-#ifndef CLIENT_MISCFUNCTIONS_H
-#define CLIENT_MISCFUNCTIONS_H
+#pragma once
entity players;
entity teams;
vector project_3d_to_2d(vector vec);
+vector drawfontscale;
#define draw_beginBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 2; } MACRO_END
#define draw_endBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 1; } MACRO_END
void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag);
+void HUD_Scale_Disable();
+void HUD_Scale_Enable();
+
+#define HUD_ScaleX(f) (f * hud_scale.x)
+#define HUD_ScaleY(f) (f * hud_scale.y)
+#define HUD_ShiftX(f) (f + hud_shift.x + hud_shift.z * (f - hud_scale_center.x))
+#define HUD_ShiftY(f) (f + hud_shift.y + hud_shift.z * (f - hud_scale_center.y))
+vector HUD_Scale(vector v);
+vector HUD_Shift(vector v);
+
+// The following functions / macros must be called from within
+// the panel HUD / scoreboard code so that pos and size are scaled
+// when the hud_dynamic code is running.
+// Make use of stringwidth_builtin and draw*_builtin everywhere else.
+
+float stringwidth(string text, float handleColors, vector sz);
+
+#define drawpic(position, pic, size, rgb, alpha, flag) \
+ drawpic_builtin(HUD_Shift(position), pic, HUD_Scale(size), rgb, alpha, flag)
+
+#define drawcharacter(position, character, scale, rgb, alpha, flag) \
+ drawcharacter_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
+
+#define drawstring(position, text, scale, rgb, alpha, flag) \
+ drawstring_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
+
+#define drawcolorcodedstring(position, text, scale, alpha, flag) \
+ drawcolorcodedstring_builtin(HUD_Shift(position), text, scale, alpha, flag)
+
+#define drawcolorcodedstring2(position, text, scale, rgb, alpha, flag) \
+ drawcolorcodedstring2_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
+
+#define drawfill(position, size, rgb, alpha, flag) \
+ drawfill_builtin(HUD_Shift(position), HUD_Scale(size), rgb, alpha, flag)
+
+#define drawsetcliparea(xposition, yposition, w, h) \
+ drawsetcliparea_builtin(HUD_ShiftX(xposition), HUD_ShiftY(yposition), HUD_ScaleX(w), HUD_ScaleY(h))
+
+// Since drawsubpic usually gets called multiple times from within an
+// utility function, instead of scaling pos and size in every call
+// we scale them once for all in the beginning of that utility function.
+// That's why drawsubpic isn't remapped.
+/*
+#define drawsubpic(position, size, pic, srcPosition, srcSize, rgb, alpha, flag) \
+ drawsubpic_builtin(HUD_Shift(position), HUD_Scale(size), pic, HUD_Shift(srcPosition), HUD_Scale(srcSize), rgb, alpha, flag)
+*/
+
// drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box
float _drawpic_imgaspect;
vector _drawpic_imgsize;
#define SET_POS_AND_SZ_Y_ASPECT(allow_colors) MACRO_BEGIN { \
float textaspect, oldsz; \
+ vector dfs = drawfontscale; \
+ drawfontscale = '1 1 0'; \
textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \
+ drawfontscale = dfs; \
if(sz.x/sz.y > textaspect) { \
oldsz = sz.x; \
sz.x = sz.y * textaspect; \
// drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box
void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag);
-vector drawfontscale;
void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
// drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp);
+void update_mousepos();
+
// this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
float PolyDrawModelSurface(entity e, float i_s);
void PolyDrawModel(entity e);
void Accuracy_LoadColors();
vector Accuracy_GetColor(float accuracy);
-
-#endif