#include "timer.qh"
+#include "scoreboard.qh"
#include <client/draw.qh>
#include <client/view.qh>
// allow saving cvars that aesthetically change the panel into hud skin files
}
+vector HUD_Timer_Color(float timeleft)
+{
+ if(timeleft <= 60)
+ return '1 0 0'; // red
+ else if(timeleft <= 300)
+ return '1 1 0'; // yellow
+ else
+ return '1 1 1'; // white
+}
+
+float HUD_Timer_TimeElapsed(float curtime, float starttime)
+{
+ float time_elapsed = curtime - starttime;
+ if (!autocvar_hud_panel_timer_unbound)
+ time_elapsed = max(0, time_elapsed);
+ return floor(time_elapsed);
+}
+
+float HUD_Timer_TimeLeft(float curtime, float starttime, float timelimit)
+{
+ float timeleft = timelimit + starttime - curtime;
+ if (!autocvar_hud_panel_timer_unbound)
+ timeleft = bound(0, timeleft, timelimit);
+ return ceil(timeleft);
+}
+
void HUD_Timer()
{
if(!autocvar__hud_configure)
HUD_Scale_Enable();
else
HUD_Scale_Disable();
- HUD_Panel_DrawBg();
if(panel_bg_padding)
{
pos += '1 1 0' * panel_bg_padding;
mySize -= '2 2 0' * panel_bg_padding;
}
- string timer;
- float timelimit, timeleft, minutesLeft;
-
- timelimit = STAT(TIMELIMIT);
+ string timer_str = string_null;
+ string subtimer_str = string_null;
+ string subtext = string_null;
+ float curtime, timelimit, timeleft;
+ vector timer_size, subtext_size, subtimer_size;
+ vector timer_color = '1 1 1';
+ vector subtimer_color = '1 1 1';
+ bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME));
+
+ // Use real or frozen time and get the time limit
+ curtime = (intermission_time ? intermission_time : time);
+ timelimit = (warmup_stage ? STAT(WARMUP_TIMELIMIT) : STAT(TIMELIMIT) * 60);
+
+ // Calculate time left
+ timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit);
+
+ // Timer color
+ if(!intermission_time && !warmup_stage && timelimit > 0)
+ timer_color = HUD_Timer_Color(timeleft);
+
+ // Timer text
+ if (autocvar_hud_panel_timer_increment || timelimit <= 0)
+ timer = HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME));
+ else
+ timer = timeleft;
- timeleft = bound(0, timelimit * 60 + STAT(GAMESTARTTIME) - time, timelimit * 60);
- timeleft = ceil(timeleft);
+ // Secondary timer for round-based game modes
+ if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary)
+ {
+ if(STAT(ROUNDSTARTTIME) == -1) {
+ // Round can't start
+ subtimer_str = "--:--";
+ subtimer_color = '1 0 0';
+ } else {
+ float round_curtime, round_timelimit, round_timeleft;
+
+ // Use real or frozen time and get the time limit
+ round_curtime = (game_stopped_time ? game_stopped_time : time);
+ round_timelimit = STAT(ROUND_TIMELIMIT);
+
+ // Calculate time left
+ round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit);
+
+ // Subtimer color
+ if(!intermission_time && round_timelimit > 0)
+ subtimer_color = HUD_Timer_Color(round_timeleft);
+
+ // Subtimer text
+ if (autocvar_hud_panel_timer_increment || round_timelimit <= 0)
+ subtimer_str = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME)));
+ else
+ subtimer_str = seconds_tostring(round_timeleft);
+ }
+ }
- minutesLeft = floor(timeleft / 60);
+ // Subtext
+ int overtimes = STAT(OVERTIMES);
- float warmup_timeleft = 0;
- if(warmup_stage)
+ if(warmup_stage || autocvar__hud_configure)
{
- float warmup_timelimit = STAT(WARMUP_TIMELIMIT);
- if(warmup_timelimit > 0)
- warmup_timeleft = max(0, warmup_timelimit - time + STAT(GAMESTARTTIME));
- else if(warmup_timelimit == 0)
- warmup_timeleft = timeleft;
- warmup_timeleft = ceil(warmup_timeleft);
+ if (STAT(WARMUP_TIMELIMIT) > 0)
+ subtext = _("Warmup");
+ else
+ {
+ Scoreboard_UpdatePlayerTeams(); // ensure numplayers is current
+ if (srv_minplayers - numplayers > 0)
+ subtext = _("Warmup: too few players");
+ else
+ subtext = _("Warmup: no time limit");
+ }
}
+ else if(STAT(TIMEOUT_STATUS) == 2)
+ subtext = _("Timeout");
+ else if (overtimes == -1)
+ subtext = _("Sudden Death");
+ else if(overtimes == 1)
+ subtext = _("Overtime");
+ else if (overtimes >= 2)
+ subtext = sprintf(_("Overtime #%d"), overtimes);
+
+ subtext_size = vec2(mySize.x, mySize.y / 3);
+ timer_size = vec2(mySize.x, mySize.y - subtext_size.y);
+ subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y);
+ timer_str = seconds_tostring(timer);
+
+ panel_size.y -= subtext_size.y;
+ HUD_Panel_DrawBg();
- vector timer_color;
- if(intermission_time || minutesLeft >= 5 || warmup_stage || timelimit == 0)
- timer_color = '1 1 1'; //white
- else if(minutesLeft >= 1)
- timer_color = '1 1 0'; //yellow
- else
- timer_color = '1 0 0'; //red
-
- if (intermission_time) {
- timer = seconds_tostring(max(0, floor(intermission_time - STAT(GAMESTARTTIME))));
- } else if (warmup_stage && warmup_timeleft >= 60) {
- timer = _("WARMUP");
- } else if (autocvar_hud_panel_timer_increment || (!warmup_stage && timelimit == 0) || (warmup_stage && warmup_timeleft <= 0)) {
- if (time < STAT(GAMESTARTTIME))
- timer = seconds_tostring(0); //while restart is still active, show 00:00
- else
- timer = seconds_tostring(floor(time - STAT(GAMESTARTTIME)));
- } else {
- if(warmup_stage)
- timer = seconds_tostring(warmup_timeleft);
- else
- timer = seconds_tostring(timeleft);
+ if(subtimer_str) {
+ float subtimer_padding = subtimer_size.y / 5;
+ timer_size.x -= subtimer_size.x;
+ drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer_str : subtimer_str), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
}
- drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(pos, (swap ? subtimer_str : timer_str), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ if(subtext)
+ drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL);
draw_endBoldFont();
}