-#ifndef CLIENT_HUD_H
-#define CLIENT_HUD_H
+#pragma once
-#include "../common/weapons/all.qh"
+#include <common/weapons/all.qh>
bool HUD_Radar_Clickable();
void HUD_Radar_Mouse();
REGISTRY(hud_panels, BITS(6))
#define hud_panels_from(i) _hud_panels_from(i, NULL)
-REGISTER_REGISTRY(Registerhud_panels)
+REGISTER_REGISTRY(hud_panels)
#define REGISTER_HUD_PANEL(id, draw_func, name, configflags, showflags) \
void draw_func(); \
- REGISTER(Registerhud_panels, HUD_PANEL, hud_panels, id, m_id, new(hud_panel)) { \
- make_pure(this); \
+ REGISTER(hud_panels, HUD_PANEL, id, m_id, new_pure(hud_panel)) { \
this.panel_id = this.m_id; \
this.panel_draw = draw_func; \
this.panel_name = #name; \
#define HUD_PANEL(NAME) HUD_PANEL_##NAME
// draw the background/borders
-#define HUD_Panel_DrawBg(theAlpha) do { \
+#define HUD_Panel_DrawBg(theAlpha) MACRO_BEGIN { \
if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
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));\
-} while(0)
+} MACRO_END
int panel_order[hud_panels_MAX];
string hud_panelorder_prev;
float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
void HUD_Radar_Hide_Maximized();
+float HUD_GetRowCount(int item_count, vector size, float item_aspect);
+vector HUD_Get_Num_Color (float x, float maxvalue);
+void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
+void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp);
+void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
+vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
+
void HUD_Reset ();
void HUD_Main ();
+int race_CheckName(string net_name);
+string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname);
+
int vote_yescount;
int vote_nocount;
int vote_needed;
int weapon_accuracy[Weapons_MAX];
int complain_weapon;
-string complain_weapon_name;
float complain_weapon_type;
float complain_weapon_time;
int ps_primary, ps_secondary;
int ts_primary, ts_secondary;
-int last_switchweapon;
-int last_activeweapon;
+Weapon last_switchweapon;
+Weapon last_activeweapon;
float weapontime;
float weaponprevtime;
float current_player;
+float autocvar_hud_dynamic_follow;
+float autocvar_hud_dynamic_follow_scale;
+
+vector hud_dynamic_shake_realofs;
+float hud_dynamic_shake_factor;
+float hud_dynamic_shake_time;
+
+// shared across viewmodel effects and dynamic hud code
+vector cl_followmodel_ofs;
+float cl_followmodel_time;
+
+vector hud_dynamic_ofs;
+
float stringwidth_colors(string s, vector theSize);
float stringwidth_nocolors(string s, vector theSize);
-float GetPlayerColorForce(int i);
-int GetPlayerColor(int i);
-string GetPlayerName(int i);
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
.int panel_showflags;
// Get value for panel.current_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() do { \
+#define HUD_Panel_GetBg() MACRO_BEGIN { \
string panel_bg; \
if (!autocvar__hud_configure && panel_bg_str == "0") { \
panel_bg = "0"; \
if (panel.current_panel_bg) \
strunzone(panel.current_panel_bg); \
panel.current_panel_bg = strzone(panel_bg); \
-} while(0)
+} MACRO_END
// 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() do { \
+#define HUD_Panel_GetColor() MACRO_BEGIN { \
if ((teamplay) && panel_bg_color_team) { \
if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
panel_bg_color = '1 0 0' * panel_bg_color_team; \
} \
} \
} \
-} while(0)
+} MACRO_END
// Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
-#define HUD_Panel_GetColorTeam() do { \
+#define HUD_Panel_GetColorTeam() MACRO_BEGIN { \
if (panel_bg_color_team_str == "") { \
panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
} else { \
panel_bg_color_team = stof(panel_bg_color_team_str); \
} \
-} while(0)
+} MACRO_END
// 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() do { \
+#define HUD_Panel_GetBgAlpha() MACRO_BEGIN { \
if (panel_bg_alpha_str == "") { \
panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
} \
else \
panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
} \
-} while(0)
+} MACRO_END
// 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
-#define HUD_Panel_GetFgAlpha() do { \
+#define HUD_Panel_GetFgAlpha() MACRO_BEGIN { \
panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
if (autocvar__hud_configure && !panel_enabled) \
panel_fg_alpha = 0.25; \
-} while(0)
+} MACRO_END
// Get border. See comments above, it's similar.
-#define HUD_Panel_GetBorder() do { \
+#define HUD_Panel_GetBorder() MACRO_BEGIN { \
if (panel_bg_border_str == "") { \
panel_bg_border = autocvar_hud_panel_bg_border; \
} else { \
panel_bg_border = stof(panel_bg_border_str); \
} \
-} while(0)
+} MACRO_END
// 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() do { \
+#define HUD_Panel_GetPadding() MACRO_BEGIN { \
if (panel_bg_padding_str == "") { \
panel_bg_padding = autocvar_hud_panel_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); \
-} while(0)
+} MACRO_END
// return smoothly faded pos and size of given panel when a dialog is active
// don't center too wide panels, it doesn't work with different resolutions
-#define HUD_Panel_UpdatePosSize_ForMenu() do { \
+#define HUD_Panel_UpdatePosSize_ForMenu() MACRO_BEGIN { \
vector menu_enable_size = panel_size; \
float max_panel_width = 0.52 * vid_conwidth; \
if(panel_size.x > max_panel_width) \
vector menu_enable_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * menu_enable_size; \
panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_pos; \
panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
-} while(0)
+} MACRO_END
// Scale the pos and size vectors to absolute coordinates
-#define HUD_Panel_ScalePosSize() do { \
+#define HUD_Panel_ScalePosSize() MACRO_BEGIN { \
panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
-} while(0)
+} MACRO_END
// NOTE: in hud_configure mode cvars must be reloaded every frame
-#define HUD_Panel_UpdateCvars() do { \
+#define HUD_Panel_UpdateCvars() MACRO_BEGIN { \
if (panel.update_time <= time) { \
if (autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
panel_bg_padding = panel.current_panel_bg_padding; \
panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
} \
-} while(0)
+ if(hud_dynamic_shake_factor > 0) panel_pos += hud_dynamic_shake_realofs; \
+ if(hud_dynamic_ofs.y) panel_pos.x += hud_dynamic_ofs.y * vid_conwidth; \
+ if(hud_dynamic_ofs.z) panel_pos.y += hud_dynamic_ofs.z * vid_conheight; \
+ if(hud_dynamic_ofs.x) { \
+ panel_size.x += hud_dynamic_ofs.x * panel_size.x; \
+ panel_size.y += hud_dynamic_ofs.x * panel_size.y; \
+ panel_pos.x += hud_dynamic_ofs.x * (panel_pos.x - vid_conwidth * 0.5); \
+ panel_pos.y += hud_dynamic_ofs.x * (panel_pos.y - vid_conheight * 0.5); \
+ } \
+} MACRO_END
-#define HUD_Panel_UpdatePosSize() do { \
+#define HUD_Panel_UpdatePosSize() MACRO_BEGIN { \
panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
} \
panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
HUD_Panel_GetBorder(); \
-} while(0)
+} MACRO_END
const int NOTIFY_MAX_ENTRIES = 10;
const float NOTIFY_ICON_MARGIN = 0.02;
var void HUD_ModIcons_GameType(vector pos, vector size);
void HUD_ModIcons_SetFunc();
-#endif