float log(float f); float panel_order[HUD_PANEL_NUM]; string hud_panelorder_prev; vector mousepos; vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click) vector panel_click_resizeorigin; // coordinates for opposite point when resizing float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright var float highlightedPanel = -1; 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 complain_weapon; string complain_weapon_name; float complain_weapon_type; float complain_weapon_time; float ps_primary, ps_secondary; float ts_primary, ts_secondary; float last_weapon; float weapontime; 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; float hudShiftState; 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; string hud_skin_path; var vector progressbar_color; var float active_panel; // this panel has recently referred the UpdateCvars macro var string panel_name; var float panel_enabled; var vector panel_pos; var vector panel_size; var string panel_bg; var string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use var vector panel_bg_color; var string panel_bg_color_str; var float panel_bg_color_team; var string panel_bg_color_team_str; var float panel_fg_alpha; var float panel_bg_alpha; var string panel_bg_alpha_str; 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 // TODO: shirt, pants, team colors #define HUD_Panel_GetProgressBarColor(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;\ } // 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... #define HUD_Panel_GetBg()\ 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 = strcat(hud_skin_path, "/", panel_bg);\ if(precache_pic(panel_bg) == "") {\ panel_bg = strcat("gfx/hud/default/", "border");\ }\ } // 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) {\ 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;\ } else {\ if(panel_bg_color_str == "shirt") {\ panel_bg_color = colormapPaletteColor(floor(stof(getplayerkey(player_localentnum - 1, "colors")) / 16), 0);\ } else if(panel_bg_color_str == "pants") {\ panel_bg_color = colormapPaletteColor(mod(stof(getplayerkey(player_localentnum - 1, "colors")), 16), 1);\ } else {\ panel_bg_color = stov(panel_bg_color_str);\ }\ }\ } // 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;\ } else {\ panel_bg_color_team = stof(panel_bg_color_team_str);\ } // 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 // 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 = stof(panel_bg_alpha_str);\ if(autocvar__hud_configure && disable_menu_alphacheck == 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;\ } // 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;\ 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; // Get border. See comments above, it's similar. #define HUD_Panel_GetBorder()\ if(panel_bg_border_str == "") {\ panel_bg_border = autocvar_hud_bg_border;\ } else {\ panel_bg_border = stof(panel_bg_border_str);\ } // Scale the pos and size vectors to absolute coordinates #define HUD_Panel_GetScaledVectors()\ panel_pos_x *= vid_conwidth;\ panel_pos_y *= vid_conheight;\ panel_size_x *= vid_conwidth;\ panel_size_y *= vid_conheight; // Get padding. See comments above, it's similar. // 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;\ } else {\ panel_bg_padding = stof(panel_bg_padding_str);\ }\ panel_bg_padding = min(min(panel_size_x, panel_size_y)/2 - 5, panel_bg_padding); // Point to the macros above (stupid max macro length) #define HUD_Panel_StringVars()\ HUD_Panel_GetBg()\ HUD_Panel_GetColorTeam()\ HUD_Panel_GetColor()\ HUD_Panel_GetBgAlpha()\ HUD_Panel_GetFgAlpha()\ HUD_Panel_GetBorder()\ HUD_Panel_GetScaledVectors()\ HUD_Panel_GetPadding() // return smoothly faded pos of given panel when a dialog is active var vector menu_enable_panelpos; #define HUD_Panel_GetMenuPos() \ if(panel_size_x > panel_size_y)\ menu_enable_panelpos = eX * 0.5 * vid_conwidth - eX * 0.5 * panel_size_x + eY * 0.82 * vid_conheight;\ else\ menu_enable_panelpos = eY * 0.5 * vid_conheight - eY * 0.5 * panel_size_y + eX * 0.7 * vid_conwidth;\ 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_size; #define HUD_Panel_GetMenuSize()\ menu_enable_maxsize_x = 0.3 * vid_conwidth;\ menu_enable_maxsize_y = 0.18 * vid_conheight;\ if(panel_size_x > panel_size_y)\ {\ if(panel_size_y > menu_enable_maxsize_y)\ {\ menu_enable_size_y = menu_enable_maxsize_y;\ menu_enable_size_x = panel_size_x * (menu_enable_maxsize_y/panel_size_y);\ panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size;\ }\ }\ else\ {\ if(panel_size_x > menu_enable_maxsize_x)\ {\ menu_enable_size_x = menu_enable_maxsize_x;\ menu_enable_size_y = panel_size_y * (menu_enable_maxsize_x/panel_size_x);\ panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size;\ }\ } // 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; \ HUD_Panel_StringVars()\ if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ } // 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_POWERUPS: HUD_Panel_UpdateCvars(powerups) break; \ case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdateCvars(healtharmor) break; \ case HUD_PANEL_NOTIFY: HUD_Panel_UpdateCvars(notify) break; \ case HUD_PANEL_TIMER: HUD_Panel_UpdateCvars(timer) break; \ case HUD_PANEL_RADAR: HUD_Panel_UpdateCvars(radar) break; \ case HUD_PANEL_SCORE: HUD_Panel_UpdateCvars(score) break; \ case HUD_PANEL_RACETIMER: HUD_Panel_UpdateCvars(racetimer) break; \ case HUD_PANEL_VOTE: HUD_Panel_UpdateCvars(vote) break; \ case HUD_PANEL_MODICONS: HUD_Panel_UpdateCvars(modicons) break; \ case HUD_PANEL_PRESSEDKEYS: HUD_Panel_UpdateCvars(pressedkeys) break; \ case HUD_PANEL_CHAT: HUD_Panel_UpdateCvars(chat) break; \ case HUD_PANEL_ENGINEINFO: HUD_Panel_UpdateCvars(engineinfo) break; \ case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdateCvars(infomessages) break; \ } #define HUD_Panel_UpdatePosSize(name) \ panel_pos = autocvar_hud_##name##_pos; \ panel_size = autocvar_hud_##name##_size; \ HUD_Panel_GetScaledVectors()\ if(disable_menu_alphacheck == 2 && active_panel == highlightedPanel) {\ HUD_Panel_GetMenuSize()\ HUD_Panel_GetMenuPos()\ }\ panel_bg_border_str = autocvar_hud_##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_POWERUPS: HUD_Panel_UpdatePosSize(powerups) break;\ case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdatePosSize(healtharmor) break;\ case HUD_PANEL_NOTIFY: HUD_Panel_UpdatePosSize(notify) break;\ case HUD_PANEL_TIMER: HUD_Panel_UpdatePosSize(timer) break;\ case HUD_PANEL_RADAR: HUD_Panel_UpdatePosSize(radar) break;\ case HUD_PANEL_SCORE: HUD_Panel_UpdatePosSize(score) break;\ case HUD_PANEL_RACETIMER: HUD_Panel_UpdatePosSize(racetimer) break;\ case HUD_PANEL_VOTE: HUD_Panel_UpdatePosSize(vote) break;\ case HUD_PANEL_MODICONS: HUD_Panel_UpdatePosSize(modicons) break;\ case HUD_PANEL_PRESSEDKEYS: HUD_Panel_UpdatePosSize(pressedkeys) break;\ case HUD_PANEL_CHAT: HUD_Panel_UpdatePosSize(chat) break;\ case HUD_PANEL_ENGINEINFO: HUD_Panel_UpdatePosSize(engineinfo) break;\ case HUD_PANEL_INFOMESSAGES: HUD_Panel_UpdatePosSize(infomessages)\ }