4 #include "../common/weapons/all.qh"
6 bool HUD_Radar_Clickable();
7 void HUD_Radar_Mouse();
9 REGISTRY(hud_panels, 24)
10 REGISTER_REGISTRY(Registerhud_panels)
12 #define REGISTER_HUD_PANEL(id, draw_func, name, showflags) \
14 REGISTER(Registerhud_panels, HUD_PANEL, hud_panels, id, m_id, new(hud_panel)) { \
15 this.panel_id = this.m_id; \
16 this.panel_draw = draw_func; \
17 this.panel_name = #name; \
18 this.panel_showflags = showflags; \
21 #define HUD_PANEL(NAME) HUD_PANEL_##NAME
23 // draw the background/borders
24 #define HUD_Panel_DrawBg(theAlpha) do { \
25 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
26 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));\
29 int panel_order[hud_panels_MAX];
30 string hud_panelorder_prev;
32 bool hud_draw_maximized;
33 bool hud_panel_radar_maximized;
34 bool hud_panel_radar_mouse;
35 float hud_panel_radar_bottom;
36 bool hud_panel_radar_temp_hidden;
37 bool chat_panel_modified;
38 bool radar_panel_modified;
40 float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
41 void HUD_Radar_Hide_Maximized();
43 void HUD_Reset (void);
49 int vote_highlighted; // currently selected vote
51 int vote_active; // is there an active vote?
52 int vote_prev; // previous state of vote_active to check for a change
54 float vote_change; // "time" when vote_active changed
56 float hud_panel_quickmenu;
59 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
60 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
61 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
62 entity highlightedPanel;
63 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
65 const float BORDER_MULTIPLIER = 0.25;
66 float scoreboard_bottom;
67 int weapon_accuracy[Weapons_MAX];
70 string complain_weapon_name;
71 float complain_weapon_type;
72 float complain_weapon_time;
74 int ps_primary, ps_secondary;
75 int ts_primary, ts_secondary;
77 int last_switchweapon;
78 int 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 float GetPlayerColorForce(int i);
151 int GetPlayerColor(int i);
152 string GetPlayerName(int i);
153 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
155 .int panel_showflags;
156 const int PANEL_SHOW_NEVER = 0x00;
157 const int PANEL_SHOW_MAINGAME = 0x01;
158 const int PANEL_SHOW_MINIGAME = 0x02;
159 const int PANEL_SHOW_ALWAYS = 0xff;
160 bool HUD_Panel_CheckFlags(int showflags);
163 // prev_* vars contain the health/armor at the previous FRAME
164 // set to -1 when player is dead or was not playing
165 int prev_health, prev_armor;
166 float health_damagetime, armor_damagetime;
167 int health_beforedamage, armor_beforedamage;
168 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
169 int old_p_health, old_p_armor;
170 float old_p_healthtime, old_p_armortime;
171 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
172 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
173 int prev_p_health, prev_p_armor;
175 void HUD_ItemsTime();
177 REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, weapons, PANEL_SHOW_MAINGAME)
178 REGISTER_HUD_PANEL(AMMO, HUD_Ammo, ammo, PANEL_SHOW_MAINGAME)
179 REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, powerups, PANEL_SHOW_MAINGAME)
180 REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, healtharmor, PANEL_SHOW_MAINGAME)
181 REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, notify, PANEL_SHOW_ALWAYS )
182 REGISTER_HUD_PANEL(TIMER, HUD_Timer, timer, PANEL_SHOW_ALWAYS )
183 REGISTER_HUD_PANEL(RADAR, HUD_Radar, radar, PANEL_SHOW_MAINGAME)
184 REGISTER_HUD_PANEL(SCORE, HUD_Score, score, PANEL_SHOW_ALWAYS )
185 REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, racetimer, PANEL_SHOW_MAINGAME)
186 REGISTER_HUD_PANEL(VOTE, HUD_Vote, vote, PANEL_SHOW_ALWAYS )
187 REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, modicons, PANEL_SHOW_MAINGAME)
188 REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, pressedkeys, PANEL_SHOW_MAINGAME)
189 REGISTER_HUD_PANEL(CHAT, HUD_Chat, chat, PANEL_SHOW_ALWAYS )
190 REGISTER_HUD_PANEL(ENGINEINFO, HUD_EngineInfo, engineinfo, PANEL_SHOW_ALWAYS )
191 REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, infomessages, PANEL_SHOW_MAINGAME)
192 REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, physics, PANEL_SHOW_MAINGAME)
193 REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, centerprint, PANEL_SHOW_MAINGAME)
194 REGISTER_HUD_PANEL(MINIGAME_BOARD, HUD_MinigameBoard, minigameboard, PANEL_SHOW_MINIGAME)
195 REGISTER_HUD_PANEL(MINIGAME_STATUS, HUD_MinigameStatus, minigamestatus, PANEL_SHOW_MINIGAME)
196 REGISTER_HUD_PANEL(MINIGAME_HELP, HUD_MinigameHelp, minigamehelp, PANEL_SHOW_MINIGAME)
197 REGISTER_HUD_PANEL(MINIGAME_MENU, HUD_MinigameMenu, minigamemenu, PANEL_SHOW_ALWAYS )
198 REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, mapvote, PANEL_SHOW_ALWAYS )
199 REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, itemstime, PANEL_SHOW_MAINGAME)
200 REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, quickmenu, PANEL_SHOW_MAINGAME)
201 // always add new panels to the end of list
203 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
204 // ----------------------
205 // MACRO HELL STARTS HERE
206 // ----------------------
207 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
209 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
210 // comment on last line of macro: // we probably want to see a background in config mode at all times...
211 #define HUD_Panel_GetBg() do { \
213 if (!autocvar__hud_configure && panel_bg_str == "0") { \
216 if (panel_bg_str == "") { \
217 panel_bg_str = autocvar_hud_panel_bg; \
219 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
222 if (panel_bg_str == "0" && autocvar__hud_configure) \
223 panel_bg_alpha_str = "0"; \
224 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
225 if (precache_pic(panel_bg) == "") { \
226 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
227 if (precache_pic(panel_bg) == "") { \
228 panel_bg = strcat("gfx/hud/default/", "border_default"); \
233 if (panel.current_panel_bg) \
234 strunzone(panel.current_panel_bg); \
235 panel.current_panel_bg = strzone(panel_bg); \
238 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
239 #define HUD_Panel_GetColor() do { \
240 if ((teamplay) && panel_bg_color_team) { \
241 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
242 panel_bg_color = '1 0 0' * panel_bg_color_team; \
244 panel_bg_color = myteamcolors * panel_bg_color_team; \
245 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) { \
246 panel_bg_color = '1 0 0' * panel_bg_color_team; \
248 if (panel_bg_color_str == "") { \
249 panel_bg_color = autocvar_hud_panel_bg_color; \
251 if (panel_bg_color_str == "shirt") { \
252 panel_bg_color = colormapPaletteColor(floor(stof(getplayerkeyvalue(current_player, "colors")) / 16), 0); \
253 } else if (panel_bg_color_str == "pants") { \
254 panel_bg_color = colormapPaletteColor(stof(getplayerkeyvalue(current_player, "colors")) % 16, 1); \
256 panel_bg_color = stov(panel_bg_color_str); \
262 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
263 #define HUD_Panel_GetColorTeam() do { \
264 if (panel_bg_color_team_str == "") { \
265 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
267 panel_bg_color_team = stof(panel_bg_color_team_str); \
271 // 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
272 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
273 #define HUD_Panel_GetBgAlpha() do { \
274 if (panel_bg_alpha_str == "") { \
275 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
277 panel_bg_alpha = stof(panel_bg_alpha_str); \
278 if (autocvar__hud_configure) { \
279 if (!panel_enabled) \
280 panel_bg_alpha = 0.25; \
281 else if (menu_enabled == 2 && panel == highlightedPanel) \
282 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
284 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
288 // Get value for panel_fg_alpha. Also do various minalpha checks
289 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
290 #define HUD_Panel_GetFgAlpha() do { \
291 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
292 if (autocvar__hud_configure && !panel_enabled) \
293 panel_fg_alpha = 0.25; \
296 // Get border. See comments above, it's similar.
297 #define HUD_Panel_GetBorder() do { \
298 if (panel_bg_border_str == "") { \
299 panel_bg_border = autocvar_hud_panel_bg_border; \
301 panel_bg_border = stof(panel_bg_border_str); \
305 // Get padding. See comments above, it's similar.
306 // 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
307 #define HUD_Panel_GetPadding() do { \
308 if (panel_bg_padding_str == "") { \
309 panel_bg_padding = autocvar_hud_panel_bg_padding; \
311 panel_bg_padding = stof(panel_bg_padding_str); \
313 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
316 // return smoothly faded pos and size of given panel when a dialog is active
317 // don't center too wide panels, it doesn't work with different resolutions
318 #define HUD_Panel_UpdatePosSize_ForMenu() do { \
319 vector menu_enable_size = panel_size; \
320 float max_panel_width = 0.52 * vid_conwidth; \
321 if(panel_size.x > max_panel_width) \
323 menu_enable_size.x = max_panel_width; \
324 menu_enable_size.y = panel_size.y * (menu_enable_size.x / panel_size.x); \
326 vector menu_enable_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * menu_enable_size; \
327 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_pos; \
328 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
331 // Scale the pos and size vectors to absolute coordinates
332 #define HUD_Panel_ScalePosSize() do { \
333 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
334 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
337 // NOTE: in hud_configure mode cvars must be reloaded every frame
338 #define HUD_Panel_UpdateCvars() do { \
339 if (panel.update_time <= time) { \
340 if (autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
341 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
342 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
343 HUD_Panel_ScalePosSize(); \
344 panel_bg_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg")); \
345 panel_bg_color_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color")); \
346 panel_bg_color_team_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color_team")); \
347 panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
348 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
349 panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
351 if (panel.current_panel_bg != "0") { \
352 HUD_Panel_GetColorTeam(); \
353 HUD_Panel_GetColor(); \
354 HUD_Panel_GetBgAlpha(); \
355 HUD_Panel_GetBorder(); \
357 HUD_Panel_GetFgAlpha(); \
358 HUD_Panel_GetPadding(); \
359 panel.current_panel_bg_alpha = panel_bg_alpha; \
360 panel.current_panel_fg_alpha = panel_fg_alpha; \
361 if (menu_enabled == 2 && panel == highlightedPanel) { \
362 HUD_Panel_UpdatePosSize_ForMenu(); \
364 panel_bg_alpha *= hud_fade_alpha; \
365 panel_fg_alpha *= hud_fade_alpha; \
367 panel.current_panel_pos = panel_pos; \
368 panel.current_panel_size = panel_size; \
369 panel.current_panel_bg_border = panel_bg_border; \
370 panel.current_panel_bg_color = panel_bg_color; \
371 panel.current_panel_bg_color_team = panel_bg_color_team; \
372 panel.current_panel_bg_padding = panel_bg_padding; \
373 panel.update_time = (autocvar__hud_configure) ? time : time + autocvar_hud_panel_update_interval; \
375 panel_pos = panel.current_panel_pos; \
376 panel_size = panel.current_panel_size; \
377 panel_bg_alpha = panel.current_panel_bg_alpha * hud_fade_alpha; \
378 panel_bg_border = panel.current_panel_bg_border; \
379 panel_bg_color = panel.current_panel_bg_color; \
380 panel_bg_color_team = panel.current_panel_bg_color_team; \
381 panel_bg_padding = panel.current_panel_bg_padding; \
382 panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
386 #define HUD_Panel_UpdatePosSize() do { \
387 panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
388 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
389 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
390 HUD_Panel_ScalePosSize(); \
391 if (menu_enabled == 2 && panel == highlightedPanel) { \
392 HUD_Panel_UpdatePosSize_ForMenu(); \
394 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
395 HUD_Panel_GetBorder(); \
398 const int NOTIFY_MAX_ENTRIES = 10;
399 const float NOTIFY_ICON_MARGIN = 0.02;
403 float notify_times[NOTIFY_MAX_ENTRIES];
404 string notify_attackers[NOTIFY_MAX_ENTRIES];
405 string notify_victims[NOTIFY_MAX_ENTRIES];
406 string notify_icons[NOTIFY_MAX_ENTRIES];
408 void HUD_Notify_Push(string icon, string attacker, string victim);
410 var void HUD_ModIcons_GameType(vector pos, vector size);
411 void HUD_ModIcons_SetFunc();