3 #include <common/weapons/all.qh>
5 bool HUD_Radar_Clickable();
6 void HUD_Radar_Mouse();
8 REGISTRY(hud_panels, BITS(6))
9 #define hud_panels_from(i) _hud_panels_from(i, NULL)
10 REGISTER_REGISTRY(hud_panels)
12 #define REGISTER_HUD_PANEL(id, draw_func, name, configflags, showflags) \
14 REGISTER(hud_panels, HUD_PANEL, id, m_id, new_pure(hud_panel)) { \
15 this.panel_id = this.m_id; \
16 this.panel_draw = draw_func; \
17 this.panel_name = #name; \
18 this.panel_configflags = configflags; \
19 this.panel_showflags = showflags; \
22 #define HUD_PANEL(NAME) HUD_PANEL_##NAME
24 // draw the background/borders
25 #define HUD_Panel_DrawBg(theAlpha) MACRO_BEGIN { \
26 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
27 draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel.current_panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER));\
30 int panel_order[hud_panels_MAX];
31 string hud_panelorder_prev;
33 bool hud_draw_maximized;
34 bool hud_panel_radar_maximized;
35 bool hud_panel_radar_mouse;
36 float hud_panel_radar_bottom;
37 bool hud_panel_radar_temp_hidden;
38 bool chat_panel_modified;
39 bool radar_panel_modified;
41 float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
42 void HUD_Radar_Hide_Maximized();
50 int vote_highlighted; // currently selected vote
52 int vote_active; // is there an active vote?
53 int vote_prev; // previous state of vote_active to check for a change
55 float vote_change; // "time" when vote_active changed
57 float hud_panel_quickmenu;
60 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
61 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
62 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
63 entity highlightedPanel;
64 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
66 const float BORDER_MULTIPLIER = 0.25;
67 float scoreboard_bottom;
68 int weapon_accuracy[Weapons_MAX];
71 float complain_weapon_type;
72 float complain_weapon_time;
74 int ps_primary, ps_secondary;
75 int ts_primary, ts_secondary;
77 Weapon last_switchweapon;
78 Weapon last_activeweapon;
84 float hud_configure_checkcollisions;
85 float hud_configure_prev;
86 vector hud_configure_gridSize;
87 vector hud_configure_realGridSize;
90 const int S_SHIFT = 1;
94 float menu_enabled; // 1 showing the entire HUD, 2 showing only the clicked panel
103 entity highlightedPanel_backup;
104 vector panel_pos_backup;
105 vector panel_size_backup;
107 vector panel_size_copied;
110 entityclass(HUDPanel);
111 class(HUDPanel) .string panel_name;
112 class(HUDPanel) .int panel_id;
113 class(HUDPanel) .vector current_panel_pos;
114 class(HUDPanel) .vector current_panel_size;
115 class(HUDPanel) .string current_panel_bg;
116 class(HUDPanel) .float current_panel_bg_alpha;
117 class(HUDPanel) .float current_panel_bg_border;
118 class(HUDPanel) .vector current_panel_bg_color;
119 class(HUDPanel) .float current_panel_bg_color_team;
120 class(HUDPanel) .float current_panel_bg_padding;
121 class(HUDPanel) .float current_panel_fg_alpha;
122 class(HUDPanel) .float update_time;
126 string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
127 vector panel_bg_color;
128 string panel_bg_color_str;
129 float panel_bg_color_team;
130 string panel_bg_color_team_str;
131 float panel_fg_alpha;
132 float panel_bg_alpha;
133 string panel_bg_alpha_str;
134 float panel_bg_border;
135 string panel_bg_border_str;
136 float panel_bg_padding;
137 string panel_bg_padding_str;
139 class(HUDPanel) .void() panel_draw;
141 // chat panel can be reduced / moved while the mapvote is active
142 // let know the mapvote panel about chat pos and size
146 float current_player;
148 float stringwidth_colors(string s, vector theSize);
149 float stringwidth_nocolors(string s, vector theSize);
150 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
152 .int panel_showflags;
153 const int PANEL_SHOW_NEVER = 0x00;
154 const int PANEL_SHOW_MAINGAME = 0x01;
155 const int PANEL_SHOW_MINIGAME = 0x02;
156 const int PANEL_SHOW_MAPVOTE = 0x04;
157 const int PANEL_SHOW_ALWAYS = 0xff;
158 bool HUD_Panel_CheckFlags(int showflags);
160 .int panel_configflags;
161 const int PANEL_CONFIG_NO = 0x00;
162 const int PANEL_CONFIG_MAIN = 0x01;
165 // prev_* vars contain the health/armor at the previous FRAME
166 // set to -1 when player is dead or was not playing
167 int prev_health, prev_armor;
168 float health_damagetime, armor_damagetime;
169 int health_beforedamage, armor_beforedamage;
170 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
171 int old_p_health, old_p_armor;
172 float old_p_healthtime, old_p_armortime;
173 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
174 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
175 int prev_p_health, prev_p_armor;
177 void HUD_ItemsTime();
179 REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, weapons, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
180 REGISTER_HUD_PANEL(AMMO, HUD_Ammo, ammo, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
181 REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, powerups, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
182 REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, healtharmor, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
183 REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, notify, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
184 REGISTER_HUD_PANEL(TIMER, HUD_Timer, timer, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
185 REGISTER_HUD_PANEL(RADAR, HUD_Radar, radar, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
186 REGISTER_HUD_PANEL(SCORE, HUD_Score, score, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
187 REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, racetimer, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
188 REGISTER_HUD_PANEL(VOTE, HUD_Vote, vote, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
189 REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, modicons, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
190 REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, pressedkeys, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
191 REGISTER_HUD_PANEL(CHAT, HUD_Chat, chat, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
192 REGISTER_HUD_PANEL(ENGINEINFO, HUD_EngineInfo, engineinfo, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
193 REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, infomessages, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
194 REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, physics, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
195 REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, centerprint, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
196 REGISTER_HUD_PANEL(MINIGAME_BOARD, HUD_MinigameBoard, minigameboard, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
197 REGISTER_HUD_PANEL(MINIGAME_STATUS, HUD_MinigameStatus, minigamestatus, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
198 REGISTER_HUD_PANEL(MINIGAME_HELP, HUD_MinigameHelp, minigamehelp, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
199 REGISTER_HUD_PANEL(MINIGAME_MENU, HUD_MinigameMenu, minigamemenu, PANEL_CONFIG_NO , PANEL_SHOW_ALWAYS )
200 REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, mapvote, PANEL_CONFIG_NO , PANEL_SHOW_MAPVOTE )
201 REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, itemstime, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
202 REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, quickmenu, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
203 // always add new panels to the end of list
205 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
206 // ----------------------
207 // MACRO HELL STARTS HERE
208 // ----------------------
209 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
211 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
212 // comment on last line of macro: // we probably want to see a background in config mode at all times...
213 #define HUD_Panel_GetBg() MACRO_BEGIN { \
215 if (!autocvar__hud_configure && panel_bg_str == "0") { \
218 if (panel_bg_str == "") { \
219 panel_bg_str = autocvar_hud_panel_bg; \
221 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
224 if (panel_bg_str == "0" && autocvar__hud_configure) \
225 panel_bg_alpha_str = "0"; \
226 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
227 if (precache_pic(panel_bg) == "") { \
228 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
229 if (precache_pic(panel_bg) == "") { \
230 panel_bg = strcat("gfx/hud/default/", "border_default"); \
235 if (panel.current_panel_bg) \
236 strunzone(panel.current_panel_bg); \
237 panel.current_panel_bg = strzone(panel_bg); \
240 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
241 #define HUD_Panel_GetColor() MACRO_BEGIN { \
242 if ((teamplay) && panel_bg_color_team) { \
243 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
244 panel_bg_color = '1 0 0' * panel_bg_color_team; \
246 panel_bg_color = myteamcolors * panel_bg_color_team; \
247 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) { \
248 panel_bg_color = '1 0 0' * panel_bg_color_team; \
250 if (panel_bg_color_str == "") { \
251 panel_bg_color = autocvar_hud_panel_bg_color; \
253 if (panel_bg_color_str == "shirt") { \
254 panel_bg_color = colormapPaletteColor(floor(stof(getplayerkeyvalue(current_player, "colors")) / 16), 0); \
255 } else if (panel_bg_color_str == "pants") { \
256 panel_bg_color = colormapPaletteColor(stof(getplayerkeyvalue(current_player, "colors")) % 16, 1); \
258 panel_bg_color = stov(panel_bg_color_str); \
264 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
265 #define HUD_Panel_GetColorTeam() MACRO_BEGIN { \
266 if (panel_bg_color_team_str == "") { \
267 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
269 panel_bg_color_team = stof(panel_bg_color_team_str); \
273 // 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
274 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
275 #define HUD_Panel_GetBgAlpha() MACRO_BEGIN { \
276 if (panel_bg_alpha_str == "") { \
277 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
279 panel_bg_alpha = stof(panel_bg_alpha_str); \
280 if (autocvar__hud_configure) { \
281 if (!panel_enabled) \
282 panel_bg_alpha = 0.25; \
283 else if (menu_enabled == 2 && panel == highlightedPanel) \
284 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
286 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
290 // Get value for panel_fg_alpha. Also do various minalpha checks
291 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
292 #define HUD_Panel_GetFgAlpha() MACRO_BEGIN { \
293 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
294 if (autocvar__hud_configure && !panel_enabled) \
295 panel_fg_alpha = 0.25; \
298 // Get border. See comments above, it's similar.
299 #define HUD_Panel_GetBorder() MACRO_BEGIN { \
300 if (panel_bg_border_str == "") { \
301 panel_bg_border = autocvar_hud_panel_bg_border; \
303 panel_bg_border = stof(panel_bg_border_str); \
307 // Get padding. See comments above, it's similar.
308 // 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
309 #define HUD_Panel_GetPadding() MACRO_BEGIN { \
310 if (panel_bg_padding_str == "") { \
311 panel_bg_padding = autocvar_hud_panel_bg_padding; \
313 panel_bg_padding = stof(panel_bg_padding_str); \
315 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
318 // return smoothly faded pos and size of given panel when a dialog is active
319 // don't center too wide panels, it doesn't work with different resolutions
320 #define HUD_Panel_UpdatePosSize_ForMenu() MACRO_BEGIN { \
321 vector menu_enable_size = panel_size; \
322 float max_panel_width = 0.52 * vid_conwidth; \
323 if(panel_size.x > max_panel_width) \
325 menu_enable_size.x = max_panel_width; \
326 menu_enable_size.y = panel_size.y * (menu_enable_size.x / panel_size.x); \
328 vector menu_enable_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * menu_enable_size; \
329 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_pos; \
330 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
333 // Scale the pos and size vectors to absolute coordinates
334 #define HUD_Panel_ScalePosSize() MACRO_BEGIN { \
335 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
336 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
339 // NOTE: in hud_configure mode cvars must be reloaded every frame
340 #define HUD_Panel_UpdateCvars() MACRO_BEGIN { \
341 if (panel.update_time <= time) { \
342 if (autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
343 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
344 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
345 HUD_Panel_ScalePosSize(); \
346 panel_bg_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg")); \
347 panel_bg_color_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color")); \
348 panel_bg_color_team_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color_team")); \
349 panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
350 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
351 panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
353 if (panel.current_panel_bg != "0") { \
354 HUD_Panel_GetColorTeam(); \
355 HUD_Panel_GetColor(); \
356 HUD_Panel_GetBgAlpha(); \
357 HUD_Panel_GetBorder(); \
359 HUD_Panel_GetFgAlpha(); \
360 HUD_Panel_GetPadding(); \
361 panel.current_panel_bg_alpha = panel_bg_alpha; \
362 panel.current_panel_fg_alpha = panel_fg_alpha; \
363 if (menu_enabled == 2 && panel == highlightedPanel) { \
364 HUD_Panel_UpdatePosSize_ForMenu(); \
366 panel_bg_alpha *= hud_fade_alpha; \
367 panel_fg_alpha *= hud_fade_alpha; \
369 panel.current_panel_pos = panel_pos; \
370 panel.current_panel_size = panel_size; \
371 panel.current_panel_bg_border = panel_bg_border; \
372 panel.current_panel_bg_color = panel_bg_color; \
373 panel.current_panel_bg_color_team = panel_bg_color_team; \
374 panel.current_panel_bg_padding = panel_bg_padding; \
375 panel.update_time = (autocvar__hud_configure) ? time : time + autocvar_hud_panel_update_interval; \
377 panel_pos = panel.current_panel_pos; \
378 panel_size = panel.current_panel_size; \
379 panel_bg_alpha = panel.current_panel_bg_alpha * hud_fade_alpha; \
380 panel_bg_border = panel.current_panel_bg_border; \
381 panel_bg_color = panel.current_panel_bg_color; \
382 panel_bg_color_team = panel.current_panel_bg_color_team; \
383 panel_bg_padding = panel.current_panel_bg_padding; \
384 panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
388 #define HUD_Panel_UpdatePosSize() MACRO_BEGIN { \
389 panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
390 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
391 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
392 HUD_Panel_ScalePosSize(); \
393 if (menu_enabled == 2 && panel == highlightedPanel) { \
394 HUD_Panel_UpdatePosSize_ForMenu(); \
396 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
397 HUD_Panel_GetBorder(); \
400 const int NOTIFY_MAX_ENTRIES = 10;
401 const float NOTIFY_ICON_MARGIN = 0.02;
405 float notify_times[NOTIFY_MAX_ENTRIES];
406 string notify_attackers[NOTIFY_MAX_ENTRIES];
407 string notify_victims[NOTIFY_MAX_ENTRIES];
408 string notify_icons[NOTIFY_MAX_ENTRIES];
410 void HUD_Notify_Push(string icon, string attacker, string victim);
412 var void HUD_ModIcons_GameType(vector pos, vector size);
413 void HUD_ModIcons_SetFunc();