3 #include "scoreboard.qh"
7 void HUD_Notify_Push(string icon, string attacker, string victim)
15 if (notify_index == -1)
16 notify_index = NOTIFY_MAX_ENTRIES-1;
19 if (notify_attackers[notify_index])
20 strunzone(notify_attackers[notify_index]);
22 if (notify_victims[notify_index])
23 strunzone(notify_victims[notify_index]);
25 if (notify_icons[notify_index])
26 strunzone(notify_icons[notify_index]);
28 // Allocate new strings
31 notify_attackers[notify_index] = strzone(attacker);
32 notify_victims[notify_index] = strzone(victim);
36 // In case of a notification without a victim, the attacker
37 // is displayed on the victim's side. Instead of special
38 // treatment later on, we can simply switch them here.
39 notify_attackers[notify_index] = string_null;
40 notify_victims[notify_index] = strzone(attacker);
43 notify_icons[notify_index] = strzone(icon);
44 notify_times[notify_index] = time;
49 if (!autocvar__hud_configure)
50 if (!autocvar_hud_panel_notify)
53 if(1 - scoreboard_fade_alpha <= 0)
55 HUD_Panel_UpdateCvars(1 - scoreboard_fade_alpha);
56 if (autocvar_hud_panel_notify_dynamichud)
62 if (!autocvar__hud_configure)
63 if (notify_count == 0)
72 pos += '1 1 0' * panel_bg_padding;
73 size -= '2 2 0' * panel_bg_padding;
76 float fade_start = max(0, autocvar_hud_panel_notify_time);
77 float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
78 float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
80 int entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size.y / size.x), NOTIFY_MAX_ENTRIES);
81 float entry_height = size.y / entry_count;
83 float panel_width_half = size.x * 0.5;
84 float icon_width_half = entry_height * icon_aspect / 2;
85 float name_maxwidth = panel_width_half - icon_width_half - size.x * NOTIFY_ICON_MARGIN;
87 vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
88 vector icon_size = (eX * icon_aspect + eY) * entry_height;
89 vector icon_left = eX * (panel_width_half - icon_width_half);
90 vector attacker_right = eX * name_maxwidth;
91 vector victim_left = eX * (size.x - name_maxwidth);
93 vector attacker_pos, victim_pos, icon_pos;
94 string attacker, victim, icon;
95 int i, j, count, step, limit;
98 if (autocvar_hud_panel_notify_flip)
100 // Order items from the top down
107 // Order items from the bottom up
113 for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
115 if(autocvar__hud_configure)
117 attacker = sprintf(_("Player %d"), count + 1);
118 victim = sprintf(_("Player %d"), count + 2);
119 icon = Weapons_from(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
120 alpha = bound(0, 1.2 - count / entry_count, 1);
124 if (j == NOTIFY_MAX_ENTRIES)
127 if (notify_times[j] + fade_start > time)
129 else if (fade_time != 0)
131 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
138 attacker = notify_attackers[j];
139 victim = notify_victims[j];
140 icon = notify_icons[j];
143 if (icon != "" && victim != "")
145 vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size.y));
147 icon_pos = pos + icon_left + eY * i * entry_height;
148 drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
150 victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
151 victim_pos = pos + victim_left + name_top;
152 drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
156 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
157 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, true, font_size) + name_top;
158 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
163 notify_count = count;