4 #include "../common/weapons/all.qh"
6 bool HUD_Radar_Clickable();
7 void HUD_Radar_Mouse();
9 REGISTRY(hud_panels, 24)
10 REGISTER_REGISTRY(Registerhud_panels)
12 #define REGISTER_HUD_PANEL(id, draw_func, name, configflags, showflags) \
14 REGISTER(Registerhud_panels, HUD_PANEL, hud_panels, id, m_id, new(hud_panel)) { \
15 this.panel_id = this.m_id; \
16 this.panel_draw = draw_func; \
17 this.panel_name = #name; \
18 this.panel_configflags = configflags; \
19 this.panel_showflags = showflags; \
22 #define HUD_PANEL(NAME) HUD_PANEL_##NAME
24 // draw the background/borders
25 #define HUD_Panel_DrawBg(theAlpha) do { \
26 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "") \
27 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));\
30 int panel_order[hud_panels_MAX];
31 string hud_panelorder_prev;
33 bool hud_draw_maximized;
34 bool hud_panel_radar_maximized;
35 bool hud_panel_radar_mouse;
36 float hud_panel_radar_bottom;
37 bool hud_panel_radar_temp_hidden;
38 bool chat_panel_modified;
39 bool radar_panel_modified;
41 float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
42 void HUD_Radar_Hide_Maximized();
44 void HUD_Reset (void);
50 int vote_highlighted; // currently selected vote
52 int vote_active; // is there an active vote?
53 int vote_prev; // previous state of vote_active to check for a change
55 float vote_change; // "time" when vote_active changed
57 float hud_panel_quickmenu;
60 vector panel_click_distance; // mouse cursor distance from the top left corner of the panel (saved only upon a click)
61 vector panel_click_resizeorigin; // coordinates for opposite point when resizing
62 float resizeCorner; // 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
63 entity highlightedPanel;
64 float highlightedAction; // 0 = nothing, 1 = move, 2 = resize
66 const float BORDER_MULTIPLIER = 0.25;
67 float scoreboard_bottom;
68 int weapon_accuracy[Weapons_MAX];
71 string complain_weapon_name;
72 float complain_weapon_type;
73 float complain_weapon_time;
75 int ps_primary, ps_secondary;
76 int ts_primary, ts_secondary;
78 int last_switchweapon;
79 int last_activeweapon;
85 float hud_configure_checkcollisions;
86 float hud_configure_prev;
87 vector hud_configure_gridSize;
88 vector hud_configure_realGridSize;
91 const int S_SHIFT = 1;
95 float menu_enabled; // 1 showing the entire HUD, 2 showing only the clicked panel
100 string hud_skin_prev;
104 entity highlightedPanel_backup;
105 vector panel_pos_backup;
106 vector panel_size_backup;
108 vector panel_size_copied;
111 entityclass(HUDPanel);
112 class(HUDPanel) .string panel_name;
113 class(HUDPanel) .int panel_id;
114 class(HUDPanel) .vector current_panel_pos;
115 class(HUDPanel) .vector current_panel_size;
116 class(HUDPanel) .string current_panel_bg;
117 class(HUDPanel) .float current_panel_bg_alpha;
118 class(HUDPanel) .float current_panel_bg_border;
119 class(HUDPanel) .vector current_panel_bg_color;
120 class(HUDPanel) .float current_panel_bg_color_team;
121 class(HUDPanel) .float current_panel_bg_padding;
122 class(HUDPanel) .float current_panel_fg_alpha;
123 class(HUDPanel) .float update_time;
127 string panel_bg_str; // "_str" vars contain the raw value of the cvar, non-"_str" contains what hud.qc code should use
128 vector panel_bg_color;
129 string panel_bg_color_str;
130 float panel_bg_color_team;
131 string panel_bg_color_team_str;
132 float panel_fg_alpha;
133 float panel_bg_alpha;
134 string panel_bg_alpha_str;
135 float panel_bg_border;
136 string panel_bg_border_str;
137 float panel_bg_padding;
138 string panel_bg_padding_str;
140 class(HUDPanel) .void() panel_draw;
142 // chat panel can be reduced / moved while the mapvote is active
143 // let know the mapvote panel about chat pos and size
147 float current_player;
149 float stringwidth_colors(string s, vector theSize);
150 float stringwidth_nocolors(string s, vector theSize);
151 float GetPlayerColorForce(int i);
152 int GetPlayerColor(int i);
153 string GetPlayerName(int i);
154 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
156 .int panel_showflags;
157 const int PANEL_SHOW_NEVER = 0x00;
158 const int PANEL_SHOW_MAINGAME = 0x01;
159 const int PANEL_SHOW_MINIGAME = 0x02;
160 const int PANEL_SHOW_MAPVOTE = 0x04;
161 const int PANEL_SHOW_ALWAYS = 0xff;
162 bool HUD_Panel_CheckFlags(int showflags);
164 .int panel_configflags;
165 const int PANEL_CONFIG_NO = 0x00;
166 const int PANEL_CONFIG_MAIN = 0x01;
169 // prev_* vars contain the health/armor at the previous FRAME
170 // set to -1 when player is dead or was not playing
171 int prev_health, prev_armor;
172 float health_damagetime, armor_damagetime;
173 int health_beforedamage, armor_beforedamage;
174 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
175 int old_p_health, old_p_armor;
176 float old_p_healthtime, old_p_armortime;
177 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
178 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
179 int prev_p_health, prev_p_armor;
181 void HUD_ItemsTime();
183 REGISTER_HUD_PANEL(WEAPONS, HUD_Weapons, weapons, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
184 REGISTER_HUD_PANEL(AMMO, HUD_Ammo, ammo, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
185 REGISTER_HUD_PANEL(POWERUPS, HUD_Powerups, powerups, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
186 REGISTER_HUD_PANEL(HEALTHARMOR, HUD_HealthArmor, healtharmor, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
187 REGISTER_HUD_PANEL(NOTIFY, HUD_Notify, notify, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
188 REGISTER_HUD_PANEL(TIMER, HUD_Timer, timer, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
189 REGISTER_HUD_PANEL(RADAR, HUD_Radar, radar, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
190 REGISTER_HUD_PANEL(SCORE, HUD_Score, score, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS & ~PANEL_SHOW_MAPVOTE)
191 REGISTER_HUD_PANEL(RACETIMER, HUD_RaceTimer, racetimer, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
192 REGISTER_HUD_PANEL(VOTE, HUD_Vote, vote, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
193 REGISTER_HUD_PANEL(MODICONS, HUD_ModIcons, modicons, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
194 REGISTER_HUD_PANEL(PRESSEDKEYS, HUD_PressedKeys, pressedkeys, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
195 REGISTER_HUD_PANEL(CHAT, HUD_Chat, chat, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
196 REGISTER_HUD_PANEL(ENGINEINFO, HUD_EngineInfo, engineinfo, PANEL_CONFIG_MAIN, PANEL_SHOW_ALWAYS )
197 REGISTER_HUD_PANEL(INFOMESSAGES, HUD_InfoMessages, infomessages, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
198 REGISTER_HUD_PANEL(PHYSICS, HUD_Physics, physics, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
199 REGISTER_HUD_PANEL(CENTERPRINT, HUD_CenterPrint, centerprint, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
200 REGISTER_HUD_PANEL(MINIGAME_BOARD, HUD_MinigameBoard, minigameboard, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
201 REGISTER_HUD_PANEL(MINIGAME_STATUS, HUD_MinigameStatus, minigamestatus, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
202 REGISTER_HUD_PANEL(MINIGAME_HELP, HUD_MinigameHelp, minigamehelp, PANEL_CONFIG_NO , PANEL_SHOW_MINIGAME)
203 REGISTER_HUD_PANEL(MINIGAME_MENU, HUD_MinigameMenu, minigamemenu, PANEL_CONFIG_NO , PANEL_SHOW_ALWAYS )
204 REGISTER_HUD_PANEL(MAPVOTE, MapVote_Draw, mapvote, PANEL_CONFIG_NO , PANEL_SHOW_MAPVOTE )
205 REGISTER_HUD_PANEL(ITEMSTIME, HUD_ItemsTime, itemstime, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
206 REGISTER_HUD_PANEL(QUICKMENU, HUD_QuickMenu, quickmenu, PANEL_CONFIG_MAIN, PANEL_SHOW_MAINGAME)
207 // always add new panels to the end of list
209 // Because calling lots of functions in QC apparently cuts fps in half on many machines:
210 // ----------------------
211 // MACRO HELL STARTS HERE
212 // ----------------------
213 // Little help for the poor people who have to make sense of this: Start from the bottom ;)
215 // Get value for panel.current_panel_bg: if "" fetch default, else use panel_bg_str
216 // comment on last line of macro: // we probably want to see a background in config mode at all times...
217 #define HUD_Panel_GetBg() do { \
219 if (!autocvar__hud_configure && panel_bg_str == "0") { \
222 if (panel_bg_str == "") { \
223 panel_bg_str = autocvar_hud_panel_bg; \
225 if (panel_bg_str == "0" && !autocvar__hud_configure) { \
228 if (panel_bg_str == "0" && autocvar__hud_configure) \
229 panel_bg_alpha_str = "0"; \
230 panel_bg = strcat(hud_skin_path, "/", panel_bg_str); \
231 if (precache_pic(panel_bg) == "") { \
232 panel_bg = strcat(hud_skin_path, "/", "border_default"); \
233 if (precache_pic(panel_bg) == "") { \
234 panel_bg = strcat("gfx/hud/default/", "border_default"); \
239 if (panel.current_panel_bg) \
240 strunzone(panel.current_panel_bg); \
241 panel.current_panel_bg = strzone(panel_bg); \
244 // Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
245 #define HUD_Panel_GetColor() do { \
246 if ((teamplay) && panel_bg_color_team) { \
247 if (autocvar__hud_configure && myteam == NUM_SPECTATOR) \
248 panel_bg_color = '1 0 0' * panel_bg_color_team; \
250 panel_bg_color = myteamcolors * panel_bg_color_team; \
251 } else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) { \
252 panel_bg_color = '1 0 0' * panel_bg_color_team; \
254 if (panel_bg_color_str == "") { \
255 panel_bg_color = autocvar_hud_panel_bg_color; \
257 if (panel_bg_color_str == "shirt") { \
258 panel_bg_color = colormapPaletteColor(floor(stof(getplayerkeyvalue(current_player, "colors")) / 16), 0); \
259 } else if (panel_bg_color_str == "pants") { \
260 panel_bg_color = colormapPaletteColor(stof(getplayerkeyvalue(current_player, "colors")) % 16, 1); \
262 panel_bg_color = stov(panel_bg_color_str); \
268 // Get value for panel_bg_color_team: if "" fetch default, else use panel_bg_color_team_str
269 #define HUD_Panel_GetColorTeam() do { \
270 if (panel_bg_color_team_str == "") { \
271 panel_bg_color_team = autocvar_hud_panel_bg_color_team; \
273 panel_bg_color_team = stof(panel_bg_color_team_str); \
277 // 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
278 // comment on line 3 of macro: // do not set a minalpha cap when showing the config dialog for this panel
279 #define HUD_Panel_GetBgAlpha() do { \
280 if (panel_bg_alpha_str == "") { \
281 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha); \
283 panel_bg_alpha = stof(panel_bg_alpha_str); \
284 if (autocvar__hud_configure) { \
285 if (!panel_enabled) \
286 panel_bg_alpha = 0.25; \
287 else if (menu_enabled == 2 && panel == highlightedPanel) \
288 panel_bg_alpha = (1 - autocvar__menu_alpha) * max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha) + autocvar__menu_alpha * panel_bg_alpha;\
290 panel_bg_alpha = max(cvar("hud_configure_bg_minalpha"), panel_bg_alpha); \
294 // Get value for panel_fg_alpha. Also do various minalpha checks
295 // comment on line 2 of macro: // ALWAYS show disabled panels at 0.25 alpha when in config mode
296 #define HUD_Panel_GetFgAlpha() do { \
297 panel_fg_alpha = autocvar_hud_panel_fg_alpha; \
298 if (autocvar__hud_configure && !panel_enabled) \
299 panel_fg_alpha = 0.25; \
302 // Get border. See comments above, it's similar.
303 #define HUD_Panel_GetBorder() do { \
304 if (panel_bg_border_str == "") { \
305 panel_bg_border = autocvar_hud_panel_bg_border; \
307 panel_bg_border = stof(panel_bg_border_str); \
311 // Get padding. See comments above, it's similar.
312 // 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
313 #define HUD_Panel_GetPadding() do { \
314 if (panel_bg_padding_str == "") { \
315 panel_bg_padding = autocvar_hud_panel_bg_padding; \
317 panel_bg_padding = stof(panel_bg_padding_str); \
319 panel_bg_padding = min(min(panel_size.x, panel_size.y)/2 - 5, panel_bg_padding); \
322 // return smoothly faded pos and size of given panel when a dialog is active
323 // don't center too wide panels, it doesn't work with different resolutions
324 #define HUD_Panel_UpdatePosSize_ForMenu() do { \
325 vector menu_enable_size = panel_size; \
326 float max_panel_width = 0.52 * vid_conwidth; \
327 if(panel_size.x > max_panel_width) \
329 menu_enable_size.x = max_panel_width; \
330 menu_enable_size.y = panel_size.y * (menu_enable_size.x / panel_size.x); \
332 vector menu_enable_pos = eX * (panel_bg_border + 0.5 * max_panel_width) + eY * 0.5 * vid_conheight - 0.5 * menu_enable_size; \
333 panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_pos; \
334 panel_size = (1 - autocvar__menu_alpha) * panel_size + (autocvar__menu_alpha) * menu_enable_size; \
337 // Scale the pos and size vectors to absolute coordinates
338 #define HUD_Panel_ScalePosSize() do { \
339 panel_pos.x *= vid_conwidth; panel_pos.y *= vid_conheight; \
340 panel_size.x *= vid_conwidth; panel_size.y *= vid_conheight; \
343 // NOTE: in hud_configure mode cvars must be reloaded every frame
344 #define HUD_Panel_UpdateCvars() do { \
345 if (panel.update_time <= time) { \
346 if (autocvar__hud_configure) panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
347 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
348 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
349 HUD_Panel_ScalePosSize(); \
350 panel_bg_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg")); \
351 panel_bg_color_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color")); \
352 panel_bg_color_team_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_color_team")); \
353 panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
354 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
355 panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
357 if (panel.current_panel_bg != "0") { \
358 HUD_Panel_GetColorTeam(); \
359 HUD_Panel_GetColor(); \
360 HUD_Panel_GetBgAlpha(); \
361 HUD_Panel_GetBorder(); \
363 HUD_Panel_GetFgAlpha(); \
364 HUD_Panel_GetPadding(); \
365 panel.current_panel_bg_alpha = panel_bg_alpha; \
366 panel.current_panel_fg_alpha = panel_fg_alpha; \
367 if (menu_enabled == 2 && panel == highlightedPanel) { \
368 HUD_Panel_UpdatePosSize_ForMenu(); \
370 panel_bg_alpha *= hud_fade_alpha; \
371 panel_fg_alpha *= hud_fade_alpha; \
373 panel.current_panel_pos = panel_pos; \
374 panel.current_panel_size = panel_size; \
375 panel.current_panel_bg_border = panel_bg_border; \
376 panel.current_panel_bg_color = panel_bg_color; \
377 panel.current_panel_bg_color_team = panel_bg_color_team; \
378 panel.current_panel_bg_padding = panel_bg_padding; \
379 panel.update_time = (autocvar__hud_configure) ? time : time + autocvar_hud_panel_update_interval; \
381 panel_pos = panel.current_panel_pos; \
382 panel_size = panel.current_panel_size; \
383 panel_bg_alpha = panel.current_panel_bg_alpha * hud_fade_alpha; \
384 panel_bg_border = panel.current_panel_bg_border; \
385 panel_bg_color = panel.current_panel_bg_color; \
386 panel_bg_color_team = panel.current_panel_bg_color_team; \
387 panel_bg_padding = panel.current_panel_bg_padding; \
388 panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
392 #define HUD_Panel_UpdatePosSize() do { \
393 panel_enabled = cvar(strcat("hud_panel_", panel.panel_name)); \
394 panel_pos = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_pos"))); \
395 panel_size = stov(cvar_string(strcat("hud_panel_", panel.panel_name, "_size"))); \
396 HUD_Panel_ScalePosSize(); \
397 if (menu_enabled == 2 && panel == highlightedPanel) { \
398 HUD_Panel_UpdatePosSize_ForMenu(); \
400 panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
401 HUD_Panel_GetBorder(); \
404 const int NOTIFY_MAX_ENTRIES = 10;
405 const float NOTIFY_ICON_MARGIN = 0.02;
409 float notify_times[NOTIFY_MAX_ENTRIES];
410 string notify_attackers[NOTIFY_MAX_ENTRIES];
411 string notify_victims[NOTIFY_MAX_ENTRIES];
412 string notify_icons[NOTIFY_MAX_ENTRIES];
414 void HUD_Notify_Push(string icon, string attacker, string victim);
416 var void HUD_ModIcons_GameType(vector pos, vector size);
417 void HUD_ModIcons_SetFunc();