#include <common/weapons/_all.qh>
#include <common/scores.qh>
+vector OFFSET_CURSOR = '0 0 0';
+vector SIZE_CURSOR = '32 32 0';
+void draw_cursor(vector pos, vector ofs, string img, vector col, float a);
+void draw_cursor_normal(vector pos, vector col, float a);
+void LoadMenuSkinValues();
+
void Hud_Dynamic_Frame();
bool HUD_Radar_Clickable();
bool QuickMenu_IsOpened();
REGISTRY(hud_panels, BITS(6))
-#define hud_panels_from(i) _hud_panels_from(i, NULL)
REGISTER_REGISTRY(hud_panels)
-#define REGISTER_HUD_PANEL(id, draw_func, configflags, showflags) \
+REGISTRY_DEFINE_GET(hud_panels, NULL)
+
+#define _REGISTER_HUD_PANEL(id, draw_func, export_func, configflags, showflags) \
void draw_func(); \
+ void export_func(int fh); \
REGISTER(hud_panels, HUD_PANEL, id, m_id, new_pure(hud_panel)) { \
this.panel_id = this.m_id; \
this.panel_draw = draw_func; \
+ this.panel_export = export_func; \
this.panel_name = strzone(strtolower(#id)); \
this.panel_configflags = configflags; \
this.panel_showflags = showflags; \
}
+#define REGISTER_HUD_PANEL(id, draw_func, configflags, showflags) \
+ _REGISTER_HUD_PANEL(id, draw_func, draw_func##_Export, configflags, showflags)
+
#define HUD_PANEL(NAME) HUD_PANEL_##NAME
// draw the background/borders
); \
MACRO_END
-int panel_order[hud_panels_MAX];
+int panel_order[REGISTRY_MAX(hud_panels)];
string hud_panelorder_prev;
bool hud_draw_maximized;
void HUD_Radar_Hide_Maximized();
float HUD_GetRowCount(int item_count, vector size, float item_aspect);
-vector HUD_Get_Num_Color (float hp, float maxvalue);
+vector HUD_Get_Num_Color(float hp, float maxvalue, bool blink);
void DrawNumIcon(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
void DrawNumIcon_expanding(vector myPos, vector mySize, float theTime, string icon, bool vertical, int icon_right_align, vector color, float theAlpha, float fadelerp);
void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
const float BORDER_MULTIPLIER = 4;
float scoreboard_bottom;
-int weapon_accuracy[Weapons_MAX];
+int weapon_accuracy[REGISTRY_MAX(Weapons)];
entity complain_weapon;
int complain_weapon_type;
string panel_bg_padding_str;
classfield(HUDPanel) .void() panel_draw;
+classfield(HUDPanel) .void(int fh) panel_export;
// chat panel can be reduced / moved while the mapvote is active
// let know the mapvote panel about chat pos and size