]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/weapons.qc
Merge branch 'terencehill/dynamic_hud' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
index 7aac7a39e3d418929620db41e6beab51681b3840..984cb4f50519097481f08ee8d701babcf058e160 100644 (file)
@@ -59,6 +59,8 @@ void HUD_Weapons()
        vector weapon_pos, weapon_size = '0 0 0';
        vector color;
 
+       entity panel_switchweapon = NULL;
+
        // check to see if we want to continue
        if(hud != HUD_NORMAL) return;
 
@@ -110,6 +112,8 @@ void HUD_Weapons()
                        FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
                                if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
                                {
+                                       if(!panel_switchweapon || j < 4)
+                                               panel_switchweapon = it;
                                        weapons_stat |= it.m_wepset;
                                        ++j;
                                }
@@ -350,10 +354,27 @@ void HUD_Weapons()
        // draw items
        row = column = 0;
        vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
-       vector noncurrent_pos = '0 0 0';
-       vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
+       vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
        float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
        bool isCurrent;
+       static vector weapon_pos_current = '-1 0 0';
+       if(weapon_pos_current.x == -1)
+               weapon_pos_current = panel_pos;
+
+       float switch_speed;
+       if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
+               switch_speed = 999;
+       else
+               switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
+       vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
+
+       if(!panel_switchweapon)
+               panel_switchweapon = switchweapon;
+
+       // draw background behind currently selected weapon
+       // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
+       if(panel_switchweapon)
+               drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
        for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
        {
@@ -378,13 +399,20 @@ void HUD_Weapons()
 
                // figure out the drawing position of weapon
                weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
-               noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
-               noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
 
-               // draw background behind currently selected weapon
-               isCurrent = (it == switchweapon);
+               // update position of the currently selected weapon
+               isCurrent = (it == panel_switchweapon);
                if(isCurrent)
-                       drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               {
+                       if(weapon_pos_current.y > weapon_pos.y)
+                               weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
+                       else if(weapon_pos_current.y < weapon_pos.y)
+                               weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
+                       if(weapon_pos_current.x > weapon_pos.x)
+                               weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
+                       else if(weapon_pos_current.x < weapon_pos.x)
+                               weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
+               }
 
                // draw the weapon accuracy
                if(autocvar_hud_panel_weapons_accuracy)
@@ -397,14 +425,26 @@ void HUD_Weapons()
                        }
                }
 
+               vector weapon_size_real = noncurrent_size;
+               float weapon_alpha_real = noncurrent_alpha;
+               float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
+               float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
+               if(radius_factor_x || radius_factor_y)
+               {
+                       weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
+                       weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
+                       weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
+               }
+
+               vector weapon_pos_real = weapon_pos;
+               weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
+               weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
+
                // drawing all the weapon items
                if(weapons_stat & WepSet_FromWeapon(it))
                {
                        // draw the weapon image
-                       if(isCurrent)
-                               drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-                       else
-                               drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+                       drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
 
                        // draw weapon label string
                        switch(autocvar_hud_panel_weapons_label)
@@ -466,7 +506,7 @@ void HUD_Weapons()
                }
                else // draw a "ghost weapon icon" if you don't have the weapon
                {
-                       drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+                       drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
                }
 
                // draw the complain message