3 // Get a square in the center of the avaliable area
4 // \note macro to pass by reference pos and mySize
5 #define minigame_hud_fitsqare(pos, mySize) \
6 if ( mySize##_x > mySize##_y ) \
8 pos##_x += (mySize##_x-mySize##_y)/2; \
9 mySize##_x = mySize##_y; \
13 pos##_y += (mySize##_y-mySize##_x)/2; \
14 mySize##_x = mySize##_x; \
16 if(panel_bg_padding) \
18 pos += '1 1 0' * panel_bg_padding; \
19 mySize -= '2 2 0' * panel_bg_padding; \
22 // Get position and size of a panel
23 // \note macro to pass by reference pos and mySize
24 #define minigame_hud_panelarea(pos, mySize, panelID) \
25 pos = stov(cvar_string(strcat("hud_panel_", HUD_PANEL(panelID).panel_name, "_pos"))); \
26 mySize = stov(cvar_string(strcat("hud_panel_", HUD_PANEL(panelID).panel_name, "_size"))); \
27 pos##_x *= vid_conwidth; pos##_y *= vid_conheight; \
28 mySize##_x *= vid_conwidth; mySize##_y *= vid_conheight;
30 // draw a panel border and the given texture
31 void minigame_hud_simpleboard(vector pos, vector mySize, string board_texture);
33 // Normalize (2D vector) v to relative coordinate inside pos mySize
34 vector minigame_hud_normalize(vector v, vector pos, vector mySize);
36 // De-normalize (2D vector) v from relative coordinate inside pos mySize
37 vector minigame_hud_denormalize(vector v, vector pos, vector mySize);
39 // De-normalize (2D vector) v from relative size inside pos mySize
40 vector minigame_hud_denormalize_size(vector v, vector pos, vector mySize);
42 // Check if the mouse is inside the given area
43 bool minigame_hud_mouse_in(vector pos, vector sz);
45 // Like drawstring, but wrapping words to fit maxwidth
46 // returns the size of the drawn area
47 // align selects the string alignment (0 = left, 0.5 = center, 1 = right)
48 vector minigame_drawstring_wrapped( float maxwidth, vector pos, string text,
49 vector fontsize, vector color, float theAlpha, int drawflags, float align );
51 // Like drawcolorcodedstring, but wrapping words to fit maxwidth
52 // returns the size of the drawn area
53 // align selects the string alignment (0 = left, 0.5 = center, 1 = right)
54 vector minigame_drawcolorcodedstring_wrapped( float maxwidth, vector pos,
55 string text, vector fontsize, float theAlpha, int drawflags, float align );
57 // Like drawstring but truncates the text to fit maxwidth
58 void minigame_drawstring_trunc(float maxwidth, vector pos, string text,
59 vector fontsize, vector color, float theAlpha, int drawflags );
61 // Like drawcolorcodedstring but truncates the text to fit maxwidth
62 void minigame_drawcolorcodedstring_trunc(float maxwidth, vector pos, string text,
63 vector fontsize, float theAlpha, int drawflags );
65 // like drawpic but pos represent the center rather than the topleft corner
66 void minigame_drawpic_centered( vector pos, string texture, vector sz,
67 vector color, float thealpha, int drawflags );
69 // Get full path of a minigame texture
70 string minigame_texture(string name);
72 // For minigame descriptors: hud function for the game board
73 .void(vector pos, vector size) minigame_hud_board;
74 // For minigame descriptors: hud function for the game status
75 .void(vector pos, vector size) minigame_hud_status;
76 // For minigame_player: player server slot, don't use for anything else
77 .float minigame_playerslot;
79 // client-side minigame session cleanup
80 void deactivate_minigame();
82 // Currently active minigame session
83 entity active_minigame;
84 // minigame_player representing this client
87 // Execute a minigame command
88 #define minigame_cmd(...) minigame_cmd_workaround(0,__VA_ARGS__)
89 void minigame_cmd_workaround(float dummy, string...cmdargc);
91 // Prompt the player to play in the current minigame
92 // (ie: it's their turn and they should get back to the minigame)
93 void minigame_prompt();
95 float HUD_MinigameMenu_IsOpened();
96 void HUD_MinigameMenu_Close(entity this, entity actor, entity trigger);
98 // Adds a game-specific entry to the menu
99 void HUD_MinigameMenu_CustomEntry(entity parent, string message, string event_arg);
102 #define FOREACH_MINIGAME_ENTITY(entityvar) \
104 while( (entityvar = findentity(entityvar,owner,active_minigame)) )
107 REGISTRY(Minigames, BITS(4))
108 #define Minigames_from(i) _Minigames_from(i, NULL)
109 REGISTER_REGISTRY(Minigames)
110 REGISTRY_CHECK(Minigames)
111 #define REGISTER_MINIGAME(name,nicename) \
112 REGISTER(Minigames, MINIGAME_##name, m_id, new_pure(minigame_descriptor)); \
113 void name##_hud_board(vector, vector); \
114 void name##_hud_status(vector, vector); \
115 int name##_client_event(entity, string, ...); \
116 REGISTER_INIT(MINIGAME_##name) { \
117 this.netname = strzone(strtolower(#name)); \
118 this.message = nicename; \
119 this.minigame_hud_board = name##_hud_board; \
120 this.minigame_hud_status = name##_hud_status; \
121 this.minigame_event = name##_client_event; \
123 REGISTER_INIT(MINIGAME_##name)