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Put blink code in its own function
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1 #pragma once
2
3 entity players;
4 entity teams;
5 float team_count; // real teams
6
7 const int INITPRIO_FIRST                                = 0;
8 const int INITPRIO_GAMETYPE                     = 0;
9 const int INITPRIO_GAMETYPE_FALLBACK    = 1;
10 const int INITPRIO_FINDTARGET                   = 10;
11 const int INITPRIO_DROPTOFLOOR                  = 20;
12 const int INITPRIO_SETLOCATION                  = 90;
13 const int INITPRIO_LINKDOORS                    = 91;
14 const int INITPRIO_LAST                                 = 99;
15
16 void AuditLists();
17
18 float RegisterPlayer(entity player);
19
20 void RemovePlayer(entity player);
21
22 void MoveToLast(entity e);
23
24 float RegisterTeam(entity Team);
25
26 void RemoveTeam(entity Team);
27
28 entity GetTeam(int Team, bool add);
29
30 vector HUD_GetFontsize(string cvarname);
31
32 float PreviewExists(string name);
33
34 vector Rotate(vector v, float a);
35
36
37 #define IS_DEAD(s) (((s).classname == "csqcmodel") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
38
39
40 // decolorizes and team colors the player name when needed
41 string playername(string thename, float teamid);
42
43 float cvar_or(string cv, float v);
44
45 vector project_3d_to_2d(vector vec);
46
47 vector drawfontscale;
48 #define draw_beginBoldFont() drawfont = FONT_USER + 2
49 #define draw_endBoldFont() drawfont = FONT_USER + 1
50
51 float expandingbox_sizefactor_from_fadelerp(float fadelerp);
52
53 vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor);
54
55 float blink(float base, float range, float freq);
56
57 void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag);
58
59 void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag);
60
61 void HUD_Scale_Disable();
62 void HUD_Scale_Enable();
63
64 #define HUD_ScaleX(f) (f * hud_scale.x)
65 #define HUD_ScaleY(f) (f * hud_scale.y)
66 #define HUD_ShiftX(f) (f + hud_shift.x + hud_shift.z * (f - hud_scale_center.x))
67 #define HUD_ShiftY(f) (f + hud_shift.y + hud_shift.z * (f - hud_scale_center.y))
68 vector HUD_Scale(vector v);
69 vector HUD_Shift(vector v);
70
71 // The following functions / macros must be called from within
72 // the panel HUD / scoreboard code so that pos and size are scaled
73 // when the hud_dynamic code is running.
74 // Make use of stringwidth_builtin and draw*_builtin everywhere else.
75
76 float stringwidth(string text, float handleColors, vector sz);
77
78 #define drawpic(position, pic, size, rgb, alpha, flag) \
79         drawpic_builtin(HUD_Shift(position), pic, HUD_Scale(size), rgb, alpha, flag)
80
81 #define drawcharacter(position, character, scale, rgb, alpha, flag) \
82         drawcharacter_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
83
84 #define drawstring(position, text, scale, rgb, alpha, flag) \
85         drawstring_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
86
87 #define drawcolorcodedstring(position, text, scale, alpha, flag) \
88         drawcolorcodedstring_builtin(HUD_Shift(position), text, scale, alpha, flag)
89
90 #define drawcolorcodedstring2(position, text, scale, rgb, alpha, flag) \
91         drawcolorcodedstring2_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
92
93 #define drawfill(position, size, rgb, alpha, flag) \
94         drawfill_builtin(HUD_Shift(position), HUD_Scale(size), rgb, alpha, flag)
95
96 #define drawsetcliparea(xposition, yposition, w, h) \
97         drawsetcliparea_builtin(HUD_ShiftX(xposition), HUD_ShiftY(yposition), HUD_ScaleX(w), HUD_ScaleY(h))
98
99 // Since drawsubpic usually gets called multiple times from within an
100 // utility function, instead of scaling pos and size in every call
101 // we scale them once for all in the beginning of that utility function.
102 // That's why drawsubpic isn't remapped.
103 /*
104 #define drawsubpic(position, size, pic, srcPosition, srcSize, rgb, alpha, flag) \
105         drawsubpic_builtin(HUD_Shift(position), HUD_Scale(size), pic, HUD_Shift(srcPosition), HUD_Scale(srcSize), rgb, alpha, flag)
106 */
107
108 // drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box
109 float _drawpic_imgaspect;
110 vector _drawpic_imgsize;
111 vector _drawpic_sz;
112 float _drawpic_oldsz;
113 string _drawpic_picpath;
114 #define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
115         MACRO_BEGIN \
116                 _drawpic_imgsize = draw_getimagesize(pic);\
117                 if(_drawpic_imgsize != '0 0 0') {\
118                         _drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\
119                         _drawpic_sz = mySize;\
120                         if(_drawpic_sz.x/_drawpic_sz.y > _drawpic_imgaspect) {\
121                                 _drawpic_oldsz = _drawpic_sz.x;\
122                                 _drawpic_sz.x = _drawpic_sz.y * _drawpic_imgaspect;\
123                                 if(_drawpic_sz.x)\
124                                         drawpic(pos + eX * 0.5 * (_drawpic_oldsz - _drawpic_sz.x), pic, _drawpic_sz, color, theAlpha, drawflag);\
125                         } else {\
126                                 _drawpic_oldsz = _drawpic_sz.y;\
127                                 _drawpic_sz.y = _drawpic_sz.x / _drawpic_imgaspect;\
128                                 if(_drawpic_sz.y)\
129                                         drawpic(pos + eY * 0.5 * (_drawpic_oldsz - _drawpic_sz.y), pic, _drawpic_sz, color, theAlpha, drawflag);\
130                         }\
131                 }\
132         MACRO_END
133
134 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
135 #define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\
136         MACRO_BEGIN \
137                 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
138                 if(precache_pic(_drawpic_picpath) == "") {\
139                         _drawpic_picpath = strcat("gfx/hud/default/", pic);\
140                 }\
141                 drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
142                 _drawpic_picpath = string_null;\
143         MACRO_END
144
145 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
146 #define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\
147         MACRO_BEGIN \
148                 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
149                 if(precache_pic(_drawpic_picpath) == "") {\
150                         _drawpic_picpath = strcat("gfx/hud/default/", pic);\
151                 }\
152                 drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
153                 _drawpic_picpath = string_null;\
154         MACRO_END
155
156 void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
157
158 void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
159
160 #define SET_POS_AND_SZ_Y_ASPECT(allow_colors) MACRO_BEGIN                                                                                                                       \
161         float textaspect, oldsz;                                                                                                                                                                                \
162         vector dfs = drawfontscale; \
163         drawfontscale = '1 1 0'; \
164         textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y;                                                                                    \
165         drawfontscale = dfs; \
166         if(sz.x/sz.y > textaspect) {                                                                                                                                                                    \
167                 oldsz = sz.x;                                                                                                                                                                                           \
168                 sz.x = sz.y * textaspect;                                                                                                                                                                       \
169                 pos.x += (oldsz - sz.x) * 0.5;                                                                                                                                                          \
170         } else {                                                                                                                                                                                                                \
171                 oldsz = sz.y;                                                                                                                                                                                           \
172                 sz.y = sz.x / textaspect;                                                                                                                                                                       \
173                 pos.y += (oldsz - sz.y) * 0.5;                                                                                                                                                          \
174         }                                                                                                                                                                                                                               \
175 MACRO_END
176
177 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
178 void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag);
179
180 // drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box
181 void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag);
182
183 void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
184
185 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
186 void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp);
187
188 void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp);
189
190 void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp);
191
192 void update_mousepos();
193
194 // this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
195 float PolyDrawModelSurface(entity e, float i_s);
196 void PolyDrawModel(entity e);
197
198 void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag);
199
200 const int MAX_ACCURACY_LEVELS = 10;
201 float acc_lev[MAX_ACCURACY_LEVELS];
202 vector acc_col[MAX_ACCURACY_LEVELS];
203 float acc_col_loadtime;
204 int acc_levels;
205 string acc_color_levels;
206 void Accuracy_LoadLevels();
207
208 void Accuracy_LoadColors();
209
210 vector Accuracy_GetColor(float accuracy);