vector panel_click_resizeorigin; // coordinates for opposite point when resizing
float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
var float highlightedPanel = -1;
-var float highlightedPanel_prev = -1;
float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
const float BORDER_MULTIPLIER = 0.25;
-float hud_color_bg_team;
float scoreboard_bottom;
-float weapon_hits[WEP_MAXCOUNT];
-float weapon_fired[WEP_MAXCOUNT];
-float weapon_number;
+float weapon_accuracy[WEP_MAXCOUNT];
+
+#define MAX_ACCURACY_LEVELS 10
+float acc_lev[MAX_ACCURACY_LEVELS];
+vector acc_col[MAX_ACCURACY_LEVELS];
+float acc_levels;
+string acc_color_levels;
float complain_weapon;
string complain_weapon_name;
float last_weapon;
float weapontime;
+float weaponprevtime;
float teamnagger;
-float hud_fg_alpha;
-float hud_accuracy_hud;
-float hud_border_thickness;
-float hud_accuracy_border_thickness;
float hud_configure_checkcollisions;
float hud_configure_prev;
+vector hud_configure_gridSize;
+vector hud_configure_realGridSize;
float hudShiftState;
const float S_SHIFT = 1;
const float S_CTRL = 2;
const float S_ALT = 4;
-float disable_menu_alphacheck; // 0 = enable alpha check, 1 = disable for entire hud, 2 = disable for one panel
-float menu_fade_alpha;
+float menu_enabled; // 1 showing the entire HUD, 2 showing only the clicked panel
+float menu_enabled_time;
+
+float hud_fade_alpha;
string hud_skin_path;
var vector progressbar_color;
-var float active_panel; // this panel has recently referred the UpdateCvars macro
+var float highlightedPanel_backup = -1;
+var vector panel_pos_backup;
+var vector panel_size_backup;
+
+var float highlightedPanel_copied = -1; //this is good only to know if there is something copied
+var vector panel_size_copied;
+
+var float hud_configure_active_panel; // this panel has recently referred the UpdateCvars macro
var string panel_name;
var float panel_enabled;
var vector panel_pos;
var string panel_bg_border_str;
var float panel_bg_padding;
var string panel_bg_padding_str;
-var float panel_accuracy_yellow;
-var float panel_accuracy_onlycurrent;
-var float panel_accuracy_flip;
-var float panel_accuracy_iconalign;
-var float panel_accuracy_baralign;
-var float panel_accuracy_info_top;
-var float panel_accuracy_foreground_alpha;
-var float panel_accuracy_alreadyvoted_alpha;
-var string picpath;
+float current_player;
// Because calling lots of functions in QC apparently cuts fps in half on many machines:
// ----------------------
// MACRO HELL STARTS HERE
// ----------------------
-// Little help for the poor people who have to make sense of this: Start from the bottom
+// Little help for the poor people who have to make sense of this: Start from the bottom ;)
-// TODO: shirt, pants, team colors
#define HUD_Panel_GetProgressBarColor(item) \
+ progressbar_color = stov(cvar_string("hud_progressbar_" #item "_color"))
+#define HUD_Panel_GetProgressBarColorForString(item) \
switch(item) {\
- case "strength": progressbar_color = autocvar_hud_progressbar_strength_color; break;\
- case "shield": progressbar_color = autocvar_hud_progressbar_shield_color; break;\
- case "health": progressbar_color = autocvar_hud_progressbar_health_color; break;\
- case "armor": progressbar_color = autocvar_hud_progressbar_armor_color; break;\
- case "fuel": progressbar_color = autocvar_hud_progressbar_fuel_color; break;\
- case "nexball": progressbar_color = autocvar_hud_progressbar_nexball_color; break;\
-}
+ case "health": HUD_Panel_GetProgressBarColor(health); break;\
+ case "armor": HUD_Panel_GetProgressBarColor(armor); break;\
+ case "strength": HUD_Panel_GetProgressBarColor(strength); break;\
+ case "shield": HUD_Panel_GetProgressBarColor(shield); break;\
+ case "fuel": HUD_Panel_GetProgressBarColor(fuel); break;\
+ case "nexball": HUD_Panel_GetProgressBarColor(nexball); break;\
+ case "speed": HUD_Panel_GetProgressBarColor(speed); break;\
+ case "acceleration": HUD_Panel_GetProgressBarColor(acceleration); break;\
+ case "acceleration_neg": HUD_Panel_GetProgressBarColor(acceleration_neg); break;\
+} ENDS_WITH_CURLY_BRACE
// Get value for panel_bg: if "" fetch default, else use panel_bg_str
// comment on last line of macro: // we probably want to see a background in config mode at all times...
panel_bg = "0";\
} else {\
if(panel_bg_str == "") {\
- panel_bg = autocvar_hud_bg;\
- } else if(panel_bg_str == "0" && autocvar__hud_configure) {\
- panel_bg = "border";\
- } else {\
- panel_bg = panel_bg_str;\
+ panel_bg_str = autocvar_hud_panel_bg;\
}\
- panel_bg = strcat(hud_skin_path, "/", panel_bg);\
- if(precache_pic(panel_bg) == "") {\
- panel_bg = strcat("gfx/hud/default/", "border");\
+ if(panel_bg_str == "0" && !autocvar__hud_configure) {\
+ panel_bg = "0";\
+ } else {\
+ if (panel_bg_str == "0" && autocvar__hud_configure)\
+ panel_bg_alpha_str = "0";\
+ panel_bg = strcat(hud_skin_path, "/", panel_bg_str);\
+ if(precache_pic(panel_bg) == "") {\
+ panel_bg = strcat(hud_skin_path, "/", "border_default");\
+ if(precache_pic(panel_bg) == "") {\
+ panel_bg = strcat("gfx/hud/default/", "border_default");\
+ }\
+ }\
}\
}
// Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
#define HUD_Panel_GetColor()\
if((teamplay) && panel_bg_color_team) {\
- panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(player_localentnum - 1, "colors")), 16), 1) * panel_bg_color_team;\
+ panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(current_player - 1, "colors")), 16), 1) * panel_bg_color_team;\
} else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) {\
panel_bg_color = '1 0 0' * panel_bg_color_team;\
} else {\
if(panel_bg_color_str == "") {\
- panel_bg_color = autocvar_hud_bg_color;\
+ panel_bg_color = autocvar_hud_panel_bg_color;\
} else {\
if(panel_bg_color_str == "shirt") {\
- panel_bg_color = colormapPaletteColor(floor(stof(getplayerkey(player_localentnum - 1, "colors")) / 16), 0);\
+ panel_bg_color = colormapPaletteColor(floor(stof(getplayerkey(current_player - 1, "colors")) / 16), 0);\
} else if(panel_bg_color_str == "pants") {\
- panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(player_localentnum - 1, "colors")), 16), 1);\
+ panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(current_player - 1, "colors")), 16), 1);\
} else {\
panel_bg_color = stov(panel_bg_color_str);\
}\
// Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
#define HUD_Panel_GetColorTeam()\
if(panel_bg_color_team_str == "") {\
- panel_bg_color_team = autocvar_hud_bg_color_team;\
+ panel_bg_color_team = autocvar_hud_panel_bg_color_team;\
} else {\
panel_bg_color_team = stof(panel_bg_color_team_str);\
}
+// the check doesn't allow to fade this panel when showing the panel-specific menu dialog
+#define HUD_Panel_ApplyFadeAlpha()\
+if(!(menu_enabled == 2 && highlightedPanel == hud_configure_active_panel))\
+{\
+ panel_bg_alpha *= hud_fade_alpha;\
+ panel_fg_alpha *= hud_fade_alpha;\
+} ENDS_WITH_CURLY_BRACE
+
// Get value for panel_bg_alpha: if "" fetch default, else use panel_bg_alpha. Also do various menu dialog fadeout/in checks, and minalpha checks
// comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
#define HUD_Panel_GetBgAlpha()\
if(panel_bg_alpha_str == "") {\
- panel_bg_alpha_str = ftos(autocvar_hud_bg_alpha);\
+ panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);\
}\
panel_bg_alpha = stof(panel_bg_alpha_str);\
-if(autocvar__hud_configure && disable_menu_alphacheck == 2 && highlightedPanel == active_panel) {\
- panel_bg_alpha = (1 - autocvar__menu_alpha) * max(autocvar_hud_configure_bg_minalpha, panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
-} else if(autocvar__hud_configure) {\
- panel_bg_alpha = max(autocvar_hud_configure_bg_minalpha, panel_bg_alpha);\
-} if(autocvar__hud_configure && !panel_enabled) {\
- panel_bg_alpha = 0.25;\
-} if(!(disable_menu_alphacheck == 2 && highlightedPanel == active_panel)) {\
- panel_bg_alpha *= menu_fade_alpha;\
+if(autocvar__hud_configure) {\
+ if(!panel_enabled)\
+ panel_bg_alpha = 0.25;\
+ else if(menu_enabled == 2 && highlightedPanel == hud_configure_active_panel)\
+ panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
+ else\
+ panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha);\
}
// Get value for panel_fg_alpha. Also do various minalpha checks
// comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
-// comment on line 4 of macro: // don't fade this panel when showing the panel-specific menu dialog
#define HUD_Panel_GetFgAlpha()\
-panel_fg_alpha = autocvar_hud_fg_alpha;\
+panel_fg_alpha = autocvar_hud_panel_fg_alpha;\
if(autocvar__hud_configure && !panel_enabled)\
panel_fg_alpha = 0.25;\
-if(!(disable_menu_alphacheck == 2 && highlightedPanel == active_panel))\
- panel_fg_alpha *= menu_fade_alpha;
// Get border. See comments above, it's similar.
#define HUD_Panel_GetBorder()\
if(panel_bg_border_str == "") {\
- panel_bg_border = autocvar_hud_bg_border;\
+ panel_bg_border = autocvar_hud_panel_bg_border;\
} else {\
panel_bg_border = stof(panel_bg_border_str);\
-}
+} ENDS_WITH_CURLY_BRACE
// Scale the pos and size vectors to absolute coordinates
#define HUD_Panel_GetScaledVectors()\
// last line is a port of the old function, basically always make sure the panel contents are at least 5 pixels tall/wide, to disallow extreme padding values
#define HUD_Panel_GetPadding()\
if(panel_bg_padding_str == "") {\
- panel_bg_padding = autocvar_hud_bg_padding;\
+ panel_bg_padding = autocvar_hud_panel_bg_padding;\
} else {\
panel_bg_padding = stof(panel_bg_padding_str);\
}\
panel_bg_padding = min(min(panel_size_x, panel_size_y)/2 - 5, panel_bg_padding);
// Point to the macros above (stupid max macro length)
-#define HUD_Panel_StringVars()\
+#define HUD_Panel_GetStringVars()\
HUD_Panel_GetBg()\
-HUD_Panel_GetColorTeam()\
-HUD_Panel_GetColor()\
-HUD_Panel_GetBgAlpha()\
+if (panel_bg != "0") {\
+ HUD_Panel_GetColorTeam()\
+ HUD_Panel_GetColor()\
+ HUD_Panel_GetBgAlpha()\
+ HUD_Panel_GetBorder()\
+}\
HUD_Panel_GetFgAlpha()\
-HUD_Panel_GetBorder()\
HUD_Panel_GetScaledVectors()\
HUD_Panel_GetPadding()
panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_panelpos;
// return smoothly faded size of given panel when a dialog is active
-var vector menu_enable_maxsize;
+//var vector menu_enable_maxsize;
+var float menu_enable_maxsize_x;
+var float menu_enable_maxsize_y;
var vector menu_enable_size;
#define HUD_Panel_GetMenuSize()\
menu_enable_maxsize_x = 0.3 * vid_conwidth;\
// Update all common cvars of given panel name
#define HUD_Panel_UpdateCvars(name) \
-panel_enabled = autocvar_hud_##name; \
-panel_pos = autocvar_hud_##name##_pos; \
-panel_size = autocvar_hud_##name##_size; \
-panel_bg_str = autocvar_hud_##name##_bg; \
-panel_bg_color_str = autocvar_hud_##name##_bg_color; \
-panel_bg_color_team_str = autocvar_hud_##name##_bg_color_team; \
-panel_bg_alpha_str = autocvar_hud_##name##_bg_alpha; \
-panel_bg_border_str = autocvar_hud_##name##_bg_border; \
-panel_bg_padding_str = autocvar_hud_##name##_bg_padding; \
-HUD_Panel_StringVars()\
-if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\
+panel_enabled = autocvar_hud_panel_##name; \
+panel_pos = stov(cvar_string("hud_panel_" #name "_pos")); \
+panel_size = stov(cvar_string("hud_panel_" #name "_size")); \
+panel_bg_str = cvar_string("hud_panel_" #name "_bg"); \
+panel_bg_color_str = cvar_string("hud_panel_" #name "_bg_color"); \
+panel_bg_color_team_str = cvar_string("hud_panel_" #name "_bg_color_team"); \
+panel_bg_alpha_str = cvar_string("hud_panel_" #name "_bg_alpha"); \
+panel_bg_border_str = cvar_string("hud_panel_" #name "_bg_border"); \
+panel_bg_padding_str = cvar_string("hud_panel_" #name "_bg_padding"); \
+HUD_Panel_GetStringVars()\
+if(menu_enabled == 2 && hud_configure_active_panel == highlightedPanel) {\
HUD_Panel_GetMenuSize()\
HUD_Panel_GetMenuPos()\
-}
+} ENDS_WITH_CURLY_BRACE
+
+// FTEQCC I HATE YOU WHY DO YOU MAKE ME DO THIS??? :(
+// max macro length is 1024 characters, I must split it up :(
// Update all common cvars of given panel id
+#define HUD_Panel_UpdateCvarsForId_Part2(id) \
+switch(id) { \
+ case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdateCvars(infomessages) break; \
+ case HUD_PANEL_PHYSICS: HUD_Panel_UpdateCvars(physics); break;\
+ case HUD_PANEL_CENTERPRINT: HUD_Panel_UpdateCvars(centerprint); break;\
+}
+
#define HUD_Panel_UpdateCvarsForId(id) \
-active_panel = id; \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdateCvars(weaponicons) break; \
- case HUD_PANEL_INVENTORY: HUD_Panel_UpdateCvars(inventory) break; \
+ case HUD_PANEL_WEAPONS: HUD_Panel_UpdateCvars(weapons) break; \
+ case HUD_PANEL_AMMO: HUD_Panel_UpdateCvars(ammo) break; \
case HUD_PANEL_POWERUPS: HUD_Panel_UpdateCvars(powerups) break; \
case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdateCvars(healtharmor) break; \
case HUD_PANEL_NOTIFY: HUD_Panel_UpdateCvars(notify) break; \
case HUD_PANEL_PRESSEDKEYS: HUD_Panel_UpdateCvars(pressedkeys) break; \
case HUD_PANEL_CHAT: HUD_Panel_UpdateCvars(chat) break; \
case HUD_PANEL_ENGINEINFO: HUD_Panel_UpdateCvars(engineinfo) break; \
- case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdateCvars(infomessages) break; \
+ default: HUD_Panel_UpdateCvarsForId_Part2(id)\
}
#define HUD_Panel_UpdatePosSize(name) \
-panel_pos = autocvar_hud_##name##_pos; \
-panel_size = autocvar_hud_##name##_size; \
+panel_pos = stov(cvar_string("hud_panel_" #name "_pos")); \
+panel_size = stov(cvar_string("hud_panel_" #name "_size")); \
HUD_Panel_GetScaledVectors()\
-if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\
+if(menu_enabled == 2 && hud_configure_active_panel == highlightedPanel) {\
HUD_Panel_GetMenuSize()\
HUD_Panel_GetMenuPos()\
}\
-panel_bg_border_str = autocvar_hud_##name##_bg_border; \
+panel_bg_border_str = cvar_string("hud_panel_" #name "_bg_border"); \
HUD_Panel_GetBorder()
// Update pos and size of given panel id
+#define HUD_Panel_UpdatePosSizeForId_Part2(id) \
+switch(id) { \
+ case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdatePosSize(infomessages) break;\
+ case HUD_PANEL_PHYSICS: HUD_Panel_UpdatePosSize(physics); break;\
+ case HUD_PANEL_CENTERPRINT: HUD_Panel_UpdatePosSize(centerprint); break;\
+}
+
#define HUD_Panel_UpdatePosSizeForId(id) \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdatePosSize(weaponicons) break;\
- case HUD_PANEL_INVENTORY: HUD_Panel_UpdatePosSize(inventory) break;\
+ case HUD_PANEL_WEAPONS: HUD_Panel_UpdatePosSize(weapons) break;\
+ case HUD_PANEL_AMMO: HUD_Panel_UpdatePosSize(ammo) break;\
case HUD_PANEL_POWERUPS: HUD_Panel_UpdatePosSize(powerups) break;\
case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdatePosSize(healtharmor) break;\
case HUD_PANEL_NOTIFY: HUD_Panel_UpdatePosSize(notify) break;\
case HUD_PANEL_PRESSEDKEYS: HUD_Panel_UpdatePosSize(pressedkeys) break;\
case HUD_PANEL_CHAT: HUD_Panel_UpdatePosSize(chat) break;\
case HUD_PANEL_ENGINEINFO: HUD_Panel_UpdatePosSize(engineinfo) break;\
- case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdatePosSize(infomessages)\
+ default: HUD_Panel_UpdatePosSizeForId_Part2(id)\
}