X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fhud.qh;h=bbb57d91ff01686dbe7aabcbeb448f0a745d9111;hb=180cb09570fa9bc40e8747b7ef05dfbe710aff83;hp=9401c9b8f41c7cdc153d86cdc293471e246aad2b;hpb=070d139d5e21264d1ac91a6c96631c933f092861;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/hud.qh b/qcsrc/client/hud.qh index 9401c9b8f..bbb57d91f 100644 --- a/qcsrc/client/hud.qh +++ b/qcsrc/client/hud.qh @@ -1,5 +1,7 @@ float log(float f); +vector centerprint_start; + float panel_order[HUD_PANEL_NUM]; string hud_panelorder_prev; @@ -12,11 +14,14 @@ var float highlightedPanel_prev = -1; float highlightedAction; // 0 = nothing, 1 = move, 2 = resize const float BORDER_MULTIPLIER = 0.25; -float hud_color_bg_team; float scoreboard_bottom; -float weapon_hits[WEP_MAXCOUNT]; -float weapon_fired[WEP_MAXCOUNT]; -float weapon_number; +float weapon_accuracy[WEP_MAXCOUNT]; + +#define MAX_ACCURACY_LEVELS 10 +float acc_lev[MAX_ACCURACY_LEVELS]; +vector acc_col[MAX_ACCURACY_LEVELS]; +float acc_levels; +string acc_color_levels; float complain_weapon; string complain_weapon_name; @@ -28,12 +33,9 @@ float ts_primary, ts_secondary; float last_weapon; float weapontime; +float weaponprevtime; float teamnagger; -float hud_fg_alpha; -float hud_accuracy_hud; -float hud_border_thickness; -float hud_accuracy_border_thickness; float hud_configure_checkcollisions; float hud_configure_prev; @@ -43,13 +45,22 @@ const float S_SHIFT = 1; const float S_CTRL = 2; const float S_ALT = 4; -float disable_menu_alphacheck; // 0 = enable alpha check, 1 = disable for entire hud, 2 = disable for one panel -float menu_fade_alpha; +float menu_enabled; // 1 showing the entire HUD, 2 showing only the clicked panel +float menu_enabled_time; + +float hud_fade_alpha; string hud_skin_path; var vector progressbar_color; +var float highlightedPanel_backup = -1; +var vector panel_pos_backup; +var vector panel_size_backup; + +var float highlightedPanel_copied = -1; //this is good only to know if there is something copied +var vector panel_size_copied; + var float active_panel; // this panel has recently referred the UpdateCvars macro var string panel_name; var float panel_enabled; @@ -68,33 +79,24 @@ var float panel_bg_border; var string panel_bg_border_str; var float panel_bg_padding; var string panel_bg_padding_str; -var float panel_accuracy_yellow; -var float panel_accuracy_onlycurrent; -var float panel_accuracy_flip; -var float panel_accuracy_iconalign; -var float panel_accuracy_baralign; -var float panel_accuracy_info_top; -var float panel_accuracy_foreground_alpha; -var float panel_accuracy_alreadyvoted_alpha; - -var string picpath; // Because calling lots of functions in QC apparently cuts fps in half on many machines: // ---------------------- // MACRO HELL STARTS HERE // ---------------------- -// Little help for the poor people who have to make sense of this: Start from the bottom +// Little help for the poor people who have to make sense of this: Start from the bottom ;) -// TODO: shirt, pants, team colors #define HUD_Panel_GetProgressBarColor(item) \ + progressbar_color = stov(cvar_string("hud_progressbar_" #item "_color")) +#define HUD_Panel_GetProgressBarColorForString(item) \ switch(item) {\ - case "strength": progressbar_color = autocvar_hud_progressbar_strength_color; break;\ - case "shield": progressbar_color = autocvar_hud_progressbar_shield_color; break;\ - case "health": progressbar_color = autocvar_hud_progressbar_health_color; break;\ - case "armor": progressbar_color = autocvar_hud_progressbar_armor_color; break;\ - case "fuel": progressbar_color = autocvar_hud_progressbar_fuel_color; break;\ - case "nexball": progressbar_color = autocvar_hud_progressbar_nexball_color; break;\ -} + case "strength": HUD_Panel_GetProgressBarColor(strength); break;\ + case "shield": HUD_Panel_GetProgressBarColor(shield); break;\ + case "health": HUD_Panel_GetProgressBarColor(health); break;\ + case "armor": HUD_Panel_GetProgressBarColor(armor); break;\ + case "fuel": HUD_Panel_GetProgressBarColor(fuel); break;\ + case "nexball": HUD_Panel_GetProgressBarColor(nexball); break;\ +} ENDS_WITH_CURLY_BRACE // Get value for panel_bg: if "" fetch default, else use panel_bg_str // comment on last line of macro: // we probably want to see a background in config mode at all times... @@ -103,25 +105,32 @@ if(!autocvar__hud_configure && panel_bg_str == "0") {\ panel_bg = "0";\ } else {\ if(panel_bg_str == "") {\ - panel_bg = autocvar_hud_bg;\ - } else if(panel_bg_str == "0" && autocvar__hud_configure) {\ - panel_bg = "border";\ - } else {\ - panel_bg = panel_bg_str;\ + panel_bg_str = autocvar_hud_panel_bg;\ }\ - panel_bg = strcat(hud_skin_path, "/", panel_bg);\ - if(precache_pic(panel_bg) == "") {\ - panel_bg = strcat("gfx/hud/default/", "border");\ + if(panel_bg_str == "0" && !autocvar__hud_configure) {\ + panel_bg = "0";\ + } else {\ + if (panel_bg_str == "0" && autocvar__hud_configure)\ + panel_bg_alpha_str = "0";\ + panel_bg = strcat(hud_skin_path, "/", panel_bg_str);\ + if(precache_pic(panel_bg) == "") {\ + panel_bg = strcat(hud_skin_path, "/", "border_default");\ + if(precache_pic(panel_bg) == "") {\ + panel_bg = strcat("gfx/hud/default/", "border_default");\ + }\ + }\ }\ } // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector. #define HUD_Panel_GetColor()\ -if(teamplay && panel_bg_color_team) {\ +if((teamplay) && panel_bg_color_team) {\ panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(player_localentnum - 1, "colors")), 16), 1) * panel_bg_color_team;\ +} else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) {\ + panel_bg_color = '1 0 0' * panel_bg_color_team;\ } else {\ if(panel_bg_color_str == "") {\ - panel_bg_color = autocvar_hud_bg_color;\ + panel_bg_color = autocvar_hud_panel_bg_color;\ } else {\ if(panel_bg_color_str == "shirt") {\ panel_bg_color = colormapPaletteColor(floor(stof(getplayerkey(player_localentnum - 1, "colors")) / 16), 0);\ @@ -136,7 +145,7 @@ if(teamplay && panel_bg_color_team) {\ // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str #define HUD_Panel_GetColorTeam()\ if(panel_bg_color_team_str == "") {\ - panel_bg_color_team = autocvar_hud_bg_color_team;\ + panel_bg_color_team = autocvar_hud_panel_bg_color_team;\ } else {\ panel_bg_color_team = stof(panel_bg_color_team_str);\ } @@ -145,36 +154,36 @@ if(panel_bg_color_team_str == "") {\ // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel #define HUD_Panel_GetBgAlpha()\ if(panel_bg_alpha_str == "") {\ - panel_bg_alpha_str = ftos(autocvar_hud_bg_alpha);\ + panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);\ }\ panel_bg_alpha = stof(panel_bg_alpha_str);\ -if(autocvar__hud_configure && disable_menu_alphacheck == 2 && highlightedPanel == active_panel) {\ +if(autocvar__hud_configure && menu_enabled == 2 && highlightedPanel == active_panel) {\ panel_bg_alpha = (1 - autocvar__menu_alpha) * max(autocvar_hud_configure_bg_minalpha, panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\ } else if(autocvar__hud_configure) {\ panel_bg_alpha = max(autocvar_hud_configure_bg_minalpha, panel_bg_alpha);\ } if(autocvar__hud_configure && !panel_enabled) {\ panel_bg_alpha = 0.25;\ -} if(!(disable_menu_alphacheck == 2 && highlightedPanel == active_panel)) {\ - panel_bg_alpha *= menu_fade_alpha;\ +} if(!(menu_enabled == 2 && highlightedPanel == active_panel)) {\ + panel_bg_alpha *= hud_fade_alpha;\ } // Get value for panel_fg_alpha. Also do various minalpha checks // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode // comment on line 4 of macro: // don't fade this panel when showing the panel-specific menu dialog #define HUD_Panel_GetFgAlpha()\ -panel_fg_alpha = autocvar_hud_fg_alpha;\ +panel_fg_alpha = autocvar_hud_panel_fg_alpha;\ if(autocvar__hud_configure && !panel_enabled)\ panel_fg_alpha = 0.25;\ -if(!(disable_menu_alphacheck == 2 && highlightedPanel == active_panel))\ - panel_fg_alpha *= menu_fade_alpha; +if(!(menu_enabled == 2 && highlightedPanel == active_panel))\ + panel_fg_alpha *= hud_fade_alpha; // Get border. See comments above, it's similar. #define HUD_Panel_GetBorder()\ if(panel_bg_border_str == "") {\ - panel_bg_border = autocvar_hud_bg_border;\ + panel_bg_border = autocvar_hud_panel_bg_border;\ } else {\ panel_bg_border = stof(panel_bg_border_str);\ -} +} ENDS_WITH_CURLY_BRACE // Scale the pos and size vectors to absolute coordinates #define HUD_Panel_GetScaledVectors()\ @@ -187,7 +196,7 @@ panel_size_y *= vid_conheight; // 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 #define HUD_Panel_GetPadding()\ if(panel_bg_padding_str == "") {\ - panel_bg_padding = autocvar_hud_bg_padding;\ + panel_bg_padding = autocvar_hud_panel_bg_padding;\ } else {\ panel_bg_padding = stof(panel_bg_padding_str);\ }\ @@ -214,7 +223,7 @@ else\ panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_panelpos; // return smoothly faded size of given panel when a dialog is active -var vector menu_enable_maxsize; +var vector menu_enable_maxsize; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(menu_enable_maxsize); var vector menu_enable_size; #define HUD_Panel_GetMenuSize()\ menu_enable_maxsize_x = 0.3 * vid_conwidth;\ @@ -240,27 +249,26 @@ else\ // Update all common cvars of given panel name #define HUD_Panel_UpdateCvars(name) \ -panel_enabled = autocvar_hud_##name; \ -panel_pos = autocvar_hud_##name##_pos; \ -panel_size = autocvar_hud_##name##_size; \ -panel_bg_str = autocvar_hud_##name##_bg; \ -panel_bg_color_str = autocvar_hud_##name##_bg_color; \ -panel_bg_color_team_str = autocvar_hud_##name##_bg_color_team; \ -panel_bg_alpha_str = autocvar_hud_##name##_bg_alpha; \ -panel_bg_border_str = autocvar_hud_##name##_bg_border; \ -panel_bg_padding_str = autocvar_hud_##name##_bg_padding; \ +panel_enabled = autocvar_hud_panel_##name; \ +panel_pos = stov(cvar_string("hud_panel_" #name "_pos")); \ +panel_size = stov(cvar_string("hud_panel_" #name "_size")); \ +panel_bg_str = cvar_string("hud_panel_" #name "_bg"); \ +panel_bg_color_str = cvar_string("hud_panel_" #name "_bg_color"); \ +panel_bg_color_team_str = cvar_string("hud_panel_" #name "_bg_color_team"); \ +panel_bg_alpha_str = cvar_string("hud_panel_" #name "_bg_alpha"); \ +panel_bg_border_str = cvar_string("hud_panel_" #name "_bg_border"); \ +panel_bg_padding_str = cvar_string("hud_panel_" #name "_bg_padding"); \ HUD_Panel_StringVars()\ -if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\ +if(menu_enabled == 2 && active_panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ -} +} ENDS_WITH_CURLY_BRACE // Update all common cvars of given panel id #define HUD_Panel_UpdateCvarsForId(id) \ -active_panel = id; \ switch(id) { \ - case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdateCvars(weaponicons) break; \ - case HUD_PANEL_INVENTORY: HUD_Panel_UpdateCvars(inventory) break; \ + case HUD_PANEL_WEAPONS: HUD_Panel_UpdateCvars(weapons) break; \ + case HUD_PANEL_AMMO: HUD_Panel_UpdateCvars(ammo) break; \ case HUD_PANEL_POWERUPS: HUD_Panel_UpdateCvars(powerups) break; \ case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdateCvars(healtharmor) break; \ case HUD_PANEL_NOTIFY: HUD_Panel_UpdateCvars(notify) break; \ @@ -277,21 +285,21 @@ switch(id) { \ } #define HUD_Panel_UpdatePosSize(name) \ -panel_pos = autocvar_hud_##name##_pos; \ -panel_size = autocvar_hud_##name##_size; \ +panel_pos = stov(cvar_string("hud_panel_" #name "_pos")); \ +panel_size = stov(cvar_string("hud_panel_" #name "_size")); \ HUD_Panel_GetScaledVectors()\ -if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\ +if(menu_enabled == 2 && active_panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ }\ -panel_bg_border_str = autocvar_hud_##name##_bg_border; \ +panel_bg_border_str = cvar_string("hud_panel_" #name "_bg_border"); \ HUD_Panel_GetBorder() // Update pos and size of given panel id #define HUD_Panel_UpdatePosSizeForId(id) \ switch(id) { \ - case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdatePosSize(weaponicons) break;\ - case HUD_PANEL_INVENTORY: HUD_Panel_UpdatePosSize(inventory) break;\ + case HUD_PANEL_WEAPONS: HUD_Panel_UpdatePosSize(weapons) break;\ + case HUD_PANEL_AMMO: HUD_Panel_UpdatePosSize(ammo) break;\ case HUD_PANEL_POWERUPS: HUD_Panel_UpdatePosSize(powerups) break;\ case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdatePosSize(healtharmor) break;\ case HUD_PANEL_NOTIFY: HUD_Panel_UpdatePosSize(notify) break;\