================== SCR_DrawScreenField This will be called twice if rendering in stereo mode ================== */
| 412 | ================== |
| 413 | */ |
| 414 | void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { |
| 415 | |
| 416 | re.BeginFrame( stereoFrame ); |
| 417 | |
| 418 | qboolean uiFullscreen = _UI_IsFullscreen(); |
| 419 | |
| 420 | // if the menu is going to cover the entire screen, we |
| 421 | // don't need to render anything under it |
| 422 | if ( !uiFullscreen ) { |
| 423 | switch( cls.state ) { |
| 424 | default: |
| 425 | Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); |
| 426 | break; |
| 427 | case CA_CINEMATIC: |
| 428 | SCR_DrawCinematic(); |
| 429 | break; |
| 430 | case CA_DISCONNECTED: |
| 431 | // force menu up |
| 432 | UI_SetActiveMenu( "mainMenu", NULL ); |
| 433 | break; |
| 434 | case CA_CONNECTING: |
| 435 | case CA_CHALLENGING: |
| 436 | case CA_CONNECTED: |
| 437 | // connecting clients will only show the connection dialog |
| 438 | UI_DrawConnect( clc.servername, cls.updateInfoString ); |
| 439 | break; |
| 440 | case CA_LOADING: |
| 441 | case CA_PRIMED: |
| 442 | // draw the game information screen and loading progress |
| 443 | CL_CGameRendering( stereoFrame ); |
| 444 | break; |
| 445 | case CA_ACTIVE: |
| 446 | if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) |
| 447 | { |
| 448 | SCR_DrawCinematic(); |
| 449 | } |
| 450 | else |
| 451 | { |
| 452 | CL_CGameRendering( stereoFrame ); |
| 453 | } |
| 454 | break; |
| 455 | } |
| 456 | } |
| 457 | |
| 458 | re.ProcessDissolve(); |
| 459 | |
| 460 | // draw downloading progress bar |
| 461 | |
| 462 | // the menu draws next |
| 463 | _UI_Refresh( cls.realtime ); |
| 464 | |
| 465 | // console draws next |
| 466 | Con_DrawConsole (); |
| 467 | |
| 468 | // debug graph can be drawn on top of anything |
| 469 | if ( cl_debuggraph->integer || cl_timegraph->integer ) { |
| 470 | SCR_DrawDebugGraph (); |
| 471 | } |
no test coverage detected