3 #include <common/weapons/_all.qh>
5 void Hud_Dynamic_Frame();
7 bool HUD_Radar_Clickable();
8 void HUD_Radar_Mouse();
10 REGISTRY(hud_panels, BITS(6))
11 #define hud_panels_from(i) _hud_panels_from(i, NULL)
12 REGISTER_REGISTRY(hud_panels)
14 #define REGISTER_HUD_PANEL(id, draw_func, name, configflags, showflags) \
16 REGISTER(hud_panels, HUD_PANEL, id, m_id, new_pure(hud_panel)) { \
17 this.panel_id = this.m_id; \
18 this.panel_draw = draw_func; \
19 this.panel_name = #name; \
20 this.panel_configflags = configflags; \
21 this.panel_showflags = showflags; \
24 #define HUD_PANEL(NAME) HUD_PANEL_##NAME
26 // draw the background/borders
27 #define HUD_Panel_DrawBg() MACRO_BEGIN { \
28 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
30 HUD_Shift(panel_pos - '1 1 0' * panel_bg_border), \
31 panel.current_panel_bg, \
32 HUD_Scale(panel_size + '1 1 0' * 2 * panel_bg_border), \
33 panel_bg_color, panel_bg_alpha, \
34 HUD_Scale('1 1 0' * (panel_bg_border/BORDER_MULTIPLIER)) \
38 int panel_order[hud_panels_MAX];
39 string hud_panelorder_prev;
41 bool hud_draw_maximized;
42 bool hud_panel_radar_maximized;
43 bool hud_panel_radar_mouse;
44 float hud_panel_radar_bottom;
45 bool hud_panel_radar_temp_hidden;
46 bool chat_panel_modified;
47 bool radar_panel_modified;
49 float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
50 void HUD_Radar_Hide_Maximized();
52 float HUD_GetRowCount(int item_count, vector size, float item_aspect);
53 vector HUD_Get_Num_Color (float hp, float maxvalue);
54 void DrawNumIcon(vector myPos, vector mySize, float theTime, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
55 void DrawNumIcon_expanding(vector myPos, vector mySize, float theTime, string icon, bool vertical, int icon_right_align, vector color, float theAlpha, float fadelerp);
56 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
57 vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
62 int race_CheckName(string net_name);
63 string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname);
68 int vote_highlighted; // currently selected vote
70 int vote_active; // is there an active vote?
71 int vote_prev; // previous state of vote_active to check for a change
73 float vote_change; // "time" when vote_active changed
75 float hud_panel_quickmenu;
78 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
79 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
80 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
81 entity highlightedPanel;
82 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
84 const float BORDER_MULTIPLIER = 0.25;
85 float scoreboard_bottom;
86 int weapon_accuracy[Weapons_MAX];
89 float complain_weapon_type;
90 float complain_weapon_time;
92 PlayerScoreField ps_primary, ps_secondary;
93 int ts_primary, ts_secondary;
95 .Weapon last_switchweapon;
96 .Weapon last_activeweapon;
103 const int S_SHIFT = 1;
104 const int S_CTRL = 2;
107 float hud_fade_alpha;
109 string hud_skin_path;
110 string hud_skin_prev;
114 entity highlightedPanel_backup;
115 vector panel_pos_backup;
116 vector panel_size_backup;
118 vector panel_size_copied;
121 entityclass(HUDPanel);
122 class(HUDPanel) .string panel_name;
123 class(HUDPanel) .int panel_id;
124 class(HUDPanel) .vector current_panel_pos;
125 class(HUDPanel) .vector current_panel_size;
126 class(HUDPanel) .string current_panel_bg;
127 class(HUDPanel) .float current_panel_bg_alpha;
128 class(HUDPanel) .float current_panel_bg_border;
129 class(HUDPanel) .vector current_panel_bg_color;
130 class(HUDPanel) .float current_panel_bg_color_team;
131 class(HUDPanel) .float current_panel_bg_padding;
132 class(HUDPanel) .float current_panel_fg_alpha;
133 class(HUDPanel) .float update_time;
137 string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
138 vector panel_bg_color;
139 string panel_bg_color_str;
140 float panel_bg_color_team;
141 string panel_bg_color_team_str;
142 float panel_fg_alpha;
143 float panel_bg_alpha;
144 string panel_bg_alpha_str;
145 float panel_bg_border;
146 string panel_bg_border_str;
147 float panel_bg_padding;
148 string panel_bg_padding_str;
150 class(HUDPanel) .void() panel_draw;
152 // chat panel can be reduced / moved while the mapvote is active
153 // let know the mapvote panel about chat pos and size
157 float current_player;
159 float autocvar_hud_dynamic_follow;
160 float autocvar_hud_dynamic_follow_scale;
161 vector autocvar_hud_dynamic_follow_scale_xyz;
163 vector hud_dynamic_shake_realofs;
164 float hud_dynamic_shake_factor;
165 float hud_dynamic_shake_time;
167 // shared across viewmodel effects and dynamic hud code
168 vector cl_followmodel_ofs;
169 float cl_followmodel_time;
172 vector hud_scale_current;
174 vector hud_shift_current;
175 vector hud_scale_center;
177 float stringwidth_colors(string s, vector theSize);
178 float stringwidth_nocolors(string s, vector theSize);
179 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
181 .int panel_showflags;
182 const int PANEL_SHOW_NEVER = 0x00;
183 const int PANEL_SHOW_MAINGAME = 0x01;
184 const int PANEL_SHOW_MINIGAME = 0x02;
185 const int PANEL_SHOW_MAPVOTE = 0x04;
186 const int PANEL_SHOW_WITH_SB = 0x08;
187 const int PANEL_SHOW_ALWAYS = 0xff;
189 .int panel_configflags;
190 const int PANEL_CONFIG_NO = 0x00;
191 const int PANEL_CONFIG_MAIN = 0x01;
192 const int PANEL_CONFIG_CANBEOFF = 0x02; // panel can be disabled (if disabled it's displayed with a low alpha)
195 // prev_* vars contain the health/armor at the previous FRAME
196 // set to -1 when player is dead or was not playing
197 int prev_health, prev_armor;
198 float health_damagetime, armor_damagetime;
199 int health_beforedamage, armor_beforedamage;
200 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
201 int old_p_health, old_p_armor;
202 float old_p_healthtime, old_p_armortime;
203 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
204 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
205 int prev_p_health, prev_p_armor;
207 void HUD_ItemsTime();
209 REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, weapons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // WEAPONS
210 REGISTER_HUD_PANEL(AMMO, HUD_Ammo, ammo, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // AMMO
211 REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, powerups, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // POWERUPS
212 REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, healtharmor, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // HEALTHARMOR
213 REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, notify, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // NOTIFY
214 REGISTER_HUD_PANEL(TIMER, HUD_Timer, timer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // TIMER
215 REGISTER_HUD_PANEL(RADAR, HUD_Radar, radar, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RADAR
216 REGISTER_HUD_PANEL(SCORE, HUD_Score, score, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME ) // SCORE
217 REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, racetimer, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // RACETIMER
218 REGISTER_HUD_PANEL(VOTE, HUD_Vote, vote, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // VOTE
219 REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, modicons, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // MODICONS
220 REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, pressedkeys, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PRESSEDKEYS
221 REGISTER_HUD_PANEL(CHAT, HUD_Chat, chat, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // CHAT
222 REGISTER_HUD_PANEL(ENGINEINFO, HUD_EngineInfo, engineinfo, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // ENGINEINFO
223 REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, infomessages, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // INFOMESSAGES
224 REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, physics, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // PHYSICS
225 REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, centerprint, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME | PANEL_SHOW_WITH_SB) // CENTERPRINT
226 REGISTER_HUD_PANEL(MINIGAME_BOARD, HUD_MinigameBoard, minigameboard, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAME_BOARD
227 REGISTER_HUD_PANEL(MINIGAME_STATUS, HUD_MinigameStatus, minigamestatus, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAME_STATUS
228 REGISTER_HUD_PANEL(MINIGAME_HELP, HUD_MinigameHelp, minigamehelp, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME | PANEL_SHOW_WITH_SB) // MINIGAME_HELP
229 REGISTER_HUD_PANEL(MINIGAME_MENU, HUD_MinigameMenu, minigamemenu, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // MINIGAME_MENU
230 REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, mapvote, PANEL_CONFIG_NO , PANEL_SHOW_MAPVOTE ) // MAPVOTE
231 REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, itemstime, PANEL_CONFIG_MAIN | PANEL_CONFIG_CANBEOFF, PANEL_SHOW_MAINGAME ) // ITEMSTIME
232 REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, quickmenu, PANEL_CONFIG_MAIN , PANEL_SHOW_MAINGAME ) // QUICKMENU
233 REGISTER_HUD_PANEL(SCOREBOARD, Scoreboard_Draw, scoreboard, PANEL_CONFIG_NO , PANEL_SHOW_MAINGAME | PANEL_SHOW_MINIGAME | PANEL_SHOW_MAPVOTE | PANEL_SHOW_WITH_SB) // SCOREBOARD
234 // always add new panels to the end of list
236 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
237 // ----------------------
238 // MACRO HELL STARTS HERE
239 // ----------------------
240 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
242 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
243 // comment on last line of macro: // we probably want to see a background in config mode at all times...
244 #define HUD_Panel_GetBg() MACRO_BEGIN { \
246 if (!autocvar__hud_configure && panel_bg_str == "0") { \
249 if (panel_bg_str == "") { \
250 panel_bg_str = autocvar_hud_panel_bg; \
252 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
255 if (panel_bg_str == "0" && autocvar__hud_configure) \
256 panel_bg_alpha_str = "0"; \
257 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
258 if (precache_pic(panel_bg) == "") { \
259 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
260 if (precache_pic(panel_bg) == "") { \
261 panel_bg = strcat("gfx/hud/default/", "border_default"); \
266 if (panel.current_panel_bg) \
267 strunzone(panel.current_panel_bg); \
268 panel.current_panel_bg = strzone(panel_bg); \
271 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
272 #define HUD_Panel_GetColor() MACRO_BEGIN { \
273 if ((teamplay) && panel_bg_color_team > 0) { \
274 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
275 panel_bg_color = '1 0 0' * panel_bg_color_team; \
277 panel_bg_color = myteamcolors * panel_bg_color_team; \
278 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team > 0) { \
279 panel_bg_color = '1 0 0' * panel_bg_color_team; \
281 if (panel_bg_color_str == "") { \
282 panel_bg_color = autocvar_hud_panel_bg_color; \
284 if (panel_bg_color_str == "shirt") { \
285 panel_bg_color = colormapPaletteColor(floor(entcs_GetClientColors(current_player) / 16), 0); \
286 } else if (panel_bg_color_str == "pants") { \
287 panel_bg_color = colormapPaletteColor(entcs_GetClientColors(current_player) % 16, 1); \
289 panel_bg_color = stov(panel_bg_color_str); \
295 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
296 #define HUD_Panel_GetColorTeam() MACRO_BEGIN { \
297 if (panel_bg_color_team_str == "") { \
298 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
300 panel_bg_color_team = stof(panel_bg_color_team_str); \
304 // 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
305 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
306 #define HUD_Panel_GetBgAlpha() MACRO_BEGIN { \
307 if (panel_bg_alpha_str == "") { \
308 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
310 panel_bg_alpha = stof(panel_bg_alpha_str); \
311 if (autocvar__hud_configure) { \
312 if (!panel_enabled) \
313 panel_bg_alpha = 0.25; \
314 else if (hud_configure_menu_open == 2 && panel == highlightedPanel) \
315 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
317 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
321 // Get value for panel_fg_alpha. Also do various minalpha checks
322 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
323 #define HUD_Panel_GetFgAlpha() MACRO_BEGIN { \
324 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
325 if (autocvar__hud_configure && !panel_enabled) \
326 panel_fg_alpha = 0.25; \
329 // Get border. See comments above, it's similar.
330 #define HUD_Panel_GetBorder() MACRO_BEGIN { \
331 if (panel_bg_border_str == "") { \
332 panel_bg_border = autocvar_hud_panel_bg_border; \
334 panel_bg_border = stof(panel_bg_border_str); \
338 // Get padding. See comments above, it's similar.
339 // 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
340 #define HUD_Panel_GetPadding() MACRO_BEGIN { \
341 if (panel_bg_padding_str == "") { \
342 panel_bg_padding = autocvar_hud_panel_bg_padding; \
344 panel_bg_padding = stof(panel_bg_padding_str); \
346 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
349 // return smoothly faded pos and size of given panel when a dialog is active
350 // don't center too wide panels, it doesn't work with different resolutions
351 #define HUD_Panel_UpdatePosSize_ForMenu() MACRO_BEGIN { \
352 vector new_size = panel_size; \
353 float max_panel_width = 0.52 * vid_conwidth; \
354 if(panel_size.x > max_panel_width) \
356 new_size.x = max_panel_width; \
357 new_size.y = panel_size.y * (new_size.x / panel_size.x); \
359 vector new_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * new_size; \
360 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * new_pos; \
361 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * new_size; \
364 // Scale the pos and size vectors to absolute coordinates
365 #define HUD_Panel_ScalePosSize() MACRO_BEGIN { \
366 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
367 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
370 float panel_fade_alpha;
371 void HUD_Panel_LoadCvars();
373 #define Hud_Panel_GetPanelEnabled() \
374 panel_enabled = ((panel.panel_configflags & PANEL_CONFIG_CANBEOFF) \
375 ? cvar(strcat("hud_panel_", panel.panel_name)) : true)
377 #define HUD_Panel_UpdatePosSize() MACRO_BEGIN { \
378 Hud_Panel_GetPanelEnabled(); \
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 (hud_configure_menu_open == 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();