本文整理汇总了C++中Con_DrawConsole函数的典型用法代码示例。如果您正苦于以下问题:C++ Con_DrawConsole函数的具体用法?C++ Con_DrawConsole怎么用?C++ Con_DrawConsole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Con_DrawConsole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: SCR_DrawConsole
/*
==================
SCR_DrawConsole
modified by carbon14 to draw black behind a
fully down console in support of transparency
==================
*/
void SCR_DrawConsole (void)
{
Con_CheckResize ();
if (cls.state == ca_disconnected || cls.state == ca_connecting)
{ // forced full screen console
re.DrawFill (0, 0, viddef.width, viddef.height, 0); // c14 add this line
MenuRefdefActive = 0; // NeVo
Con_DrawConsole (1.0);
return;
}
if (cls.state != ca_active || !cl.refresh_prepped)
{ // connected, but can't render
re.DrawFill (0, 0, viddef.width, viddef.height, 0); // c14 change this line and it needs moving to before Con_DrawConsole
MenuRefdefActive = 0; // NeVo
Con_DrawConsole (0.5);
return;
}
if (scr_con_current)
{
MenuRefdefActive = 0; // NeVo
Con_DrawConsole (scr_con_current);
}
else
{
MenuRefdefActive = 0; // NeVo
if (cls.key_dest == key_game || cls.key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
示例2: SCR_DrawConsole
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (void)
{
Con_CheckResize ();
if (cls.state == ca_disconnected || cls.state == ca_connecting)
{ // forced full screen console
Con_DrawConsole (1.0);
return;
}
if (cls.state != ca_active || !cl.refresh_prepped)
{ // connected, but can't render
Con_DrawConsole (0.5);
Draw_Fill (0, viddef.height/2, viddef.width, viddef.height/2, 0, 1.0);
return;
}
if (scr_con_current)
{
Con_DrawConsole (scr_con_current);
}
// mattx86: we want the console notify lines always visible, even with the console down.
//else
//{
//if (cls.key_dest == key_game || cls.key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
//}
}
示例3: SCR_DrawConsole
/*
==================
SCR_DrawConsole
==================
*/
void SCR_DrawConsole (void)
{
Con_CheckResize ();
if (cls.state == ca_disconnected || cls.state == ca_connecting)
{ // forced full screen console
Con_DrawConsole (1.0);
return;
}
if (cls.state != ca_active || !cl.refresh_prepped)
{ // connected, but can't render
Con_DrawConsole (0.5);
re.DrawFill (0, viddef.height/2, viddef.width, viddef.height/2, 0);
return;
}
if (scr_con_current)
{
Con_DrawConsole (scr_con_current);
}
else
{
if (cls.key_dest == key_game || cls.key_dest == key_message)
Con_DrawNotify (); // only draw notify in game
}
}
示例4: SCR_DrawConsole
void
SCR_DrawConsole(void)
{
Con_CheckResize();
if ((cls.state == ca_disconnected) || (cls.state == ca_connecting))
{
/* forced full screen console */
Con_DrawConsole(1.0);
return;
}
if ((cls.state != ca_active) || !cl.refresh_prepped)
{
/* connected, but can't render */
Con_DrawConsole(0.5);
Draw_Fill(0, viddef.height / 2, viddef.width, viddef.height / 2, 0);
return;
}
if (scr_con_current)
{
Con_DrawConsole(scr_con_current);
}
else
{
if ((cls.key_dest == key_game) || (cls.key_dest == key_message))
{
Con_DrawNotify(); /* only draw notify in game */
}
}
}
示例5: main
int
main (int argc, const char *argv[])
{
int frame = 0;
COM_InitArgv (argc, argv);
qtv_init ();
Sys_Printf ("Ohayou gozaimasu\n");
while (1) {
Cbuf_Execute_Stack (qtv_cbuf);
Sys_CheckInput (1, net_socket);
realtime = Sys_DoubleTime () + 1;
qtv_read_packets ();
Con_ProcessInput ();
Server_Frame ();
Client_Frame ();
if (++frame == 100) {
frame = 0;
Con_DrawConsole ();
}
}
return 0;
}
示例6: V_PostRender
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
R_Set2DMode( true );
if( cls.state == ca_active )
{
CL_DrawHUD( CL_ACTIVE );
#ifndef NO_VGUI
VGui_Paint();
#endif
}
if( cls.scrshot_action == scrshot_inactive || cls.scrshot_action == scrshot_normal )
{
SCR_RSpeeds();
SCR_NetSpeeds();
SCR_DrawFPS();
CL_DrawDemoRecording();
R_ShowTextures();
CL_DrawHUD( CL_CHANGELEVEL );
Con_DrawConsole();
UI_UpdateMenu( host.realtime );
Con_DrawDebug(); // must be last
S_ExtraUpdate();
}
SCR_MakeScreenShot();
R_EndFrame();
}
示例7: SCR_DrawConsole
/**
* @sa SCR_UpdateScreen
* @sa Con_DrawConsole
* @sa Con_DrawNotify
*/
static void SCR_DrawConsole (void)
{
Con_CheckResize();
if (!viddef.viewWidth || !viddef.viewHeight) {
/* active full screen menu */
/* draw the console like in game */
if (scr_con_current > 0.0)
Con_DrawConsole(scr_con_current);
return;
}
if (scr_con_current > 0.0) {
Con_DrawConsole(scr_con_current);
}
}
示例8: SCR_DrawScreenField
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
re.BeginFrame( stereoFrame );
qboolean uiFullscreen = _UI_IsFullscreen();
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
if ( !uiFullscreen ) {
switch( cls.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
UI_SetActiveMenu( "mainMenu", NULL );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
UI_DrawConnect( clc.servername, cls.updateInfoString );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
break;
case CA_ACTIVE:
if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy())
{
SCR_DrawCinematic();
}
else
{
CL_CGameRendering( stereoFrame );
}
break;
}
}
re.ProcessDissolve();
// draw downloading progress bar
// the menu draws next
_UI_Refresh( cls.realtime );
// console draws next
Con_DrawConsole ();
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer ) {
SCR_DrawDebugGraph ();
}
}
示例9: SCR_DrawConsole
void SCR_DrawConsole(void) {
if (scr_con_current) {
scr_copyeverything = 1;
Con_DrawConsole(scr_con_current, true);
clearconsole = 0;
} else {
if (key_dest == key_game || key_dest == key_message)
Con_DrawNotify(); // only draw notify in game
}
}
示例10: Client_Screen_DrawConsole
/**
* \brief Draw the console on the screen.
*/
PUBLIC void Client_Screen_DrawConsole( void )
{
if( r_world != NULL )
{
R_DrawWorld();
}
Con_CheckResize();
if( ClientStatic.state == ca_disconnected || ClientStatic.state == ca_connecting )
{ // forced full screen console
Con_DrawConsole( 1.0 );
return;
}
if( ClientStatic.state != ca_active )// || !ClientState.refresh_prepped )
{ // connected, but can't render
Con_DrawConsole( 0.5 );
R_Draw_Fill( 0, viddef.height >> 1, viddef.width, viddef.height >> 1, colourBlack );
return;
}
示例11: V_PostRender
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
qboolean draw_2d = false;
R_Set2DMode( true );
if( cls.state == ca_active )
{
SCR_TileClear();
CL_DrawHUD( CL_ACTIVE );
#ifdef XASH_VGUI
VGui_Paint();
#endif
}
switch( cls.scrshot_action )
{
case scrshot_inactive:
case scrshot_normal:
case scrshot_snapshot:
draw_2d = true;
break;
}
if( draw_2d )
{
SCR_RSpeeds();
SCR_NetSpeeds();
SCR_DrawFPS();
SV_DrawOrthoTriangles();
CL_DrawDemoRecording();
R_ShowTextures();
CL_DrawHUD( CL_CHANGELEVEL );
Con_DrawConsole();
UI_UpdateMenu( host.realtime );
Con_DrawVersion();
Con_DrawDebug(); // must be last
S_ExtraUpdate();
}
SCR_MakeScreenShot();
R_EndFrame();
}
示例12: CG_RunConsole
/*
==================
CG_RunConsole
Scroll it up or down and draw it
==================
*/
void CG_RunConsole( connstate_t state ) {
// decide on the destination height of the console
if ( trap_Key_GetCatcher( ) & KEYCATCH_CONSOLE )
con.finalFrac = 0.5; // half screen
else
con.finalFrac = 0; // none visible
// scroll towards the destination height
if (con.finalFrac < con.displayFrac)
{
con.displayFrac -= con_conspeed.value*cg.realFrameTime*0.001;
if (con.finalFrac > con.displayFrac)
con.displayFrac = con.finalFrac;
}
else if (con.finalFrac > con.displayFrac)
{
con.displayFrac += con_conspeed.value*cg.realFrameTime*0.001;
if (con.finalFrac < con.displayFrac)
con.displayFrac = con.finalFrac;
}
Con_DrawConsole( state );
}
示例13: SCR_DrawScreenField
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
re.BeginFrame( stereoFrame );
#ifdef _XBOX
// if(ClientManager::splitScreenMode == qtrue)
// cls.state = ClientManager::ActiveClient().state;
#endif
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
#ifndef _XBOX
// Xbox no likey
if ( cls.state != CA_ACTIVE ) {
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
re.SetColor( g_color_table[0] );
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
}
#endif
if ( !uivm ) {
Com_DPrintf("draw screen without UI loaded\n");
return;
}
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
//actually, yes you do, unless you want clients to cycle out their reliable
//commands from sitting in the menu. -rww
if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) || (!(cls.framecount&7) && cls.state == CA_ACTIVE)) {
switch( cls.state ) {
default:
#ifdef _XBOX
if(ClientManager::splitScreenMode == qfalse)
#endif
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
break;
case CA_LOADING:
case CA_PRIMED:
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
break;
case CA_ACTIVE:
CL_CGameRendering( stereoFrame );
// SCR_DrawDemoRecording();
break;
}
}
// the menu draws next
if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
VM_Call( uivm, UI_REFRESH, cls.realtime );
}
// console draws next
Con_DrawConsole ();
#ifndef FINAL_BUILD
// Debugging output for voice system
if( cl_debugVoice->integer )
g_Voice.DrawVoiceStats();
#endif
#ifdef _DEBUG
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
SCR_DrawDebugGraph ();
}
#endif
}
示例14: SCR_DrawScreenField
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
re.BeginFrame( stereoFrame );
// wide aspect ratio screens need to have the sides cleared
// unless they are displaying game renderings
if ( cls.state != CA_ACTIVE ) {
if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) {
re.SetColor( g_color_table[0] );
re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader );
re.SetColor( NULL );
}
}
if ( !uivm ) {
Com_DPrintf("draw screen without UI loaded\n");
return;
}
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
if ( !VM_Call( uivm, UI_IS_FULLSCREEN )) {
switch( cls.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
// refresh to update the time
VM_Call( uivm, UI_REFRESH, cls.realtime );
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
break;
case CA_ACTIVE:
CL_CGameRendering( stereoFrame );
SCR_DrawDemoRecording();
break;
}
}
// the menu draws next
if ( cls.keyCatchers & KEYCATCH_UI && uivm ) {
VM_Call( uivm, UI_REFRESH, cls.realtime );
}
// console draws next
Con_DrawConsole ();
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
SCR_DrawDebugGraph ();
}
}
示例15: SCR_DrawScreenField
/*
==================
SCR_DrawScreenField
This will be called twice if rendering in stereo mode
==================
*/
void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
re->BeginFrame( stereoFrame );
qboolean uiFullscreen = (qboolean)(cls.uiStarted && UIVM_IsFullscreen());
if ( !cls.uiStarted ) {
Com_DPrintf("draw screen without UI loaded\n");
return;
}
// if the menu is going to cover the entire screen, we
// don't need to render anything under it
//actually, yes you do, unless you want clients to cycle out their reliable
//commands from sitting in the menu. -rww
if ( (cls.uiStarted && !uiFullscreen) || (!(cls.framecount&7) && cls.state == CA_ACTIVE) ) {
switch( cls.state ) {
default:
Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" );
break;
case CA_CINEMATIC:
SCR_DrawCinematic();
break;
case CA_DISCONNECTED:
// force menu up
S_StopAllSounds();
UIVM_SetActiveMenu( UIMENU_MAIN );
break;
case CA_CONNECTING:
case CA_CHALLENGING:
case CA_CONNECTED:
// connecting clients will only show the connection dialog
// refresh to update the time
UIVM_Refresh( cls.realtime );
UIVM_DrawConnectScreen( qfalse );
break;
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
CL_CGameRendering( stereoFrame );
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
// refresh to update the time
UIVM_Refresh( cls.realtime );
UIVM_DrawConnectScreen( qtrue );
break;
case CA_ACTIVE:
CL_CGameRendering( stereoFrame );
SCR_DrawDemoRecording();
break;
}
}
// the menu draws next
if ( Key_GetCatcher( ) & KEYCATCH_UI && cls.uiStarted ) {
UIVM_Refresh( cls.realtime );
}
// console draws next
Con_DrawConsole ();
// debug graph can be drawn on top of anything
if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) {
SCR_DrawDebugGraph ();
}
}