4 #include "../../dpdefs/keycodes.qh"
6 // Get a square in the center of the avaliable area
7 // \note macro to pass by reference pos and mySize
8 #define minigame_hud_fitsqare(pos, mySize) \
9 if ( mySize##_x > mySize##_y ) \
11 pos##_x += (mySize##_x-mySize##_y)/2; \
12 mySize##_x = mySize##_y; \
16 pos##_y += (mySize##_y-mySize##_x)/2; \
17 mySize##_x = mySize##_x; \
19 if(panel_bg_padding) \
21 pos += '1 1 0' * panel_bg_padding; \
22 mySize -= '2 2 0' * panel_bg_padding; \
25 // Get position and size of a panel
26 // \note macro to pass by reference pos and mySize
27 #define minigame_hud_panelarea(pos, mySize, panelID) \
28 pos = stov(cvar_string(strcat("hud_panel_", HUD_PANEL(panelID).panel_name, "_pos"))); \
29 mySize = stov(cvar_string(strcat("hud_panel_", HUD_PANEL(panelID).panel_name, "_size"))); \
30 pos##_x *= vid_conwidth; pos##_y *= vid_conheight; \
31 mySize##_x *= vid_conwidth; mySize##_y *= vid_conheight;
33 // draw a panel border and the given texture
34 void minigame_hud_simpleboard(vector pos, vector mySize, string board_texture);
36 // Normalize (2D vector) v to relative coordinate inside pos mySize
37 vector minigame_hud_normalize(vector v, vector pos, vector mySize);
39 // De-normalize (2D vector) v from relative coordinate inside pos mySize
40 vector minigame_hud_denormalize(vector v, vector pos, vector mySize);
42 // De-normalize (2D vector) v from relative size inside pos mySize
43 vector minigame_hud_denormalize_size(vector v, vector pos, vector mySize);
45 // Check if the mouse is inside the given area
46 bool minigame_hud_mouse_in(vector pos, vector sz);
48 // Like drawstring, but wrapping words to fit maxwidth
49 // returns the size of the drawn area
50 // align selects the string alignment (0 = left, 0.5 = center, 1 = right)
51 vector minigame_drawstring_wrapped( float maxwidth, vector pos, string text,
52 vector fontsize, vector color, float theAlpha, int drawflags, float align );
54 // Like drawcolorcodedstring, but wrapping words to fit maxwidth
55 // returns the size of the drawn area
56 // align selects the string alignment (0 = left, 0.5 = center, 1 = right)
57 vector minigame_drawcolorcodedstring_wrapped( float maxwidth, vector pos,
58 string text, vector fontsize, float theAlpha, int drawflags, float align );
60 // Like drawstring but truncates the text to fit maxwidth
61 void minigame_drawstring_trunc(float maxwidth, vector pos, string text,
62 vector fontsize, vector color, float theAlpha, int drawflags );
64 // Like drawcolorcodedstring but truncates the text to fit maxwidth
65 void minigame_drawcolorcodedstring_trunc(float maxwidth, vector pos, string text,
66 vector fontsize, float theAlpha, int drawflags );
68 // like drawpic but pos represent the center rather than the topleft corner
69 void minigame_drawpic_centered( vector pos, string texture, vector sz,
70 vector color, float thealpha, int drawflags );
72 // Get full path of a minigame texture
73 string minigame_texture(string name);
75 // For minigame descriptors: hud function for the game board
76 .void(vector pos, vector size) minigame_hud_board;
77 // For minigame descriptors: hud function for the game status
78 .void(vector pos, vector size) minigame_hud_status;
79 // For minigame_player: player server slot, don't use for anything else
80 .float minigame_playerslot;
82 // client-side minigame session cleanup
83 void deactivate_minigame();
85 // Currently active minigame session
86 entity active_minigame;
87 // minigame_player representing this client
90 // Whethere there's an active minigame
91 float minigame_isactive()
93 return active_minigame != world;
96 // Execute a minigame command
97 #define minigame_cmd(...) minigame_cmd_workaround(0,__VA_ARGS__)
98 void minigame_cmd_workaround(float dummy, string...cmdargc);
100 // Read a minigame entity from the server
101 void ent_read_minigame();
103 // Prompt the player to play in the current minigame
104 // (ie: it's their turn and they should get back to the minigame)
105 void minigame_prompt();
107 float HUD_MinigameMenu_IsOpened();
108 void HUD_MinigameMenu_Close();
109 float HUD_Minigame_Showpanels();
110 // Adds a game-specific entry to the menu
111 void HUD_MinigameMenu_CustomEntry(entity parent, string message, string event_arg);
114 #define FOREACH_MINIGAME_ENTITY(entityvar) \
116 while( (entityvar = findentity(entityvar,owner,active_minigame)) )
119 void RegisterMinigames();
120 const int MINIGAMES_MAX = 24;
121 entity MINIGAMES[MINIGAMES_MAX], MINIGAMES_first, MINIGAMES_last;
123 #define REGISTER_MINIGAME(name,nicename) \
124 REGISTER(RegisterMinigames, MINIGAME, MINIGAMES, MINIGAMES_COUNT, name, m_id, spawn()); \
125 void name##_hud_board(vector, vector); \
126 void name##_hud_status(vector, vector); \
127 int name##_client_event(entity, string, ...); \
128 REGISTER_INIT_POST(MINIGAME, name) { \
129 this.classname = "minigame_descriptor"; \
130 this.netname = strzone(strtolower(#name)); \
131 this.message = nicename; \
132 this.minigame_hud_board = name##_hud_board; \
133 this.minigame_hud_status = name##_hud_status; \
134 this.minigame_event = name##_client_event; \
136 REGISTER_INIT(MINIGAME, name)
137 REGISTER_REGISTRY(RegisterMinigames)