4 #include "../common/weapons/weapons.qh"
6 const int HUD_PANEL_MAX = 24;
7 entity hud_panel[HUD_PANEL_MAX];
8 const int HUD_PANEL_FIRST = 0;
12 int panel_order[HUD_PANEL_MAX];
13 string hud_panelorder_prev;
15 void HUD_Reset (void);
21 int vote_highlighted; // currently selected vote
23 int vote_active; // is there an active vote?
24 int vote_prev; // previous state of vote_active to check for a change
26 float vote_change; // "time" when vote_active changed
28 float hud_draw_maximized;
29 float hud_panel_radar_maximized;
30 float hud_panel_quickmenu;
31 float chat_panel_modified;
32 float radar_panel_modified;
35 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
36 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
37 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
38 entity highlightedPanel;
39 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
41 const float BORDER_MULTIPLIER = 0.25;
42 float scoreboard_bottom;
43 int weapon_accuracy[WEP_MAXCOUNT];
46 string complain_weapon_name;
47 float complain_weapon_type;
48 float complain_weapon_time;
50 int ps_primary, ps_secondary;
51 int ts_primary, ts_secondary;
53 int last_switchweapon;
54 int last_activeweapon;
60 float hud_configure_checkcollisions;
61 float hud_configure_prev;
62 vector hud_configure_gridSize;
63 vector hud_configure_realGridSize;
66 const int S_SHIFT = 1;
70 float menu_enabled; // 1 showing the entire HUD, 2 showing only the clicked panel
79 entity highlightedPanel_backup;
80 vector panel_pos_backup;
81 vector panel_size_backup;
83 vector panel_size_copied;
86 entityclass(HUDPanel);
87 class(HUDPanel) .string panel_name;
88 class(HUDPanel) .int panel_id;
89 class(HUDPanel) .vector current_panel_pos;
90 class(HUDPanel) .vector current_panel_size;
91 class(HUDPanel) .string current_panel_bg;
92 class(HUDPanel) .float current_panel_bg_alpha;
93 class(HUDPanel) .float current_panel_bg_border;
94 class(HUDPanel) .vector current_panel_bg_color;
95 class(HUDPanel) .float current_panel_bg_color_team;
96 class(HUDPanel) .float current_panel_bg_padding;
97 class(HUDPanel) .float current_panel_fg_alpha;
98 class(HUDPanel) .float update_time;
102 string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
103 vector panel_bg_color;
104 string panel_bg_color_str;
105 float panel_bg_color_team;
106 string panel_bg_color_team_str;
107 float panel_fg_alpha;
108 float panel_bg_alpha;
109 string panel_bg_alpha_str;
110 float panel_bg_border;
111 string panel_bg_border_str;
112 float panel_bg_padding;
113 string panel_bg_padding_str;
115 class(HUDPanel) .void() panel_draw;
117 float current_player;
121 float stringwidth_colors(string s, vector theSize);
122 float stringwidth_nocolors(string s, vector theSize);
123 float GetPlayerColorForce(int i);
124 int GetPlayerColor(int i);
125 string GetPlayerName(int i);
126 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
129 // prev_* vars contain the health/armor at the previous FRAME
130 // set to -1 when player is dead or was not playing
131 int prev_health, prev_armor;
132 float health_damagetime, armor_damagetime;
133 int health_beforedamage, armor_beforedamage;
134 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
135 int old_p_health, old_p_armor;
136 float old_p_healthtime, old_p_armortime;
137 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
138 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
139 int prev_p_health, prev_p_armor;
142 #define HUD_PANELS(HUD_PANEL) \
143 HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
144 HUD_PANEL(AMMO , HUD_Ammo , ammo) \
145 HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
146 HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
147 HUD_PANEL(NOTIFY , HUD_Notify , notify) \
148 HUD_PANEL(TIMER , HUD_Timer , timer) \
149 HUD_PANEL(RADAR , HUD_Radar , radar) \
150 HUD_PANEL(SCORE , HUD_Score , score) \
151 HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
152 HUD_PANEL(VOTE , HUD_Vote , vote) \
153 HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
154 HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
155 HUD_PANEL(CHAT , HUD_Chat , chat) \
156 HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
157 HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
158 HUD_PANEL(PHYSICS , HUD_Physics , physics) \
159 HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
160 HUD_PANEL(BUFFS , HUD_Buffs , buffs) \
161 HUD_PANEL(QUICKMENU , HUD_QuickMenu , quickmenu) \
162 // always add new panels to the end of list
164 #define HUD_PANEL(NAME, draw_func, name) \
165 int HUD_PANEL_##NAME; \
166 void draw_func(void); \
167 void RegisterHUD_Panel_##NAME() { \
168 HUD_PANEL_LAST = HUD_PANEL_##NAME = HUD_PANEL_NUM; \
169 entity hud_panelent = spawn(); \
170 hud_panel[HUD_PANEL_##NAME] = hud_panelent; \
171 hud_panelent.classname = "hud_panel"; \
172 hud_panelent.panel_name = #name; \
173 hud_panelent.panel_id = HUD_PANEL_##NAME; \
174 hud_panelent.panel_draw = draw_func; \
177 ACCUMULATE_FUNCTION(RegisterHUD_Panels, RegisterHUD_Panel_##NAME);
179 HUD_PANELS(HUD_PANEL)
182 #define HUD_PANEL(NAME) hud_panel[HUD_PANEL_##NAME]
185 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
186 // ----------------------
187 // MACRO HELL STARTS HERE
188 // ----------------------
189 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
191 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
192 // comment on last line of macro: // we probably want to see a background in config mode at all times...
193 #define HUD_Panel_GetBg() do { \
195 if (!autocvar__hud_configure && panel_bg_str == "0") { \
198 if (panel_bg_str == "") { \
199 panel_bg_str = autocvar_hud_panel_bg; \
201 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
204 if (panel_bg_str == "0" && autocvar__hud_configure) \
205 panel_bg_alpha_str = "0"; \
206 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
207 if (precache_pic(panel_bg) == "") { \
208 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
209 if (precache_pic(panel_bg) == "") { \
210 panel_bg = strcat("gfx/hud/default/", "border_default"); \
215 if (panel.current_panel_bg) \
216 strunzone(panel.current_panel_bg); \
217 panel.current_panel_bg = strzone(panel_bg); \
220 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
221 #define HUD_Panel_GetColor() do { \
222 if ((teamplay) && panel_bg_color_team) { \
223 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
224 panel_bg_color = '1 0 0' * panel_bg_color_team; \
226 panel_bg_color = myteamcolors * panel_bg_color_team; \
227 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) { \
228 panel_bg_color = '1 0 0' * panel_bg_color_team; \
230 if (panel_bg_color_str == "") { \
231 panel_bg_color = autocvar_hud_panel_bg_color; \
233 if (panel_bg_color_str == "shirt") { \
234 panel_bg_color = colormapPaletteColor(floor(stof(getplayerkeyvalue(current_player - 1, "colors")) / 16), 0);\
235 } else if (panel_bg_color_str == "pants") { \
236 panel_bg_color = colormapPaletteColor(stof(getplayerkeyvalue(current_player - 1, "colors")) % 16, 1);\
238 panel_bg_color = stov(panel_bg_color_str); \
244 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
245 #define HUD_Panel_GetColorTeam() do { \
246 if (panel_bg_color_team_str == "") { \
247 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
249 panel_bg_color_team = stof(panel_bg_color_team_str); \
253 // 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
254 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
255 #define HUD_Panel_GetBgAlpha() do { \
256 if (panel_bg_alpha_str == "") { \
257 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
259 panel_bg_alpha = stof(panel_bg_alpha_str); \
260 if (autocvar__hud_configure) { \
261 if (!panel_enabled) \
262 panel_bg_alpha = 0.25; \
263 else if (menu_enabled == 2 && panel == highlightedPanel) \
264 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
266 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
270 // Get value for panel_fg_alpha. Also do various minalpha checks
271 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
272 #define HUD_Panel_GetFgAlpha() do { \
273 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
274 if (autocvar__hud_configure && !panel_enabled) \
275 panel_fg_alpha = 0.25; \
278 // Get border. See comments above, it's similar.
279 #define HUD_Panel_GetBorder() do { \
280 if (panel_bg_border_str == "") { \
281 panel_bg_border = autocvar_hud_panel_bg_border; \
283 panel_bg_border = stof(panel_bg_border_str); \
287 // Get padding. See comments above, it's similar.
288 // 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
289 #define HUD_Panel_GetPadding() do { \
290 if (panel_bg_padding_str == "") { \
291 panel_bg_padding = autocvar_hud_panel_bg_padding; \
293 panel_bg_padding = stof(panel_bg_padding_str); \
295 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
298 // return smoothly faded pos and size of given panel when a dialog is active
299 #define HUD_Panel_UpdatePosSize_ForMenu() do { \
300 vector menu_enable_pos; \
301 vector menu_enable_size = '0 0 0'; \
302 float menu_enable_maxsize_x = 0.3 * vid_conwidth; \
303 float menu_enable_maxsize_y = 0.18 * vid_conheight; \
304 if (panel_size.x > panel_size.y) { \
305 if (panel_size.y > menu_enable_maxsize_y) { \
306 menu_enable_size.y = menu_enable_maxsize_y; \
307 menu_enable_size.x = panel_size.x * (menu_enable_maxsize_y/panel_size.y); \
308 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
310 menu_enable_pos = eX * 0.5 * vid_conwidth - eX * 0.5 * panel_size.x + eY * (vid_conheight - menu_enable_maxsize_y);\
312 if (panel_size.x > menu_enable_maxsize_x) { \
313 menu_enable_size.x = menu_enable_maxsize_x; \
314 menu_enable_size.y = panel_size.y * (menu_enable_maxsize_x/panel_size.x); \
315 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
317 menu_enable_pos = eY * 0.5 * vid_conheight - eY * 0.5 * panel_size.y + eX * (vid_conwidth - menu_enable_maxsize_x);\
319 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_pos; \
322 // Scale the pos and size vectors to absolute coordinates
323 #define HUD_Panel_ScalePosSize() do { \
324 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
325 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
328 // NOTE: in hud_configure mode cvars must be reloaded every frame
329 #define HUD_Panel_UpdateCvars() do { \
330 if (panel.update_time <= time) { \
331 if (autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
332 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
333 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
334 HUD_Panel_ScalePosSize(); \
335 panel_bg_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg")); \
336 panel_bg_color_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color")); \
337 panel_bg_color_team_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color_team")); \
338 panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
339 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
340 panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
342 if (panel.current_panel_bg != "0") { \
343 HUD_Panel_GetColorTeam(); \
344 HUD_Panel_GetColor(); \
345 HUD_Panel_GetBgAlpha(); \
346 HUD_Panel_GetBorder(); \
348 HUD_Panel_GetFgAlpha(); \
349 HUD_Panel_GetPadding(); \
350 panel.current_panel_bg_alpha = panel_bg_alpha; \
351 panel.current_panel_fg_alpha = panel_fg_alpha; \
352 if (menu_enabled == 2 && panel == highlightedPanel) { \
353 HUD_Panel_UpdatePosSize_ForMenu(); \
355 panel_bg_alpha *= hud_fade_alpha; \
356 panel_fg_alpha *= hud_fade_alpha; \
358 panel.current_panel_pos = panel_pos; \
359 panel.current_panel_size = panel_size; \
360 panel.current_panel_bg_border = panel_bg_border; \
361 panel.current_panel_bg_color = panel_bg_color; \
362 panel.current_panel_bg_color_team = panel_bg_color_team; \
363 panel.current_panel_bg_padding = panel_bg_padding; \
364 panel.update_time = (autocvar__hud_configure) ? time : time + autocvar_hud_panel_update_interval; \
366 panel_pos = panel.current_panel_pos; \
367 panel_size = panel.current_panel_size; \
368 panel_bg_alpha = panel.current_panel_bg_alpha * hud_fade_alpha; \
369 panel_bg_border = panel.current_panel_bg_border; \
370 panel_bg_color = panel.current_panel_bg_color; \
371 panel_bg_color_team = panel.current_panel_bg_color_team; \
372 panel_bg_padding = panel.current_panel_bg_padding; \
373 panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
377 #define HUD_Panel_UpdatePosSize() do { \
378 panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
379 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
380 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
381 HUD_Panel_ScalePosSize(); \
382 if (menu_enabled == 2 && panel == highlightedPanel) { \
383 HUD_Panel_UpdatePosSize_ForMenu(); \
385 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
386 HUD_Panel_GetBorder(); \
389 const int NOTIFY_MAX_ENTRIES = 10;
390 const float NOTIFY_ICON_MARGIN = 0.02;
394 float notify_times[NOTIFY_MAX_ENTRIES];
395 string notify_attackers[NOTIFY_MAX_ENTRIES];
396 string notify_victims[NOTIFY_MAX_ENTRIES];
397 string notify_icons[NOTIFY_MAX_ENTRIES];
399 void HUD_Notify_Push(string icon, string attacker, string victim);
401 var void HUD_ModIcons_GameType(vector pos, vector size);
402 void HUD_ModIcons_SetFunc();