3 #include <common/weapons/_all.qh>
4 #include <common/scores.qh>
6 vector OFFSET_CURSOR = '0 0 0';
7 vector SIZE_CURSOR = '32 32 0';
8 void draw_cursor(vector pos, vector ofs, string img, vector col, float a);
9 void draw_cursor_normal(vector pos, vector col, float a);
10 void LoadMenuSkinValues();
12 void HUD_Scale_Disable();
13 void HUD_Scale_Enable();
15 #define HUD_ScaleX(f) (f * hud_scale.x)
16 #define HUD_ScaleY(f) (f * hud_scale.y)
17 #define HUD_ShiftX(f) (f + hud_shift.x + hud_shift.z * (f - hud_scale_center.x))
18 #define HUD_ShiftY(f) (f + hud_shift.y + hud_shift.z * (f - hud_scale_center.y))
19 vector HUD_Scale(vector v);
20 vector HUD_Shift(vector v);
22 vector HUD_GetFontsize(string cvarname);
24 void Hud_Dynamic_Frame();
26 bool HUD_Radar_Clickable();
27 void HUD_Radar_Mouse();
28 bool HUD_WouldShowCursor();
29 bool QuickMenu_IsOpened();
31 REGISTRY(hud_panels, BITS(6))
32 REGISTER_REGISTRY(hud_panels)
34 REGISTRY_DEFINE_GET(hud_panels, NULL)
36 #define _REGISTER_HUD_PANEL(id, draw_func, export_func, configflags, showflags) \
38 void export_func(int fh); \
39 REGISTER(hud_panels, HUD_PANEL, id, m_id, new_pure(hud_panel)) { \
40 this.panel_id = this.m_id; \
41 this.panel_draw = draw_func; \
42 this.panel_export = export_func; \
43 this.panel_name = strzone(strtolower(#id)); \
44 this.panel_configflags = configflags; \
45 this.panel_showflags = showflags; \
48 #define REGISTER_HUD_PANEL(id, draw_func, configflags, showflags) \
49 _REGISTER_HUD_PANEL(id, draw_func, draw_func##_Export, configflags, showflags)
51 #define HUD_PANEL(NAME) HUD_PANEL_##NAME
53 // draw the background/borders
54 #define HUD_Panel_DrawBg() MACRO_BEGIN \
55 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
57 HUD_Shift(panel_pos - '1 1 0' * panel_bg_border), \
58 panel.current_panel_bg, \
59 HUD_Scale(panel_size + '1 1 0' * 2 * panel_bg_border), \
60 panel_bg_color, panel_bg_alpha, \
61 HUD_Scale('1 1 0' * BORDER_MULTIPLIER * panel_bg_border) \
65 int panel_order[REGISTRY_MAX(hud_panels)];
66 string hud_panelorder_prev;
68 bool hud_draw_maximized;
69 bool hud_panel_radar_maximized;
70 bool hud_panel_radar_mouse;
71 float hud_panel_radar_bottom;
72 bool hud_panel_radar_temp_hidden;
73 bool chat_panel_modified;
74 bool radar_panel_modified;
76 float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
77 void HUD_Radar_Hide_Maximized();
79 float HUD_GetRowCount(int item_count, vector size, float item_aspect);
80 vector HUD_Get_Num_Color(float hp, float maxvalue, bool blink);
81 void DrawNumIcon(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool isInfinite, bool icon_right_align, vector color, float theAlpha);
82 void DrawNumIcon_expanding(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool isInfinite, int icon_right_align, vector color, float theAlpha, float fadelerp);
83 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
84 vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
89 int race_CheckName(string net_name);
90 string MakeRaceString(int cp, float mytime, float theirtime, float othertime, float lapdelta, string theirname);
95 int vote_highlighted; // currently selected vote
97 int vote_active; // is there an active vote?
98 int vote_prev; // previous state of vote_active to check for a change
100 float vote_change; // "time" when vote_active changed
103 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
104 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
105 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
106 entity highlightedPanel;
107 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
109 const float BORDER_MULTIPLIER = 4;
110 int weapon_accuracy[REGISTRY_MAX(Weapons)];
112 entity complain_weapon;
113 int complain_weapon_type;
114 float complain_weapon_time;
116 PlayerScoreField ps_primary, ps_secondary;
117 int ts_primary, ts_secondary;
119 .Weapon last_switchweapon;
120 .Weapon last_activeweapon;
122 float weaponprevtime;
127 const int S_SHIFT = 1;
128 const int S_CTRL = 2;
131 float hud_fade_alpha;
133 string hud_skin_path;
134 string hud_skin_prev;
138 entity highlightedPanel_backup;
139 vector panel_pos_backup;
140 vector panel_size_backup;
142 vector panel_size_copied;
145 entityclass(HUDPanel);
146 classfield(HUDPanel) .string panel_name;
147 classfield(HUDPanel) .int panel_id;
148 classfield(HUDPanel) .vector current_panel_pos;
149 classfield(HUDPanel) .vector current_panel_size;
150 classfield(HUDPanel) .string current_panel_bg;
151 classfield(HUDPanel) .float current_panel_bg_alpha;
152 classfield(HUDPanel) .float current_panel_bg_border;
153 classfield(HUDPanel) .vector current_panel_bg_color;
154 classfield(HUDPanel) .float current_panel_bg_color_team;
155 classfield(HUDPanel) .float current_panel_bg_padding;
156 classfield(HUDPanel) .float current_panel_fg_alpha;
157 classfield(HUDPanel) .float update_time;
161 string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
162 vector panel_bg_color;
163 string panel_bg_color_str;
164 float panel_bg_color_team;
165 string panel_bg_color_team_str;
166 float panel_fg_alpha;
167 float panel_bg_alpha;
168 string panel_bg_alpha_str;
169 float panel_bg_border;
170 string panel_bg_border_str;
171 float panel_bg_padding;
172 string panel_bg_padding_str;
174 classfield(HUDPanel) .void() panel_draw;
175 classfield(HUDPanel) .void(int fh) panel_export;
177 // chat panel can be reduced / moved while the mapvote is active
178 // let know the mapvote panel about chat pos and size
182 float current_player;
184 float autocvar__menu_alpha; // updated by the menu VM, useful to tell when the menu is being drawn
186 string autocvar__hud_panelorder;
188 bool autocvar_hud_cursormode = true;
189 string autocvar_hud_dock;
190 float autocvar_hud_dock_alpha;
191 string autocvar_hud_dock_color;
192 bool autocvar_hud_dock_color_team;
193 string autocvar_hud_panel_bg;
194 float autocvar_hud_panel_bg_alpha;
195 float autocvar_hud_panel_bg_border;
196 vector autocvar_hud_panel_bg_color;
197 float autocvar_hud_panel_bg_color_team;
198 float autocvar_hud_panel_bg_padding;
199 float autocvar_hud_panel_fg_alpha;
200 string autocvar_hud_skin;
201 float autocvar_hud_progressbar_alpha;
202 float autocvar_hud_panel_update_interval;
204 float autocvar_hud_dynamic_follow;
205 float autocvar_hud_dynamic_follow_scale;
206 vector autocvar_hud_dynamic_follow_scale_xyz;
208 vector hud_dynamic_shake_realofs;
209 float hud_dynamic_shake_factor;
210 float hud_dynamic_shake_time;
212 // shared across viewmodel effects and dynamic hud code
213 vector cl_followmodel_ofs;
214 float cl_followmodel_time;
217 vector hud_scale_current = '1 1 0';
219 vector hud_shift_current = '0 0 0';
220 vector hud_scale_center;
222 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
224 .int panel_showflags;
225 const int PANEL_SHOW_MAINGAME = BIT(0); // show in the main HUD
226 const int PANEL_SHOW_MINIGAME = BIT(1); // show when minigames panels are shown
227 const int PANEL_SHOW_MAPVOTE = BIT(2); // show during map vote
228 const int PANEL_SHOW_WITH_SB = BIT(3); // show when scoreboard is on
230 .int panel_configflags;
231 const int PANEL_CONFIG_NO = 0x00;
232 const int PANEL_CONFIG_MAIN = 0x01;
233 const int PANEL_CONFIG_CANBEOFF = 0x02; // panel can be disabled (if disabled it's displayed with a low alpha)
236 // prev_* vars contain the health/armor at the previous FRAME
237 // set to -1 when player is dead or was not playing
238 int prev_health, prev_armor;
239 float health_damagetime, armor_damagetime;
240 int health_beforedamage, armor_beforedamage;
241 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
242 int old_p_health, old_p_armor;
243 float old_p_healthtime, old_p_armortime;
244 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
245 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
246 int prev_p_health, prev_p_armor;
248 void HUD_ItemsTime();
250 REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // WEAPONS
251 REGISTER_HUD_PANEL(AMMO, HUD_Ammo, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // AMMO
252 REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // POWERUPS
253 REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // HEALTHARMOR
254 REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // NOTIFY
255 REGISTER_HUD_PANEL(TIMER, HUD_Timer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // TIMER
256 REGISTER_HUD_PANEL(RADAR, HUD_Radar, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RADAR
257 REGISTER_HUD_PANEL(SCORE, HUD_Score, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // SCORE
258 REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RACETIMER
259 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
260 REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // MODICONS
261 REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PRESSEDKEYS
262 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
263 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
264 REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // INFOMESSAGES
265 REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PHYSICS
266 REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // CENTERPRINT
267 REGISTER_HUD_PANEL(MINIGAMEBOARD, HUD_MinigameBoard, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMEBOARD
268 REGISTER_HUD_PANEL(MINIGAMESTATUS, HUD_MinigameStatus, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMESTATUS
269 REGISTER_HUD_PANEL(MINIGAMEHELP, HUD_MinigameHelp, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMEHELP
270 REGISTER_HUD_PANEL(MINIGAMEMENU, HUD_MinigameMenu, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAMEMENU
271 REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, PANEL_CONFIG_NO , PANEL_SHOW_MAPVOTE ) // MAPVOTE
272 REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // ITEMSTIME
273 REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, PANEL_CONFIG_MAIN , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // QUICKMENU
274 REGISTER_HUD_PANEL(SCOREBOARD, Scoreboard_Draw, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // SCOREBOARD
275 REGISTER_HUD_PANEL(STRAFEHUD, HUD_StrafeHUD, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // STRAFEHUD
276 // always add new panels to the end of list
278 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
279 // ----------------------
280 // MACRO HELL STARTS HERE
281 // ----------------------
282 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
284 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
285 // comment on last line of macro: // we probably want to see a background in config mode at all times...
286 #define HUD_Panel_GetBg() MACRO_BEGIN \
288 if (!autocvar__hud_configure && panel_bg_str == "0") { \
291 if (panel_bg_str == "") { \
292 panel_bg_str = autocvar_hud_panel_bg; \
294 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
297 if (panel_bg_str == "0" && autocvar__hud_configure) \
298 panel_bg_alpha_str = "0"; \
299 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
300 if (precache_pic(panel_bg) == "") { \
301 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
302 if (precache_pic(panel_bg) == "") { \
303 panel_bg = strcat("gfx/hud/default/", "border_default"); \
308 strcpy(panel.current_panel_bg, panel_bg); \
311 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
312 #define HUD_Panel_GetColor() MACRO_BEGIN \
313 if ((teamplay) && panel_bg_color_team > 0) { \
314 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
315 panel_bg_color = '1 0 0' * panel_bg_color_team; \
317 panel_bg_color = myteamcolors * panel_bg_color_team; \
318 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team > 0) { \
319 panel_bg_color = '1 0 0' * panel_bg_color_team; \
321 if (panel_bg_color_str == "") { \
322 panel_bg_color = autocvar_hud_panel_bg_color; \
324 if (panel_bg_color_str == "shirt") { \
325 panel_bg_color = colormapPaletteColor(floor(entcs_GetClientColors(current_player) / 16), 0); \
326 } else if (panel_bg_color_str == "pants") { \
327 panel_bg_color = colormapPaletteColor(entcs_GetClientColors(current_player) % 16, 1); \
329 panel_bg_color = stov(panel_bg_color_str); \
335 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
336 #define HUD_Panel_GetColorTeam() MACRO_BEGIN \
337 if (panel_bg_color_team_str == "") { \
338 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
340 panel_bg_color_team = stof(panel_bg_color_team_str); \
344 // 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
345 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
346 #define HUD_Panel_GetBgAlpha() MACRO_BEGIN \
347 if (panel_bg_alpha_str == "") { \
348 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
350 panel_bg_alpha = stof(panel_bg_alpha_str); \
351 if (autocvar__hud_configure) { \
352 if (!panel_enabled) \
353 panel_bg_alpha = 0.25; \
354 else if (hud_configure_menu_open == 2 && panel == highlightedPanel) \
355 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
357 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
361 // Get value for panel_fg_alpha. Also do various minalpha checks
362 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
363 #define HUD_Panel_GetFgAlpha() MACRO_BEGIN \
364 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
365 if (autocvar__hud_configure && !panel_enabled) \
366 panel_fg_alpha = 0.25; \
369 // Get border. See comments above, it's similar.
370 #define HUD_Panel_GetBorder() MACRO_BEGIN \
371 if (panel_bg_border_str == "") { \
372 panel_bg_border = autocvar_hud_panel_bg_border; \
374 panel_bg_border = stof(panel_bg_border_str); \
378 // Get padding. See comments above, it's similar.
379 // 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
380 #define HUD_Panel_GetPadding() MACRO_BEGIN \
381 if (panel_bg_padding_str == "") { \
382 panel_bg_padding = autocvar_hud_panel_bg_padding; \
384 panel_bg_padding = stof(panel_bg_padding_str); \
386 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
389 // return smoothly faded pos and size of given panel when a dialog is active
390 // don't center too wide panels, it doesn't work with different resolutions
391 #define HUD_Panel_UpdatePosSize_ForMenu() MACRO_BEGIN \
392 vector new_size = panel_size; \
393 float max_panel_width = 0.52 * vid_conwidth; \
394 if(panel_size.x > max_panel_width) \
396 new_size.x = max_panel_width; \
397 new_size.y = panel_size.y * (new_size.x / panel_size.x); \
399 vector new_pos = vec2(panel_bg_border + 0.5 * max_panel_width, 0.5 * vid_conheight) - 0.5 * new_size; \
400 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * new_pos; \
401 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * new_size; \
404 // Scale the pos and size vectors to absolute coordinates
405 #define HUD_Panel_ScalePosSize() MACRO_BEGIN \
406 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
407 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
410 float panel_fade_alpha;
411 void HUD_Panel_LoadCvars();
413 #define Hud_Panel_GetPanelEnabled() \
414 panel_enabled = ((panel.panel_configflags & PANEL_CONFIG_CANBEOFF) \
415 ? cvar(strcat("hud_panel_", panel.panel_name)) : true)
417 #define HUD_Panel_UpdatePosSize() MACRO_BEGIN \
418 Hud_Panel_GetPanelEnabled(); \
419 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
420 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
421 HUD_Panel_ScalePosSize(); \
422 if (hud_configure_menu_open == 2 && panel == highlightedPanel) { \
423 HUD_Panel_UpdatePosSize_ForMenu(); \
425 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
426 HUD_Panel_GetBorder(); \
429 const int NOTIFY_MAX_ENTRIES = 10;
430 const float NOTIFY_ICON_MARGIN = 0.02;
434 float notify_times[NOTIFY_MAX_ENTRIES];
435 string notify_attackers[NOTIFY_MAX_ENTRIES];
436 string notify_victims[NOTIFY_MAX_ENTRIES];
437 string notify_icons[NOTIFY_MAX_ENTRIES];
439 void HUD_Notify_Push(string icon, string attacker, string victim);
441 var void HUD_ModIcons_GameType(vector pos, vector size);
442 void HUD_ModIcons_SetFunc();