// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
#include "cg_local.h"

/*
================
CG_AdjustFrom640

Adjusted for resolution and screen aspect ratio
================
*/
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
#if 0
	// adjust for wide screens
	if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
		*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
	}
#endif

	// NERVE - SMF - hack to make images display properly in small view / limbo mode
	if ( cg.limboMenu && cg.refdef.width ) {
		float xscale = ( ( cg.refdef.width / cgs.screenXScale ) / 640.f );
		float yscale = ( ( cg.refdef.height / cgs.screenYScale ) / 480.f );

		(*x) = (*x) * xscale + ( cg.refdef.x / cgs.screenXScale );
		(*y) = (*y) * yscale + ( cg.refdef.y / cgs.screenYScale );
		(*w) *= xscale;
		(*h) *= yscale;
	}
	// -NERVE - SMF

	// scale for screen sizes
	*x *= cgs.screenXScale;
	*y *= cgs.screenYScale;
	*w *= cgs.screenXScale;
	*h *= cgs.screenYScale;
}

/*
================
CG_FillRect

Coordinates are 640*480 virtual values
=================
*/
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
	trap_R_SetColor( color );

	CG_AdjustFrom640( &x, &y, &width, &height );
	trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 1, cgs.media.whiteShader );

	trap_R_SetColor( NULL );
}

/*
==============
CG_FillRectGradient
==============
*/
void CG_FillRectGradient( float x, float y, float width, float height, const float *color, const float *gradcolor, int gradientType ) {
	trap_R_SetColor( color );

	CG_AdjustFrom640( &x, &y, &width, &height );
	trap_R_DrawStretchPicGradient( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader, gradcolor, gradientType );

	trap_R_SetColor( NULL );
}


/*
==============
CG_HorizontalPercentBar
	Generic routine for pretty much all status indicators that show a fractional
	value to the palyer by virtue of how full a drawn box is.

flags:
	left		- 1
	center		- 2		// direction is 'right' by default and orientation is 'horizontal'
	vert		- 4
	nohudalpha	- 8		// don't adjust bar's alpha value by the cg_hudalpha value
	bg			- 16	// background contrast box (bg set with bgColor of 'NULL' means use default bg color (1,1,1,0.25)
	spacing		- 32	// some bars use different sorts of spacing when drawing both an inner and outer box

	lerp color	- 256	// use an average of the start and end colors to set the fill color
==============
*/


// TODO: these flags will be shared, but it was easier to work on stuff if I wasn't changing header files a lot
#define BAR_LEFT		0x0001
#define BAR_CENTER		0x0002
#define BAR_VERT		0x0004
#define BAR_NOHUDALPHA	0x0008
#define BAR_BG			0x0010
// different spacing modes for use w/ BAR_BG
#define BAR_BGSPACING_X0Y5	0x0020
#define BAR_BGSPACING_X0Y0	0x0040

#define BAR_LERP_COLOR	0x0100

#define BAR_BORDERSIZE 2

void CG_FilledBar(float x, float y, float w, float h, float *startColor, float *endColor, const float *bgColor, float frac, int flags) {
	vec4_t	backgroundcolor = {1, 1, 1, 0.25f}, colorAtPos;	// colorAtPos is the lerped color if necessary
	int indent = BAR_BORDERSIZE;

	if((flags&BAR_BG) && bgColor) {	// BAR_BG set, and color specified, use specified bg color
		Vector4Copy(bgColor, backgroundcolor);
	}

	// hud alpha
	if(!(flags&BAR_NOHUDALPHA)) {
		startColor[3] *= cg_hudAlpha.value;
		if(endColor)
			endColor[3] *= cg_hudAlpha.value;
		if(backgroundcolor)
			backgroundcolor[3] *= cg_hudAlpha.value;
	}

	if(flags&BAR_LERP_COLOR) {
		Vector4Average(startColor, endColor, frac, colorAtPos);
	}

	// background
	if((flags&BAR_BG)) {
		// draw background at full size and shrink the remaining box to fit inside with a border.  (alternate border may be specified by a BAR_BGSPACING_xx)
		CG_FillRect (	x,
						y,
						w,
						h,
						backgroundcolor );

		if(flags&BAR_BGSPACING_X0Y0) {			// fill the whole box (no border)

		} else if(flags&BAR_BGSPACING_X0Y5) {	// spacing created for weapon heat
			indent*=3;
			y+=indent;
			h-=(2*indent);

		} else {								// default spacing of 2 units on each side
			x+=indent;
			y+=indent;
			w-=(2*indent);
			h-=(2*indent);
		}
	}


	// adjust for horiz/vertical and draw the fractional box
	if(flags&BAR_VERT) {
		if(flags&BAR_LEFT) {	// TODO: remember to swap colors on the ends here
			y+=(h*(1-frac));
		} else if (flags&BAR_CENTER) {
			y+=(h*(1-frac)/2);
		}

		if(flags&BAR_LERP_COLOR) {
			CG_FillRect ( x, y, w, h * frac, colorAtPos );
		} else {
//			CG_FillRectGradient ( x, y, w, h * frac, startColor, endColor, 0 );
			CG_FillRect ( x, y, w, h * frac, startColor );
		}

	} else {

		if(flags&BAR_LEFT) {	// TODO: remember to swap colors on the ends here
			x+=(w*(1-frac));
		} else if (flags&BAR_CENTER) {
			x+=(w*(1-frac)/2);
		}

		if(flags&BAR_LERP_COLOR) {
			CG_FillRect ( x, y, w*frac, h, colorAtPos );
		} else {
//			CG_FillRectGradient ( x, y, w * frac, h, startColor, endColor, 0 );
			CG_FillRect ( x, y, w*frac, h, startColor );
		}
	}

}


/*
=================
CG_HorizontalPercentBar
=================
*/
void CG_HorizontalPercentBar( float x, float y, float width, float height, float percent ) {
	vec4_t	bgcolor = {0.5f, 0.5f, 0.5f, 0.3f},
			color = {1.0f, 1.0f, 1.0f, 0.3f};
	CG_FilledBar(x, y, width, height, color, NULL, bgcolor, percent, BAR_BG|BAR_NOHUDALPHA);
}

/*
=================
CG_DrawMotd
=================
*/
void CG_DrawMotd() {
	const char *s;
	vec4_t color = { 0.5f, 0.5f, 0.5f, 0.3f };
	int len;

	s = CG_ConfigString( CS_MOTD );
	if ( s[0] ) {
		CG_FillRect( 0, 448, 640, 14, color);
		len = (int)((float)UI_ProportionalStringWidth( s ) * UI_ProportionalSizeScale( UI_EXSMALLFONT ) / 2);
		CG_DrawStringExt( 320 - len, 445, s, colorWhite, qfalse, qtrue, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0);
	}
}

/*
================
CG_DrawSides

Coords are virtual 640x480
================
*/
void CG_DrawSides(float x, float y, float w, float h, float size) {
	CG_AdjustFrom640( &x, &y, &w, &h );
	size *= cgs.screenXScale;
	trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
	trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
}

void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
	CG_AdjustFrom640( &x, &y, &w, &h );
	size *= cgs.screenYScale;
	trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
	trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
}

/*
================
UI_DrawRect

Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
	vec4_t hudAlphaColor;

	Vector4Copy(color, hudAlphaColor);
	hudAlphaColor[3] *= cg_hudAlpha.value;

	trap_R_SetColor( hudAlphaColor );

	CG_DrawTopBottom(x, y, width, height, size);
	CG_DrawSides(x, y, width, height, size);

	trap_R_SetColor( NULL );
}



/*
================
CG_DrawPic

Coordinates are 640*480 virtual values
=================
*/
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
	CG_AdjustFrom640( &x, &y, &width, &height );
	trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}

// NERVE - SMF
/*
================
CG_DrawRotatedPic

Coordinates are 640*480 virtual values
=================
*/
void CG_DrawRotatedPic( float x, float y, float width, float height, qhandle_t hShader, float angle ) {

	CG_AdjustFrom640( &x, &y, &width, &height );

	trap_R_DrawRotatedPic( x, y, width, height, 0, 0, 1, 1, hShader, angle );
}
// -NERVE - SMF

/*
===============
CG_DrawChar

Coordinates and size in 640*480 virtual screen size
===============
*/
void CG_DrawChar( int x, int y, int width, int height, int ch ) {
	int row, col;
	float frow, fcol;
	float size;
	float	ax, ay, aw, ah;

	ch &= 255;

	if ( ch == ' ' ) {
		return;
	}

	ax = x;
	ay = y;
	aw = width;
	ah = height;
	CG_AdjustFrom640( &ax, &ay, &aw, &ah );

	row = ch>>4;
	col = ch&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	trap_R_DrawStretchPic( ax, ay, aw, ah,
					   fcol, frow, 
					   fcol + size, frow + size, 
					   cgs.media.charsetShader );
}

/*
===============
CG_DrawChar2

Coordinates and size in 640*480 virtual screen size
===============
*/
void CG_DrawChar2( int x, int y, int width, int height, int ch ) {
	int row, col;
	float frow, fcol;
	float size;
	float	ax, ay, aw, ah;

	ch &= 255;

	if ( ch == ' ' ) {
		return;
	}

	ax = x;
	ay = y;
	aw = width;
	ah = height;
	CG_AdjustFrom640( &ax, &ay, &aw, &ah );

	row = ch>>4;
	col = ch&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	trap_R_DrawStretchPic( ax, ay, aw, ah,
					   fcol, frow, 
					   fcol + size, frow + size, 
					   cgs.media.menucharsetShader );
}

// JOSEPH 4-25-00
/*
==================
CG_DrawStringExt

Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.

Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
	vec4_t		color;
	const char	*s;
	int			xx;
	int			cnt;

	if (maxChars <= 0)
		maxChars = 32767; // do them all!
	
	// draw the drop shadow
	if (shadow) {
		color[0] = color[1] = color[2] = 0;
		color[3] = setColor[3];
		trap_R_SetColor( color );
		s = string;
		xx = x;
		cnt = 0;
		while ( *s && cnt < maxChars) {
			if ( Q_IsColorString( s ) ) {
				s += 2;
				continue;
			}
			CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
			cnt++;
			xx += charWidth;
			s++;
		}
	}

	// draw the colored text
	s = string;
	xx = x;
	cnt = 0;
	trap_R_SetColor( setColor );
	while ( *s && cnt < maxChars) {
		if ( Q_IsColorString( s ) ) {
			if ( !forceColor ) {
				memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
				color[3] = setColor[3];
				trap_R_SetColor( color );
			}
			s += 2;
			continue;
		}
		CG_DrawChar( xx, y, charWidth, charHeight, *s );
		xx += charWidth;
		cnt++;
		s++;
	}
	trap_R_SetColor( NULL );
}

/*==================
CG_DrawStringExt2

Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.

Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt2( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
	vec4_t		color;
	const char	*s;
	int			xx;
	int			cnt;

	if (maxChars <= 0)
		maxChars = 32767; // do them all!

	// draw the drop shadow
	if (shadow) {
		color[0] = color[1] = color[2] = 0;
		color[3] = setColor[3];
		trap_R_SetColor( color );
		s = string;
		xx = x;
		cnt = 0;
		while ( *s && cnt < maxChars) {
			if ( Q_IsColorString( s ) ) {
				s += 2;
				continue;
			}
			CG_DrawChar2( xx + 2, y + 2, charWidth, charHeight, *s );
			cnt++;
			xx += charWidth;
			s++;
		}
	}

	// draw the colored text
	s = string;
	xx = x;
	cnt = 0;
	trap_R_SetColor( setColor );
	while ( *s && cnt < maxChars) {
		if ( Q_IsColorString( s ) ) {
			if ( !forceColor ) {
				memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
				color[3] = setColor[3];
				trap_R_SetColor( color );
			}
			s += 2;
			continue;
		}
		CG_DrawChar2( xx, y, charWidth, charHeight, *s );
		xx += charWidth;
		cnt++;
		s++;
	}
	trap_R_SetColor( NULL );
}

/*==================
CG_DrawStringExt3

Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.

Coordinates are at 640 by 480 virtual resolution
==================
*/
void CG_DrawStringExt3( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
	vec4_t		color;
	const char	*s;
	int			xx;
	int			cnt;

	if (maxChars <= 0)
		maxChars = 32767; // do them all!

	s = string;
	xx = 0;
	
	while (*s) {
		xx += charWidth;
		s++;
	}
	
	x -= xx; 
	
	s = string;
	xx = x;
	
	// draw the drop shadow
	if (shadow) {
		color[0] = color[1] = color[2] = 0;
		color[3] = setColor[3];
		trap_R_SetColor( color );
		s = string;
		xx = x;
		cnt = 0;
		while ( *s && cnt < maxChars) {
			if ( Q_IsColorString( s ) ) {
				s += 2;
				continue;
			}
			CG_DrawChar2( xx + 2, y + 2, charWidth, charHeight, *s );
			cnt++;
			xx += charWidth;
			s++;
		}
	}

	// draw the colored text
	s = string;
	xx = x;
	cnt = 0;
	trap_R_SetColor( setColor );
	while ( *s && cnt < maxChars) {
		if ( Q_IsColorString( s ) ) {
			if ( !forceColor ) {
				memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
				color[3] = setColor[3];
				trap_R_SetColor( color );
			}
			s += 2;
			continue;
		}
		CG_DrawChar2( xx, y, charWidth, charHeight, *s );
		xx += charWidth;
		cnt++;
		s++;
	}
	trap_R_SetColor( NULL );
}

/*
==================
CG_DrawStringExt2

Draws a multi-colored string with a drop shadow, optionally forcing
to a fixed color.

Coordinates are at 640 by 480 virtual resolution
==================
*/
/*void CG_DrawStringExt2( int x, int y, const char *string, const float *setColor, 
		qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
	vec4_t		color;
	const char	*s;
	int			xx;
	int			cnt;

	if (maxChars <= 0)
		maxChars = 32767; // do them all!

	// draw the drop shadow
	if (shadow) {
		color[0] = color[1] = color[2] = 0;
		color[3] = setColor[3];
		trap_R_SetColor( color );
		s = string;
		xx = x;
		cnt = 0;
		while ( *s && cnt < maxChars) {
			if ( Q_IsColorString( s ) ) {
				s += 2;
				continue;
			}
			CG_DrawChar2( xx + 2, y + 2, charWidth, charHeight, *s );
			cnt++;
			xx += charWidth;
			s++;
		}
	}

	// draw the colored text
	s = string;
	xx = x;
	cnt = 0;
	trap_R_SetColor( setColor );
	while ( *s && cnt < maxChars) {
		if ( Q_IsColorString( s ) ) {
			if ( !forceColor ) {
				memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
				color[3] = setColor[3];
				trap_R_SetColor( color );
			}
			s += 2;
			continue;
		}
		CG_DrawChar2( xx, y, charWidth, charHeight, *s );
		xx += charWidth;
		cnt++;
		s++;
	}
	trap_R_SetColor( NULL );
}*/

void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
	float	color[4];

	color[0] = color[1] = color[2] = 1.0;
	color[3] = alpha;
	//CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
	CG_DrawStringExt2( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}

void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
	//CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
	CG_DrawStringExt2( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}
// END JOSEPH

// JOSEPH 4-25-00
void CG_DrawBigString2( int x, int y, const char *s, float alpha ) {
	float	color[4];

	color[0] = color[1] = color[2] = 1.0;
	color[3] = alpha;
	CG_DrawStringExt3( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}

void CG_DrawBigStringColor2( int x, int y, const char *s, vec4_t color ) {
	CG_DrawStringExt3( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
}
// END JOSEPH

void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
	float	color[4];

	color[0] = color[1] = color[2] = 1.0;
	color[3] = alpha;
	CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}

void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
	CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
}

/*
=================
CG_DrawStrlen

Returns character count, skiping color escape codes
=================
*/
int CG_DrawStrlen( const char *str ) {
	const char *s = str;
	int count = 0;

	while ( *s ) {
		if ( Q_IsColorString( s ) ) {
			s += 2;
		} else {
			count++;
			s++;
		}
	}

	return count;
}

/*
=============
CG_TileClearBox

This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
	float	s1, t1, s2, t2;
	s1 = x/64.0;
	t1 = y/64.0;
	s2 = (x+w)/64.0;
	t2 = (y+h)/64.0;
	trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
}



/*
==============
CG_TileClear

Clear around a sized down screen
==============
*/
void CG_TileClear( void ) {
	int		top, bottom, left, right;
	int		w, h;

	w = cgs.glconfig.vidWidth;
	h = cgs.glconfig.vidHeight;

	if ( cg.refdef.x == 0 && cg.refdef.y == 0 && 
		cg.refdef.width == w && cg.refdef.height == h ) {
		return;		// full screen rendering
	}

	top = cg.refdef.y;
	bottom = top + cg.refdef.height-1;
	left = cg.refdef.x;
	right = left + cg.refdef.width-1;

	// clear above view screen
	CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );

	// clear below view screen
	CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );

	// clear left of view screen
	CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );

	// clear right of view screen
	CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
}



/*
================
CG_FadeColor
================
*/
float *CG_FadeColor( int startMsec, int totalMsec ) {
	static vec4_t		color;
	int			t;

	if ( startMsec == 0 ) {
		return NULL;
	}

	t = cg.time - startMsec;

	if ( t >= totalMsec ) {
		return NULL;
	}

	// fade out
	if ( totalMsec - t < FADE_TIME ) {
		color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
	} else {
		color[3] = 1.0;
	}
	color[0] = color[1] = color[2] = 1;

	color[3] *= cg_hudAlpha.value;			// NERVE - SMF - make this work like everything else

	return color;
}


/*
================
CG_TeamColor
================
*/
float *CG_TeamColor( int team ) {
	static vec4_t	red = {1, 0.2, 0.2, 1};
	static vec4_t	blue = {0.2, 0.2, 1, 1};
	static vec4_t	other = {1, 1, 1, 1};
	static vec4_t	spectator = {0.7, 0.7, 0.7, 1};

	switch ( team ) {
	case TEAM_RED:
		return red;
	case TEAM_BLUE:
		return blue;
	case TEAM_SPECTATOR:
		return spectator;
	default:
		return other;
	}
}


/*
=================
CG_GetColorForHealth
=================
*/
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
	int		count;
	int		max;

	// calculate the total points of damage that can
	// be sustained at the current health / armor level
	if ( health <= 0 ) {
		VectorClear( hcolor );	// black
		hcolor[3] = 1;
		return;
	}
	count = armor;
	max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
	if ( max < count ) {
		count = max;
	}
	health += count;

	// set the color based on health
	hcolor[0] = 1.0;
	hcolor[3] = 1.0;
	if ( health >= 100 ) {
		hcolor[2] = 1.0;
	} else if ( health < 66 ) {
		hcolor[2] = 0;
	} else {
		hcolor[2] = ( health - 66 ) / 33.0;
	}

	if ( health > 60 ) {
		hcolor[1] = 1.0;
	} else if ( health < 30 ) {
		hcolor[1] = 0;
	} else {
		hcolor[1] = ( health - 30 ) / 30.0;
	}
}

/*
=================
CG_ColorForHealth
=================
*/
void CG_ColorForHealth( vec4_t hcolor ) {
	int		health;
	int		count;
	int		max;

	// calculate the total points of damage that can
	// be sustained at the current health / armor level
	health = cg.snap->ps.stats[STAT_HEALTH];
	if ( health <= 0 ) {
		VectorClear( hcolor );	// black
		hcolor[3] = 1;
		return;
	}
	count = cg.snap->ps.stats[STAT_ARMOR];
	max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
	if ( max < count ) {
		count = max;
	}
	health += count;


	// set the color based on health
	hcolor[0] = 1.0;
	hcolor[3] = 1.0;
	if ( health >= 100 ) {
		hcolor[2] = 1.0;
	} else if ( health < 66 ) {
		hcolor[2] = 0;
	} else {
		hcolor[2] = ( health - 66 ) / 33.0;
	}

	if ( health > 60 ) {
		hcolor[1] = 1.0;
	} else if ( health < 30 ) {
		hcolor[1] = 0;
	} else {
		hcolor[1] = ( health - 30 ) / 30.0;
	}
}




/*
=================
UI_DrawProportionalString2
=================
*/
static int	propMap[128][3] = {
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},

{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},

{0, 0, PROP_SPACE_WIDTH},		// SPACE
{11, 122, 7},	// !
{154, 181, 14},	// "
{55, 122, 17},	// #
{79, 122, 18},	// $
{101, 122, 23},	// %
{153, 122, 18},	// &
{9, 93, 7},		// '
{207, 122, 8},	// (
{230, 122, 9},	// )
{177, 122, 18},	// *
{30, 152, 18},	// +
{85, 181, 7},	// ,
{34, 93, 11},	// -
{110, 181, 6},	// .
{130, 152, 14},	// /

{22, 64, 17},	// 0
{41, 64, 12},	// 1
{58, 64, 17},	// 2
{78, 64, 18},	// 3
{98, 64, 19},	// 4
{120, 64, 18},	// 5
{141, 64, 18},	// 6
{204, 64, 16},	// 7
{162, 64, 17},	// 8
{182, 64, 18},	// 9
{59, 181, 7},	// :
{35,181, 7},	// ;
{203, 152, 14},	// <
{56, 93, 14},	// =
{228, 152, 14},	// >
{177, 181, 18},	// ?

{28, 122, 22},	// @
{5, 4, 18},		// A
{27, 4, 18},	// B
{48, 4, 18},	// C
{69, 4, 17},	// D
{90, 4, 13},	// E
{106, 4, 13},	// F
{121, 4, 18},	// G
{143, 4, 17},	// H
{164, 4, 8},	// I
{175, 4, 16},	// J
{195, 4, 18},	// K
{216, 4, 12},	// L
{230, 4, 23},	// M
{6, 34, 18},	// N
{27, 34, 18},	// O

{48, 34, 18},	// P
{68, 34, 18},	// Q
{90, 34, 17},	// R
{110, 34, 18},	// S
{130, 34, 14},	// T
{146, 34, 18},	// U
{166, 34, 19},	// V
{185, 34, 29},	// W
{215, 34, 18},	// X
{234, 34, 18},	// Y
{5, 64, 14},	// Z
{60, 152, 7},	// [
{106, 151, 13},	// '\'
{83, 152, 7},	// ]
{128, 122, 17},	// ^
{4, 152, 21},	// _

{134, 181, 5},	// '
{5, 4, 18},		// A
{27, 4, 18},	// B
{48, 4, 18},	// C
{69, 4, 17},	// D
{90, 4, 13},	// E
{106, 4, 13},	// F
{121, 4, 18},	// G
{143, 4, 17},	// H
{164, 4, 8},	// I
{175, 4, 16},	// J
{195, 4, 18},	// K
{216, 4, 12},	// L
{230, 4, 23},	// M
{6, 34, 18},	// N
{27, 34, 18},	// O

{48, 34, 18},	// P
{68, 34, 18},	// Q
{90, 34, 17},	// R
{110, 34, 18},	// S
{130, 34, 14},	// T
{146, 34, 18},	// U
{166, 34, 19},	// V
{185, 34, 29},	// W
{215, 34, 18},	// X
{234, 34, 18},	// Y
{5, 64, 14},	// Z
{153, 152, 13},	// {
{11, 181, 5},	// |
{180, 152, 13},	// }
{79, 93, 17},	// ~
{0, 0, -1}		// DEL
};

static int propMapB[26][3] = {
{11, 12, 33},
{49, 12, 31},
{85, 12, 31},
{120, 12, 30},
{156, 12, 21},
{183, 12, 21},
{207, 12, 32},

{13, 55, 30},
{49, 55, 13},
{66, 55, 29},
{101, 55, 31},
{135, 55, 21},
{158, 55, 40},
{204, 55, 32},

{12, 97, 31},
{48, 97, 31},
{82, 97, 30},
{118, 97, 30},
{153, 97, 30},
{185, 97, 25},
{213, 97, 30},

{11, 139, 32},
{42, 139, 51},
{93, 139, 32},
{126, 139, 31},
{158, 139, 25},
};

#define PROPB_GAP_WIDTH		4
#define PROPB_SPACE_WIDTH	12
#define PROPB_HEIGHT		36

/*
=================
UI_DrawBannerString
=================
*/
static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
{
	const char* s;
	unsigned char	ch;
	float	ax;
	float	ay;
	float	aw;
	float	ah;
	float	frow;
	float	fcol;
	float	fwidth;
	float	fheight;

	// draw the colored text
	trap_R_SetColor( color );
	
	ax = x * cgs.screenXScale + cgs.screenXBias;
	ay = y * cgs.screenXScale;

	s = str;
	while ( *s )
	{
		ch = *s & 127;
		if ( ch == ' ' ) {
			ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale;
		}
		else if ( ch >= 'A' && ch <= 'Z' ) {
			ch -= 'A';
			fcol = (float)propMapB[ch][0] / 256.0f;
			frow = (float)propMapB[ch][1] / 256.0f;
			fwidth = (float)propMapB[ch][2] / 256.0f;
			fheight = (float)PROPB_HEIGHT / 256.0f;
			aw = (float)propMapB[ch][2] * cgs.screenXScale;
			ah = (float)PROPB_HEIGHT * cgs.screenXScale;
			trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB );
			ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale);
		}
		s++;
	}

	trap_R_SetColor( NULL );
}

void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) {
	const char *	s;
	int				ch;
	int				width;
	vec4_t			drawcolor;

	// find the width of the drawn text
	s = str;
	width = 0;
	while ( *s ) {
		ch = *s;
		if ( ch == ' ' ) {
			width += PROPB_SPACE_WIDTH;
		}
		else if ( ch >= 'A' && ch <= 'Z' ) {
			width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH;
		}
		s++;
	}
	width -= PROPB_GAP_WIDTH;

	switch( style & UI_FORMATMASK ) {
		case UI_CENTER:
			x -= width / 2;
			break;

		case UI_RIGHT:
			x -= width;
			break;

		case UI_LEFT:
		default:
			break;
	}

	if ( style & UI_DROPSHADOW ) {
		drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
		drawcolor[3] = color[3];
		UI_DrawBannerString2( x+2, y+2, str, drawcolor );
	}

	UI_DrawBannerString2( x, y, str, color );
}


int UI_ProportionalStringWidth( const char* str ) {
	const char *	s;
	int				ch;
	int				charWidth;
	int				width;

	s = str;
	width = 0;
	while ( *s ) {
		ch = *s & 127;
		charWidth = propMap[ch][2];
		if ( charWidth != -1 ) {
			width += charWidth;
			width += PROP_GAP_WIDTH;
		}
		s++;
	}

	width -= PROP_GAP_WIDTH;
	return width;
}

static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset )
{
	const char* s;
	unsigned char	ch;
	float	ax;
	float	ay;
	float	aw;
	float	ah;
	float	frow;
	float	fcol;
	float	fwidth;
	float	fheight;

	// draw the colored text
	trap_R_SetColor( color );
	
	ax = x * cgs.screenXScale + cgs.screenXBias;
	ay = y * cgs.screenXScale;

	s = str;
	while ( *s )
	{
		ch = *s & 127;
		if ( ch == ' ' ) {
			aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale;
		} else if ( propMap[ch][2] != -1 ) {
			fcol = (float)propMap[ch][0] / 256.0f;
			frow = (float)propMap[ch][1] / 256.0f;
			fwidth = (float)propMap[ch][2] / 256.0f;
			fheight = (float)PROP_HEIGHT / 256.0f;
			aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale;
			ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale;
			trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset );
		} else {
			aw = 0;
		}

		ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale);
		s++;
	}

	trap_R_SetColor( NULL );
}

/*
=================
UI_ProportionalSizeScale
=================
*/
float UI_ProportionalSizeScale( int style ) {
	if(  style & UI_SMALLFONT ) {
		return 0.75;
	}
	if(  style & UI_EXSMALLFONT ) {
		return 0.4;
	}

	return 1.00;
}


/*
=================
UI_DrawProportionalString
=================
*/
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) {
	vec4_t	drawcolor;
	int		width;
	float	sizeScale;

	sizeScale = UI_ProportionalSizeScale( style );

	switch( style & UI_FORMATMASK ) {
		case UI_CENTER:
			width = UI_ProportionalStringWidth( str ) * sizeScale;
			x -= width / 2;
			break;

		case UI_RIGHT:
			width = UI_ProportionalStringWidth( str ) * sizeScale;
			x -= width;
			break;

		case UI_LEFT:
		default:
			break;
	}

	if ( style & UI_DROPSHADOW ) {
		drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
		drawcolor[3] = color[3];
		UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp );
	}

	if ( style & UI_INVERSE ) {
		drawcolor[0] = color[0] * 0.8;
		drawcolor[1] = color[1] * 0.8;
		drawcolor[2] = color[2] * 0.8;
		drawcolor[3] = color[3];
		UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp );
		return;
	}

	// JOSEPH 12-29-99
	if ( style & UI_PULSE ) {
		//drawcolor[0] = color[0] * 0.8;
		//drawcolor[1] = color[1] * 0.8;
		//drawcolor[2] = color[2] * 0.8;
		drawcolor[3] = color[3];
		UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );

		drawcolor[0] = color[0];
		drawcolor[1] = color[1];
		drawcolor[2] = color[2];
		drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR );
		UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow );
		return;
	}
	// END JOSEPH

	UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
}

char* CG_TranslateString( const char *string ) {
	// dont even make the call if we're in english
	return trap_TranslateString( string );
}
