// allow saving cvars that aesthetically change the panel into hud skin files
}
+vector HUD_Timer_Color(float timeleft)
+{
+ if(timeleft <= 60)
+ return '1 0 0'; // red
+ else if(timeleft <= 300)
+ return '1 1 0'; // yellow
+ else
+ return '1 1 1'; // white
+}
+
+float HUD_Timer_TimeElapsed(float curtime, float starttime)
+{
+ float time_elapsed = curtime - starttime;
+ if (!autocvar_hud_panel_timer_unbound)
+ time_elapsed = max(0, time_elapsed);
+ return floor(time_elapsed);
+}
+
+float HUD_Timer_TimeLeft(float curtime, float starttime, float timelimit)
+{
+ float timeleft = timelimit + starttime - curtime;
+ if (!autocvar_hud_panel_timer_unbound)
+ timeleft = bound(0, timeleft, timelimit);
+ return ceil(timeleft);
+}
+
void HUD_Timer()
{
if(!autocvar__hud_configure)
HUD_Scale_Enable();
else
HUD_Scale_Disable();
- HUD_Panel_DrawBg();
if(panel_bg_padding)
{
pos += '1 1 0' * panel_bg_padding;
mySize -= '2 2 0' * panel_bg_padding;
}
- string timer_sub = "";
- float timelimit, timeleft, minutesLeft, overtimes, timeout_last;
-
- timelimit = STAT(TIMELIMIT);
- overtimes = STAT(OVERTIMESADDED);
- timeout_last = STAT(TIMEOUT_LAST);
+ string timer;
+ string subtimer = string_null;
+ string subtext = string_null;
+ float curtime, timelimit, timeleft;
+ vector timer_size, subtext_size, subtimer_size;
+ vector timer_color = '1 1 1';
+ vector subtimer_color = '1 1 1';
+ bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME));
+ float timeout_last = STAT(TIMEOUT_LAST);
+
+ // Use real or frozen time and get the time limit
+ if(intermission_time)
+ curtime = intermission_time;
+ else if(timeout_last)
+ curtime = timeout_last;
+ else
+ curtime = time;
- if (autocvar_hud_panel_timer_unbound){
- timeleft = max(0, timelimit * 60 + STAT(GAMESTARTTIME) - time);
- } else {
- timeleft = bound(0, timelimit * 60 + STAT(GAMESTARTTIME) - time, timelimit * 60);
+ if(warmup_stage)
+ {
+ timelimit = STAT(WARMUP_TIMELIMIT);
+ if(timelimit == 0)
+ timelimit = STAT(TIMELIMIT) * 60;
+ }
+ else
+ {
+ timelimit = STAT(TIMELIMIT) * 60;
}
- timeleft = ceil(timeleft);
+
+ // Calculate time left
+ timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
+
+ // Timer color
+ if(!intermission_time && !warmup_stage && timelimit > 0)
+ timer_color = HUD_Timer_Color(timeleft);
// countdown sound
// if 3 use server dictated option, otherwise the client's
else
countdown_type = autocvar_cl_timer_countdown;
- if(countdown_type && !warmup_stage && timeleft > 0 && timeleft != last_timeleft && timeleft <= 10)
+ if(countdown_type && !warmup_stage && timeleft > 0 && timeleft != last_timeleft && timeleft <= 10 && !intermission_time)
{
if(countdown_type == 1 || (countdown_type == 2 && spectatee_status))
sound(NULL, CH_INFO, SND_ENDCOUNT, VOL_BASE, ATTN_NONE);
last_timeleft = timeleft;
}
- minutesLeft = floor(timeleft / 60);
+ // Timer text
+ if (autocvar_hud_panel_timer_increment || timelimit <= 0)
+ timer = seconds_tostring(HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME)));
+ else
+ timer = seconds_tostring(timeleft);
- float warmup_timeleft = 0;
- if(warmup_stage)
+ // Secondary timer for round-based game modes
+ if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary)
{
- float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
- if(warmup_timelimit > 0)
- warmup_timeleft = max(0, warmup_timelimit - time + STAT(GAMESTARTTIME));
- else if(warmup_timelimit == 0)
- warmup_timeleft = timeleft;
- warmup_timeleft = ceil(warmup_timeleft);
- }
+ if(STAT(ROUNDSTARTTIME) == -1) {
+ // Round can't start
+ subtimer = "--:--";
+ subtimer_color = '1 0 0';
+ } else {
+ float round_curtime, round_timelimit, round_timeleft;
- vector timer_color;
- if(intermission_time || minutesLeft >= 5 || warmup_stage || timelimit == 0)
- timer_color = '1 1 1'; //white
- else if(minutesLeft >= 1)
- timer_color = '1 1 0'; //yellow
- else
- timer_color = '1 0 0'; //red
-
- if (intermission_time) {
- timer = max(0, floor(intermission_time - STAT(GAMESTARTTIME)));
- timer_sub = "Intermission";
- } else if (timeout_last) {
- if(autocvar_hud_panel_timer_increment)
- timer = max(0, floor(timeout_last - STAT(GAMESTARTTIME)));
- else
- timer = ceil(max(0, timelimit * 60 + STAT(GAMESTARTTIME) - timeout_last));
- timer_sub = "Timeout";
- } else if (autocvar_hud_panel_timer_increment || timelimit == 0) {
- // Time elapsed timer
- if((warmup_stage && warmup_timeleft <= 0) || time < STAT(GAMESTARTTIME))
- timer = 0;
- else
- timer = floor(time - STAT(GAMESTARTTIME));
- } else {
- // Time left timer
- if(warmup_stage) {
- if(warmup_timeleft <= 0)
- timer = floor(timelimit * 60);
+ // Use real or frozen time and get the time limit
+ round_curtime = (game_stopped_time ? game_stopped_time : time);
+ round_timelimit = STAT(ROUND_TIMELIMIT);
+
+ // Calculate time left
+ round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit);
+
+ // Subtimer color
+ if(!intermission_time && round_timelimit > 0)
+ subtimer_color = HUD_Timer_Color(round_timeleft);
+
+ // Subtimer text
+ if (autocvar_hud_panel_timer_increment || round_timelimit <= 0)
+ subtimer = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME)));
else
- timer = warmup_timeleft;
- } else {
- timer = timeleft;
+ subtimer = seconds_tostring(round_timeleft);
}
}
-
- if(warmup_stage)
- timer_sub = "Warmup";
+
+ // Subtext
+ int overtimes = STAT(OVERTIMES);
+
+ if(warmup_stage || autocvar__hud_configure)
+ subtext = _("Warmup");
+ else if(STAT(TIMEOUT_STATUS) == 2)
+ subtext = _("Timeout");
+ else if (overtimes == -1)
+ subtext = _("Sudden Death");
else if(overtimes == 1)
- timer_sub = "Overtime";
- else if (overtimes > 1)
- timer_sub = sprintf("Overtime #%d", overtimes);
-
- drawstring_aspect(pos, seconds_tostring(timer), mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
-
- if(timer_sub != "") {
- pos.y += mySize.y;
- mySize.y = mySize.y / 2;
- drawstring_aspect(pos, timer_sub, mySize, '1 0 0', panel_fg_alpha, DRAWFLAG_NORMAL);
+ subtext = _("Overtime");
+ else if (overtimes >= 2)
+ subtext = sprintf(_("Overtime #%d"), overtimes);
+
+ subtext_size = vec2(mySize.x, mySize.y / 3);
+ timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
+ subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
+
+ panel_size.y -= subtext_size.y;
+ HUD_Panel_DrawBg();
+
+ if(subtimer) {
+ float subtimer_padding = subtimer_size.y / 5;
+ timer_size.x -= subtimer_size.x;
+ drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer : subtimer), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
}
+ drawstring_aspect(pos, (swap ? subtimer : timer), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ if(subtext)
+ drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);
+
draw_endBoldFont();
}