#define HUD_PANEL_MAX 24 entity hud_panel[HUD_PANEL_MAX]; #define HUD_PANEL_FIRST 0 float HUD_PANEL_NUM; float HUD_PANEL_LAST; float panel_order[HUD_PANEL_MAX]; string hud_panelorder_prev; float hud_draw_maximized; float hud_panel_radar_maximized; vector mousepos; vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click) vector panel_click_resizeorigin; // coordinates for opposite point when resizing float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright entity highlightedPanel; float highlightedAction; // 0 = nothing, 1 = move, 2 = resize const float BORDER_MULTIPLIER = 0.25; float scoreboard_bottom; float weapon_accuracy[WEP_MAXCOUNT]; float complain_weapon; string complain_weapon_name; float complain_weapon_type; float complain_weapon_time; float ps_primary, ps_secondary; float ts_primary, ts_secondary; float last_switchweapon; float last_activeweapon; float weapontime; float weaponprevtime; float teamnagger; float hud_configure_checkcollisions; float hud_configure_prev; noref vector hud_configure_gridSize; // fteqcc sucks noref vector hud_configure_realGridSize; // fteqcc sucks float hudShiftState; const float S_SHIFT = 1; const float S_CTRL = 2; const float S_ALT = 4; 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; string hud_skin_prev; vector myteamcolors; var vector progressbar_color; entity highlightedPanel_backup; var vector panel_pos_backup; var vector panel_size_backup; var vector panel_size_copied; entity panel; .string panel_name; .float panel_id; .vector current_panel_pos; .vector current_panel_size; .string current_panel_bg; .float current_panel_bg_alpha; .float current_panel_bg_border; .vector current_panel_bg_color; .float current_panel_bg_color_team; .float current_panel_bg_padding; .float current_panel_fg_alpha; .float update_time; var float panel_enabled; var vector panel_pos; var vector panel_size; var string panel_bg; var string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use var vector panel_bg_color; var string panel_bg_color_str; var float panel_bg_color_team; var string panel_bg_color_team_str; var float panel_fg_alpha; var float panel_bg_alpha; var string panel_bg_alpha_str; var float panel_bg_border; var string panel_bg_border_str; var float panel_bg_padding; var string panel_bg_padding_str; .void() panel_draw; float current_player; #define HUD_PANELS \ HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \ HUD_PANEL(AMMO , HUD_Ammo , ammo) \ HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \ HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \ HUD_PANEL(NOTIFY , HUD_Notify , notify) \ HUD_PANEL(TIMER , HUD_Timer , timer) \ HUD_PANEL(RADAR , HUD_Radar , radar) \ HUD_PANEL(SCORE , HUD_Score , score) \ HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \ HUD_PANEL(VOTE , HUD_Vote , vote) \ HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \ HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \ HUD_PANEL(CHAT , HUD_Chat , chat) \ HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \ HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \ HUD_PANEL(PHYSICS , HUD_Physics , physics) \ HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) #define HUD_PANEL(NAME,draw_func,name) \ float HUD_PANEL_##NAME; \ void ##draw_func(void); \ void RegisterHUD_Panel_##NAME() \ { \ HUD_PANEL_LAST = HUD_PANEL_##NAME = HUD_PANEL_NUM; \ entity hud_panelent = spawn(); \ hud_panel[HUD_PANEL_##NAME] = hud_panelent; \ hud_panelent.classname = "hud_panel"; \ hud_panelent.panel_name = #name; \ hud_panelent.panel_id = HUD_PANEL_##NAME; \ hud_panelent.panel_draw = ##draw_func; \ ++HUD_PANEL_NUM; \ } \ ACCUMULATE_FUNCTION(RegisterHUD_Panels, RegisterHUD_Panel_##NAME) HUD_PANELS #undef HUD_PANEL #define HUD_PANEL(NAME) hud_panel[HUD_PANEL_##NAME] // 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 ;) #define HUD_Panel_GetProgressBarColor(item) \ progressbar_color = stov(cvar_string("hud_progressbar_" #item "_color")) #define HUD_Panel_GetProgressBarColorForString(item) \ switch(item) {\ 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... #define HUD_Panel_GetBg()\ if(!autocvar__hud_configure && panel_bg_str == "0") {\ panel_bg = "0";\ } else {\ if(panel_bg_str == "") {\ panel_bg_str = autocvar_hud_panel_bg;\ }\ 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) {\ if(autocvar__hud_configure && myteam == NUM_SPECTATOR)\ panel_bg_color = '1 0 0' * panel_bg_color_team;\ else\ panel_bg_color = myteamcolors * 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_panel_bg_color;\ } else {\ if(panel_bg_color_str == "shirt") {\ panel_bg_color = colormapPaletteColor(floor(stof(getplayerkeyvalue(current_player - 1, "colors")) / 16), 0);\ } else if(panel_bg_color_str == "pants") {\ panel_bg_color = colormapPaletteColor(mod(stof(getplayerkeyvalue(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_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 && panel == highlightedPanel))\ {\ 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_panel_bg_alpha);\ }\ panel_bg_alpha = stof(panel_bg_alpha_str);\ if(autocvar__hud_configure) {\ if(!panel_enabled)\ panel_bg_alpha = 0.25;\ else if(menu_enabled == 2 && panel == highlightedPanel)\ 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 #define HUD_Panel_GetFgAlpha()\ panel_fg_alpha = autocvar_hud_panel_fg_alpha;\ if(autocvar__hud_configure && !panel_enabled)\ panel_fg_alpha = 0.25;\ // Get border. See comments above, it's similar. #define HUD_Panel_GetBorder()\ if(panel_bg_border_str == "") {\ 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()\ panel_pos_x *= vid_conwidth;\ panel_pos_y *= vid_conheight;\ panel_size_x *= vid_conwidth;\ panel_size_y *= vid_conheight; // Get padding. See comments above, it's similar. // 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_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_GetStringVars()\ HUD_Panel_GetBg()\ if (panel_bg != "0") {\ HUD_Panel_GetColorTeam()\ HUD_Panel_GetColor()\ HUD_Panel_GetBgAlpha()\ HUD_Panel_GetBorder()\ }\ HUD_Panel_GetFgAlpha()\ HUD_Panel_GetScaledVectors()\ HUD_Panel_GetPadding() // return smoothly faded pos of given panel when a dialog is active var vector menu_enable_panelpos; #define HUD_Panel_GetMenuPos() \ if(panel_size_x > panel_size_y)\ menu_enable_panelpos = eX * 0.5 * vid_conwidth - eX * 0.5 * panel_size_x + eY * 0.82 * vid_conheight;\ else\ menu_enable_panelpos = eY * 0.5 * vid_conheight - eY * 0.5 * panel_size_y + eX * 0.7 * vid_conwidth;\ 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 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;\ menu_enable_maxsize_y = 0.18 * vid_conheight;\ if(panel_size_x > panel_size_y)\ {\ if(panel_size_y > menu_enable_maxsize_y)\ {\ menu_enable_size_y = menu_enable_maxsize_y;\ menu_enable_size_x = panel_size_x * (menu_enable_maxsize_y/panel_size_y);\ panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size;\ }\ }\ else\ {\ if(panel_size_x > menu_enable_maxsize_x)\ {\ menu_enable_size_x = menu_enable_maxsize_x;\ menu_enable_size_y = panel_size_y * (menu_enable_maxsize_x/panel_size_x);\ panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size;\ }\ } // NOTE: in hud_configure mode cvars must be reloaded every frame #define HUD_Panel_UpdateCvars() \ if(panel.update_time <= time) { \ if(autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \ panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \ panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \ panel_bg_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg")); \ panel_bg_color_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color")); \ panel_bg_color_team_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color_team")); \ panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \ panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \ panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \ HUD_Panel_GetStringVars()\ if(menu_enabled == 2 && panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ } \ panel.current_panel_pos = panel_pos; \ panel.current_panel_size = panel_size; \ if(panel.current_panel_bg != "") \ strunzone(panel.current_panel_bg); \ panel.current_panel_bg = strzone(panel_bg); \ panel.current_panel_bg_alpha = panel_bg_alpha; \ panel.current_panel_bg_border = panel_bg_border; \ panel.current_panel_bg_color = panel_bg_color; \ panel.current_panel_bg_color_team = panel_bg_color_team; \ panel.current_panel_bg_padding = panel_bg_padding; \ panel.current_panel_fg_alpha = panel_fg_alpha; \ panel.update_time = (autocvar__hud_configure) ? time : time + autocvar_hud_panel_update_interval; \ } else { \ panel_pos = panel.current_panel_pos; \ panel_size = panel.current_panel_size; \ panel_bg = panel.current_panel_bg; \ panel_bg_alpha = panel.current_panel_bg_alpha; \ panel_bg_border = panel.current_panel_bg_border; \ panel_bg_color = panel.current_panel_bg_color; \ panel_bg_color_team = panel.current_panel_bg_color_team; \ panel_bg_padding = panel.current_panel_bg_padding; \ panel_fg_alpha = panel.current_panel_fg_alpha; \ } ENDS_WITH_CURLY_BRACE #define HUD_Panel_UpdatePosSize() {\ panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \ panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \ panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \ HUD_Panel_GetScaledVectors()\ if(menu_enabled == 2 && panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ }\ panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \ HUD_Panel_GetBorder() \ } ENDS_WITH_CURLY_BRACE #define KN_MAX_ENTRIES 10 float kn_index; float notify_times[KN_MAX_ENTRIES]; string notify_icon[KN_MAX_ENTRIES]; string notify_attackers[KN_MAX_ENTRIES]; string notify_victims[KN_MAX_ENTRIES]; void HUD_Notify_Push(string icon, string attacker, string victim);