3 #include <common/mapinfo.qh>
4 #include <common/ent_cs.qh>
5 #include <server/mutators/mutator/gamemode_ctf.qh> // TODO: remove
9 bool mod_active; // is there any active mod icon?
11 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
13 TC(int, layout); TC(int, i);
16 vector color = '0 0 0';
19 case 0: stat = STAT(REDALIVE); pic = "player_red"; color = '1 0 0'; break;
20 case 1: stat = STAT(BLUEALIVE); pic = "player_blue"; color = '0 0 1'; break;
21 case 2: stat = STAT(YELLOWALIVE); pic = "player_yellow"; color = '1 1 0'; break;
23 case 3: stat = STAT(PINKALIVE); pic = "player_pink"; color = '1 0 1'; break;
26 if(mySize.x/mySize.y > aspect_ratio)
28 i = aspect_ratio * mySize.y;
29 myPos.x = myPos.x + (mySize.x - i) / 2;
34 i = 1/aspect_ratio * mySize.x;
35 myPos.y = myPos.y + (mySize.y - i) / 2;
41 drawpic_aspect_skin(myPos, pic, vec2(0.7 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
42 drawstring_aspect(myPos + eX * 0.7 * mySize.x, ftos(stat), vec2(0.3 * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
45 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
48 // Clan Arena and Freeze Tag HUD modicons
49 void HUD_Mod_CA(vector myPos, vector mySize)
51 mod_active = 1; // required in each mod function that always shows something
54 if(gametype == MAPINFO_TYPE_CA)
55 layout = autocvar_hud_panel_modicons_ca_layout;
56 else //if(gametype == MAPINFO_TYPE_FREEZETAG)
57 layout = autocvar_hud_panel_modicons_freezetag_layout;
60 aspect_ratio = (layout) ? 2 : 1;
61 rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
62 columns = ceil(team_count/rows);
65 float row = 0, column = 0;
66 vector pos = '0 0 0', itemSize;
67 itemSize = vec2(mySize.x / columns, mySize.y / rows);
68 for(i=0; i<team_count; ++i)
70 pos.x = myPos.x + column * itemSize.x;
71 pos.y = myPos.y + row * itemSize.y;
73 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
84 // CTF HUD modicon section
85 int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
86 int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
87 float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
89 void HUD_Mod_CTF_Reset()
91 redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
92 redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
93 redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
96 int autocvar__teams_available;
97 void HUD_Mod_CTF(vector pos, vector mySize)
99 vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
101 float f; // every function should have that
103 int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
104 float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
105 bool ctf_oneflag; // one-flag CTF mode enabled/disabled
106 bool ctf_stalemate; // currently in stalemate
107 int stat_items = STAT(CTF_FLAGSTATUS);
108 float fs, fs2, fs3, size1, size2;
111 int nteams = autocvar__teams_available;
113 redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
114 blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
115 yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
116 pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
117 neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
119 ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
121 ctf_stalemate = (stat_items & CTF_STALEMATE);
123 mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
125 if (autocvar__hud_configure) {
132 ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
135 // when status CHANGES, set old status into prevstatus and current status into status
136 #define X(team) MACRO_BEGIN { \
137 if (team##flag != team##flag_prevframe) { \
138 team##flag_statuschange_time = time; \
139 team##flag_prevstatus = team##flag_prevframe; \
140 team##flag_prevframe = team##flag; \
142 team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
151 const float BLINK_FACTOR = 0.15;
152 const float BLINK_BASE = 0.85;
154 // RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
156 // BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
158 const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
160 #define X(team, cond) \
161 string team##_icon = string_null, team##_icon_prevstatus = string_null; \
162 int team##_alpha, team##_alpha_prevstatus; \
163 team##_alpha = team##_alpha_prevstatus = 1; \
165 switch (team##flag) { \
166 case 1: team##_icon = "flag_" #team "_taken"; break; \
167 case 2: team##_icon = "flag_" #team "_lost"; break; \
168 case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
170 if ((stat_items & CTF_SHIELDED) && (cond)) { \
171 team##_icon = "flag_" #team "_shielded"; \
173 team##_icon = string_null; \
177 switch (team##flag_prevstatus) { \
178 case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
179 case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
180 case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
182 if (team##flag == 3) { \
183 team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
184 } else if((stat_items & CTF_SHIELDED) && (cond)) { \
185 team##_icon_prevstatus = "flag_" #team "_shielded"; \
187 team##_icon_prevstatus = string_null; \
192 X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
193 X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
194 X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
195 X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
196 X(neutral, ctf_oneflag);
206 // hacky, but these aren't needed
207 red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
209 } else switch (tcount) {
211 case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
212 case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
213 case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
216 if (mySize_x > mySize_y) {
232 blueflag_pos = pos + eX * fs2 * size1;
233 yellowflag_pos = pos - eX * fs2 * size1;
234 pinkflag_pos = pos + eX * fs3 * size1;
238 redflag_pos = pos + eX * fs2 * size1;
240 yellowflag_pos = pos - eX * fs2 * size1;
241 pinkflag_pos = pos + eX * fs3 * size1;
245 redflag_pos = pos + eX * fs3 * size1;
246 blueflag_pos = pos - eX * fs2 * size1;
247 yellowflag_pos = pos;
248 pinkflag_pos = pos + eX * fs2 * size1;
252 redflag_pos = pos - eX * fs2 * size1;
253 blueflag_pos = pos + eX * fs3 * size1;
254 yellowflag_pos = pos + eX * fs2 * size1;
259 neutralflag_pos = pos;
260 flag_size = e1 * fs * size1 + e2 * size2;
262 #define X(team) MACRO_BEGIN { \
263 f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
264 if (team##_icon && ctf_stalemate) \
265 drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
266 if (team##_icon_prevstatus && f < 1) \
267 drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
269 drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
279 // Keyhunt HUD modicon section
282 void HUD_Mod_KH(vector pos, vector mySize)
284 mod_active = 1; // keyhunt should never hide the mod icons panel
286 // Read current state
287 int state = STAT(KH_KEYS);
291 int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
292 all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
294 for(i = 0; i < 4; ++i)
296 key_state = (bitshift(state, i * -5) & 31) - 1;
309 case NUM_TEAM_1: ++team1_keys; break;
310 case NUM_TEAM_2: ++team2_keys; break;
311 case NUM_TEAM_3: ++team3_keys; break;
312 case NUM_TEAM_4: ++team4_keys; break;
313 case 29: ++dropped_keys; break;
319 // Calculate slot measurements
321 if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
323 // Quadratic arrangement
324 slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
326 KH_SLOTS[1] = pos + eX * slot_size.x;
327 KH_SLOTS[2] = pos + eY * slot_size.y;
328 KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
332 if(mySize.x > mySize.y)
334 // Horizontal arrangement
335 slot_size = vec2(mySize.x / all_keys, mySize.y);
336 for(i = 0; i < all_keys; ++i)
337 KH_SLOTS[i] = pos + eX * slot_size.x * i;
341 // Vertical arrangement
342 slot_size = vec2(mySize.x, mySize.y / all_keys);
343 for(i = 0; i < all_keys; ++i)
344 KH_SLOTS[i] = pos + eY * slot_size.y * i;
348 // Make icons blink in case of RUN HERE
353 float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
356 case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
357 case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
358 case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
359 case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
368 if(myteam == NUM_TEAM_1 && carrying_keys)
370 drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
374 drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
377 if(myteam == NUM_TEAM_2 && carrying_keys)
379 drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
383 drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
386 if(myteam == NUM_TEAM_3 && carrying_keys)
388 drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
392 drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
395 if(myteam == NUM_TEAM_4 && carrying_keys)
397 drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
401 drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
403 while(dropped_keys--)
404 drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
407 // Keepaway HUD mod icon
408 int kaball_prevstatus; // last remembered status
409 float kaball_statuschange_time; // time when the status changed
411 // we don't need to reset for keepaway since it immediately
412 // autocorrects prevstatus as to if the player has the ball or not
414 void HUD_Mod_Keepaway(vector pos, vector mySize)
416 mod_active = 1; // keepaway should always show the mod HUD
418 float BLINK_FACTOR = 0.15;
419 float BLINK_BASE = 0.85;
420 float BLINK_FREQ = 5;
421 float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
423 int stat_items = STAT(ITEMS);
424 int kaball = (stat_items/IT_KEY1) & 1;
426 if(kaball != kaball_prevstatus)
428 kaball_statuschange_time = time;
429 kaball_prevstatus = kaball;
432 vector kaball_pos, kaball_size;
434 if(mySize.x > mySize.y) {
435 kaball_pos = pos + eX * 0.25 * mySize.x;
436 kaball_size = vec2(0.5 * mySize.x, mySize.y);
438 kaball_pos = pos + eY * 0.25 * mySize.y;
439 kaball_size = vec2(mySize.x, 0.5 * mySize.y);
442 float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
443 float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
445 if(kaball_prevstatus && f < 1)
446 drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
449 drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
453 // Nexball HUD mod icon
454 void HUD_Mod_NexBall(vector pos, vector mySize)
456 float nb_pb_starttime, dt, p;
459 stat_items = STAT(ITEMS);
460 nb_pb_starttime = STAT(NB_METERSTART);
462 if (stat_items & IT_KEY1)
467 //Manage the progress bar if any
468 if (nb_pb_starttime > 0)
470 dt = (time - nb_pb_starttime) % nb_pb_period;
471 // one period of positive triangle
472 p = 2 * dt / nb_pb_period;
476 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
479 if (stat_items & IT_KEY1)
480 drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
483 // Race/CTS HUD mod icons
484 float crecordtime_prev; // last remembered crecordtime
485 float crecordtime_change_time; // time when crecordtime last changed
486 float srecordtime_prev; // last remembered srecordtime
487 float srecordtime_change_time; // time when srecordtime last changed
489 float race_status_time;
490 int race_status_prev;
491 string race_status_name_prev;
493 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
494 int race_CheckName(string net_name)
497 for (i=RANKINGS_CNT-1;i>=0;--i)
498 if(strdecolorize(grecordholder[i]) == strdecolorize(net_name))
503 void race_showTime(string text, vector pos, vector timeText_ofs, float theTime, vector textSize, float f)
505 drawstring_aspect(pos, text, textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
506 drawstring_aspect(pos + timeText_ofs, TIME_ENCODED_TOSTRING(theTime), textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
508 drawstring_aspect_expanding(pos, text, textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
509 drawstring_aspect_expanding(pos + timeText_ofs, TIME_ENCODED_TOSTRING(theTime), textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
513 void HUD_Mod_Race(vector pos, vector mySize)
516 me = playerslots[player_localnum];
518 score = me.(scores(ps_primary));
520 if(!(scores_flags(ps_primary) & SFL_TIME) || teamplay) // race/cts record display on HUD
522 mod_active = 0; // hide it in this case!
523 return; // no records in the actual race
528 // clientside personal record
530 if(gametype == MAPINFO_TYPE_CTS)
534 float t = stof(db_get(ClientProgsDB, strcat(shortmapname, rr, "time")));
536 if(score && (score < t || !t)) {
537 db_put(ClientProgsDB, strcat(shortmapname, rr, "time"), ftos(score));
538 if(autocvar_cl_autodemo_delete_keeprecords)
540 float f = autocvar_cl_autodemo_delete;
542 cvar_set("cl_autodemo_delete", ftos(f)); // don't delete demo with new record!
546 if(t != crecordtime_prev) {
547 crecordtime_prev = t;
548 crecordtime_change_time = time;
551 vector textPos, medalPos;
553 if(mySize.x > mySize.y) {
555 squareSize = min(mySize.y, mySize.x/2);
556 vector ofs = vec2(0.5 * max(0, mySize.x/2 - squareSize), 0.5 * (mySize.y - squareSize));
558 ofs.x += 0.5 * mySize.x;
559 medalPos = pos + ofs;
562 squareSize = min(mySize.x, mySize.y/2);
563 vector ofs = vec2(0.5 * (mySize.x - squareSize), 0.5 * max(0, mySize.y/2 - squareSize));
565 ofs.y += 0.5 * mySize.y;
566 medalPos = pos + ofs;
568 vector textSize = vec2(squareSize, 0.25 * squareSize);
570 race_showTime(_("Personal best"), textPos, eY * 0.25 * squareSize, t, textSize, time - crecordtime_change_time);
573 t = race_server_record;
574 if(t != srecordtime_prev) {
575 srecordtime_prev = t;
576 srecordtime_change_time = time;
579 textPos += eY * 0.5 * squareSize;
580 race_showTime(_("Server best"), textPos, eY * 0.25 * squareSize, t, textSize, time - srecordtime_change_time);
582 if (race_status != race_status_prev || race_status_name != race_status_name_prev) {
583 race_status_time = time + 5;
584 race_status_prev = race_status;
585 if (race_status_name_prev)
586 strunzone(race_status_name_prev);
587 race_status_name_prev = strzone(race_status_name);
592 a = bound(0, race_status_time - time, 1);
595 s = textShortenToWidth(ColorTranslateRGB(race_status_name), squareSize, '1 1 0' * 0.1 * squareSize, stringwidth_colors);
599 rank = race_CheckName(race_status_name);
603 rankname = count_ordinal(rank);
606 namepos = medalPos + '0 0.8 0' * squareSize;
608 rankpos = medalPos + '0 0.15 0' * squareSize;
611 drawpic_aspect_skin(medalPos, "race_newfail", '1 1 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
612 else if(race_status == 1) {
613 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newtime", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
614 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
615 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
616 } else if(race_status == 2) {
617 if(strdecolorize(race_status_name) == strdecolorize(entcs_GetName(player_localnum)) || !race_myrank || race_myrank < rank)
618 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankgreen", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
620 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankyellow", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
621 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
622 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
623 } else if(race_status == 3) {
624 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrecordserver", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
625 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
626 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
629 if (race_status_time - time <= 0) {
630 race_status_prev = -1;
633 strunzone(race_status_name);
634 race_status_name = string_null;
635 if(race_status_name_prev)
636 strunzone(race_status_name_prev);
637 race_status_name_prev = string_null;
641 void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
643 TC(int, layout); TC(int, i);
646 vector color = '0 0 0';
649 case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
650 case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
651 case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
653 case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
656 if(STAT(DOM_TOTAL_PPS))
657 pps_ratio = stat / STAT(DOM_TOTAL_PPS);
659 if(mySize.x/mySize.y > aspect_ratio)
661 i = aspect_ratio * mySize.y;
662 myPos.x = myPos.x + (mySize.x - i) / 2;
667 i = 1/aspect_ratio * mySize.x;
668 myPos.y = myPos.y + (mySize.y - i) / 2;
672 if (layout) // show text too
675 color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
676 if (layout == 2) // average pps
677 drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
678 else // percentage of average pps
679 drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
683 drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
686 drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
687 drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
692 void HUD_Mod_Dom(vector myPos, vector mySize)
694 mod_active = 1; // required in each mod function that always shows something
696 int layout = autocvar_hud_panel_modicons_dom_layout;
699 aspect_ratio = (layout) ? 3 : 1;
700 rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
701 columns = ceil(team_count/rows);
704 float row = 0, column = 0;
705 vector pos, itemSize;
706 itemSize = vec2(mySize.x / columns, mySize.y / rows);
707 for(i=0; i<team_count; ++i)
709 pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
711 DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
722 void HUD_ModIcons_SetFunc()
724 HUD_ModIcons_GameType = gametype.m_modicons;
731 if(!autocvar__hud_configure)
733 if(!autocvar_hud_panel_modicons) return;
734 if(!HUD_ModIcons_GameType) return;
737 if(mod_active || autocvar__hud_configure)
738 mod_alpha = min(mod_alpha + frametime * 2, 1);
740 mod_alpha = max(mod_alpha - frametime * 2, 0);
744 panel_fade_alpha *= mod_alpha;
745 HUD_Panel_LoadCvars();
747 draw_beginBoldFont();
749 if (autocvar_hud_panel_modicons_dynamichud)
758 panel_pos += '1 1 0' * panel_bg_padding;
759 panel_size -= '2 2 0' * panel_bg_padding;
762 if(autocvar__hud_configure)
763 HUD_Mod_CTF(panel_pos, panel_size);
765 HUD_ModIcons_GameType(panel_pos, panel_size);