#pragma once #include #include void Hud_Dynamic_Frame(); bool HUD_Radar_Clickable(); void HUD_Radar_Mouse(); bool HUD_WouldShowCursor(); 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) \ void draw_func(); \ 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_name = strzone(strtolower(#id)); \ this.panel_configflags = configflags; \ this.panel_showflags = showflags; \ } #define HUD_PANEL(NAME) HUD_PANEL_##NAME // draw the background/borders #define HUD_Panel_DrawBg() MACRO_BEGIN { \ if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \ draw_BorderPicture( \ HUD_Shift(panel_pos - '1 1 0' * panel_bg_border), \ panel.current_panel_bg, \ HUD_Scale(panel_size + '1 1 0' * 2 * panel_bg_border), \ panel_bg_color, panel_bg_alpha, \ HUD_Scale('1 1 0' * BORDER_MULTIPLIER * panel_bg_border) \ ); \ } MACRO_END int panel_order[hud_panels_MAX]; string hud_panelorder_prev; bool hud_draw_maximized; bool hud_panel_radar_maximized; bool hud_panel_radar_mouse; float hud_panel_radar_bottom; bool hud_panel_radar_temp_hidden; bool chat_panel_modified; bool radar_panel_modified; float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary); 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); 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); vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect); void HUD_Reset (); void HUD_Main (); int race_CheckName(string net_name); string MakeRaceString(int cp, float mytime, float theirtime, float othertime, float lapdelta, string theirname); int vote_yescount; int vote_nocount; int vote_needed; int vote_highlighted; // currently selected vote int vote_active; // is there an active vote? int vote_prev; // previous state of vote_active to check for a change float vote_alpha; float vote_change; // "time" when vote_active changed float hud_panel_quickmenu; 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 = 4; float scoreboard_bottom; int weapon_accuracy[Weapons_MAX]; entity complain_weapon; int complain_weapon_type; float complain_weapon_time; PlayerScoreField ps_primary, ps_secondary; int ts_primary, ts_secondary; .Weapon last_switchweapon; .Weapon last_activeweapon; float weapontime; float weaponprevtime; float teamnagger; int hudShiftState; const int S_SHIFT = 1; const int S_CTRL = 2; const int S_ALT = 4; float hud_fade_alpha; string hud_skin_path; string hud_skin_prev; vector myteamcolors; entity highlightedPanel_backup; vector panel_pos_backup; vector panel_size_backup; vector panel_size_copied; entity panel; entityclass(HUDPanel); classfield(HUDPanel) .string panel_name; classfield(HUDPanel) .int panel_id; classfield(HUDPanel) .vector current_panel_pos; classfield(HUDPanel) .vector current_panel_size; classfield(HUDPanel) .string current_panel_bg; classfield(HUDPanel) .float current_panel_bg_alpha; classfield(HUDPanel) .float current_panel_bg_border; classfield(HUDPanel) .vector current_panel_bg_color; classfield(HUDPanel) .float current_panel_bg_color_team; classfield(HUDPanel) .float current_panel_bg_padding; classfield(HUDPanel) .float current_panel_fg_alpha; classfield(HUDPanel) .float update_time; float panel_enabled; vector panel_pos; vector panel_size; string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use vector panel_bg_color; string panel_bg_color_str; float panel_bg_color_team; string panel_bg_color_team_str; float panel_fg_alpha; float panel_bg_alpha; string panel_bg_alpha_str; float panel_bg_border; string panel_bg_border_str; float panel_bg_padding; string panel_bg_padding_str; classfield(HUDPanel) .void() panel_draw; // chat panel can be reduced / moved while the mapvote is active // let know the mapvote panel about chat pos and size float chat_posy; float chat_sizey; float current_player; float autocvar_hud_dynamic_follow; float autocvar_hud_dynamic_follow_scale; vector autocvar_hud_dynamic_follow_scale_xyz; vector hud_dynamic_shake_realofs; float hud_dynamic_shake_factor; float hud_dynamic_shake_time; // shared across viewmodel effects and dynamic hud code vector cl_followmodel_ofs; float cl_followmodel_time; vector hud_scale; vector hud_scale_current = '1 1 0'; vector hud_shift; vector hud_shift_current = '0 0 0'; vector hud_scale_center; void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag); .int panel_showflags; const int PANEL_SHOW_NEVER = 0x00; const int PANEL_SHOW_MAINGAME = 0x01; const int PANEL_SHOW_MINIGAME = 0x02; const int PANEL_SHOW_MAPVOTE = 0x04; const int PANEL_SHOW_WITH_SB = 0x08; const int PANEL_SHOW_ALWAYS = 0xff; .int panel_configflags; const int PANEL_CONFIG_NO = 0x00; const int PANEL_CONFIG_MAIN = 0x01; const int PANEL_CONFIG_CANBEOFF = 0x02; // panel can be disabled (if disabled it's displayed with a low alpha) // prev_* vars contain the health/armor at the previous FRAME // set to -1 when player is dead or was not playing int prev_health, prev_armor; float health_damagetime, armor_damagetime; int health_beforedamage, armor_beforedamage; // old_p_* vars keep track of previous values when smoothing value changes of the progressbar int old_p_health, old_p_armor; float old_p_healthtime, old_p_armortime; // prev_p_* vars contain the health/armor progressbar value at the previous FRAME // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h) int prev_p_health, prev_p_armor; void HUD_ItemsTime(); REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // WEAPONS REGISTER_HUD_PANEL(AMMO, HUD_Ammo, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // AMMO REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // POWERUPS REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // HEALTHARMOR REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // NOTIFY REGISTER_HUD_PANEL(TIMER, HUD_Timer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // TIMER REGISTER_HUD_PANEL(RADAR, HUD_Radar, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RADAR REGISTER_HUD_PANEL(SCORE, HUD_Score, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // SCORE REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RACETIMER REGISTER_HUD_PANEL(VOTE, HUD_Vote, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // VOTE REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // MODICONS REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PRESSEDKEYS REGISTER_HUD_PANEL(CHAT, HUD_Chat, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // CHAT REGISTER_HUD_PANEL(ENGINEINFO, HUD_EngineInfo, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // ENGINEINFO REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // INFOMESSAGES REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PHYSICS REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // CENTERPRINT REGISTER_HUD_PANEL(MINIGAMEBOARD, HUD_MinigameBoard, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMEBOARD REGISTER_HUD_PANEL(MINIGAMESTATUS, HUD_MinigameStatus, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMESTATUS REGISTER_HUD_PANEL(MINIGAMEHELP, HUD_MinigameHelp, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMEHELP REGISTER_HUD_PANEL(MINIGAMEMENU, HUD_MinigameMenu, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // MINIGAMEMENU REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, PANEL_CONFIG_NO , PANEL_SHOW_MAPVOTE ) // MAPVOTE REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // ITEMSTIME REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, PANEL_CONFIG_MAIN , PANEL_SHOW_MAINGAME ) // QUICKMENU REGISTER_HUD_PANEL(SCOREBOARD, Scoreboard_Draw, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // SCOREBOARD // always add new panels to the end of list // 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 ;) // Get value for panel.current_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() MACRO_BEGIN { \ string panel_bg; \ 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"); \ } \ } \ } \ } \ strcpy(panel.current_panel_bg, panel_bg); \ } MACRO_END // 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() MACRO_BEGIN { \ if ((teamplay) && panel_bg_color_team > 0) { \ 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 > 0) { \ 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(entcs_GetClientColors(current_player) / 16), 0); \ } else if (panel_bg_color_str == "pants") { \ panel_bg_color = colormapPaletteColor(entcs_GetClientColors(current_player) % 16, 1); \ } else { \ panel_bg_color = stov(panel_bg_color_str); \ } \ } \ } \ } MACRO_END // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str #define HUD_Panel_GetColorTeam() MACRO_BEGIN { \ 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); \ } \ } MACRO_END // 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() MACRO_BEGIN { \ 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 (hud_configure_menu_open == 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); \ } \ } MACRO_END // 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() MACRO_BEGIN { \ panel_fg_alpha = autocvar_hud_panel_fg_alpha; \ if (autocvar__hud_configure && !panel_enabled) \ panel_fg_alpha = 0.25; \ } MACRO_END // Get border. See comments above, it's similar. #define HUD_Panel_GetBorder() MACRO_BEGIN { \ if (panel_bg_border_str == "") { \ panel_bg_border = autocvar_hud_panel_bg_border; \ } else { \ panel_bg_border = stof(panel_bg_border_str); \ } \ } MACRO_END // 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() MACRO_BEGIN { \ 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); \ } MACRO_END // return smoothly faded pos and size of given panel when a dialog is active // don't center too wide panels, it doesn't work with different resolutions #define HUD_Panel_UpdatePosSize_ForMenu() MACRO_BEGIN { \ vector new_size = panel_size; \ float max_panel_width = 0.52 * vid_conwidth; \ if(panel_size.x > max_panel_width) \ { \ new_size.x = max_panel_width; \ new_size.y = panel_size.y * (new_size.x / panel_size.x); \ } \ vector new_pos = vec2(panel_bg_border + 0.5 * max_panel_width, 0.5 * vid_conheight) - 0.5 * new_size; \ panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * new_pos; \ panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * new_size; \ } MACRO_END // Scale the pos and size vectors to absolute coordinates #define HUD_Panel_ScalePosSize() MACRO_BEGIN { \ panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \ panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \ } MACRO_END float panel_fade_alpha; void HUD_Panel_LoadCvars(); #define Hud_Panel_GetPanelEnabled() \ panel_enabled = ((panel.panel_configflags & PANEL_CONFIG_CANBEOFF) \ ? cvar(strcat("hud_panel_", panel.panel_name)) : true) #define HUD_Panel_UpdatePosSize() MACRO_BEGIN { \ Hud_Panel_GetPanelEnabled(); \ 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_ScalePosSize(); \ if (hud_configure_menu_open == 2 && panel == highlightedPanel) { \ HUD_Panel_UpdatePosSize_ForMenu(); \ } \ panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \ HUD_Panel_GetBorder(); \ } MACRO_END const int NOTIFY_MAX_ENTRIES = 10; const float NOTIFY_ICON_MARGIN = 0.02; int notify_index; int notify_count; float notify_times[NOTIFY_MAX_ENTRIES]; string notify_attackers[NOTIFY_MAX_ENTRIES]; string notify_victims[NOTIFY_MAX_ENTRIES]; string notify_icons[NOTIFY_MAX_ENTRIES]; void HUD_Notify_Push(string icon, string attacker, string victim); var void HUD_ModIcons_GameType(vector pos, vector size); void HUD_ModIcons_SetFunc();