTime > cg.time)
{
trap_SetUserCmdValue( cg.weaponSelect, 0.01, cg.forceSelect, cg.itemSelect );
}
else if (cg.snap && cg.snap->ps.usingATST)
{
trap_SetUserCmdValue( cg.weaponSelect, 0.2, cg.forceSelect, cg.itemSelect );
}
else
{
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity, cg.forceSelect, cg.itemSelect );
}
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
// decide on third person view
cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
if (cg.snap->ps.stats[STAT_HEALTH] > 0 && (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.usingATST ||
cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN || cg.predictedPlayerState.fallingToDeath))
{
cg.renderingThirdPerson = 1;
}
else if (cg.snap->ps.zoomMode)
{ //always force first person when zoomed
cg.renderingThirdPerson = 0;
}
// build cg.refdef
inwater = CG_CalcViewValues();
CG_CalcScreenEffects();
// first person blend blobs, done after AnglesToAxis
if ( !cg.renderingThirdPerson ) {
CG_DamageBlendBlob();
}
// build the render lists
if ( !cg.hyperspace ) {
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
CG_AddMarks();
CG_AddParticles ();
CG_AddLocalEntities();
//.........这里部分代码省略.........
示例15: CG_DemosDrawActiveFrame
void CG_DemosDrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
int deltaTime;
qboolean hadSkip;
qboolean captureFrame;
float captureFPS;
float frameSpeed;
int blurTotal, blurIndex;
float blurFraction;
float stereoSep = CG_Cvar_Get( "r_stereoSeparation" );
int inwater, entityNum;
if (!demo.initDone) {
if ( !cg.snap ) {
demoProcessSnapShots( qtrue );
}
if ( !cg.snap ) {
CG_Error( "No Initial demo snapshot found" );
}
demoPlaybackInit();
}
cg.demoPlayback = 2;
// update cvars
CG_UpdateCvars();
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.loading ) {
CG_DrawInformation();
return;
}
captureFrame = demo.capture.active && !demo.play.paused;
if ( captureFrame ) {
trap_MME_BlurInfo( &blurTotal, &blurIndex );
captureFPS = mov_captureFPS.value;
if ( blurTotal > 0) {
captureFPS *= blurTotal;
blurFraction = blurIndex / (float)blurTotal;
} else {
blurFraction = 0;
}
} else {
}
/* Forward the demo */
deltaTime = serverTime - demo.serverTime;
if (deltaTime > 50)
deltaTime = 50;
demo.serverTime = serverTime;
demo.serverDeltaTime = 0.001 * deltaTime;
cg.oldTime = cg.time;
cg.oldTimeFraction = cg.timeFraction;
if (demo.play.time < 0) {
demo.play.time = demo.play.fraction = 0;
}
demo.play.oldTime = demo.play.time;
/* Handle the music */
if ( demo.play.paused ) {
if ( lastMusicStart >= 0)
demoSynchMusic( -1, 0 );
} else {
int musicStart = (demo.play.time - mov_musicStart.value * 1000 );
if ( musicStart <= 0 ) {
if (lastMusicStart >= 0 )
demoSynchMusic( -1, 0 );
} else {
if ( demo.play.time != demo.play.lastTime || lastMusicStart < 0)
demoSynchMusic( musicStart, 0 );
}
}
/* forward the time a bit till the moment of capture */
if ( captureFrame && demo.capture.locked && demo.play.time < demo.capture.start ) {
int left = demo.capture.start - demo.play.time;
if ( left > 2000) {
left -= 1000;
captureFrame = qfalse;
} else if (left > 5) {
captureFrame = qfalse;
left = 5;
}
demo.play.time += left;
} else if ( captureFrame && demo.loop.total && blurTotal ) {
float loopFraction = demo.loop.index / (float)demo.loop.total;
demo.play.time = demo.loop.start;
demo.play.fraction = demo.loop.range * loopFraction;
demo.play.time += (int)demo.play.fraction;
demo.play.fraction -= (int)demo.play.fraction;
} else if (captureFrame) {
float frameDelay = 1000.0f / captureFPS;
demo.play.fraction += frameDelay * demo.play.speed;
demo.play.time += (int)demo.play.fraction;
demo.play.fraction -= (int)demo.play.fraction;
} else if ( demo.find ) {
//.........这里部分代码省略.........