3 #include "strafehud.qh"
5 #include <client/autocvars.qh>
6 #include <client/draw.qh>
7 #include <client/hud/panel/racetimer.qh>
8 #include <client/resources.qh>
9 #include <common/animdecide.qh>
10 #include <common/ent_cs.qh>
11 #include <common/mapinfo.qh>
12 #include <common/physics/movetypes/movetypes.qh>
13 #include <common/physics/player.qh>
14 #include <lib/csqcmodel/cl_player.qh>
18 void HUD_StrafeHUD_Export(int fh)
20 // allow saving cvars that aesthetically change the panel into hud skin files
25 float demo_angle = -37;
26 float demo_direction = 1;
28 bool state_onground = false;
29 float state_onground_time = 0;
30 bool state_strafekeys = false;
31 float state_strafekeys_time = 0;
35 bool state_fwd = true;
36 bool state_fwd_prev = true;
37 float state_fwd_time = 0;
39 float startspeed = -1;
41 float jumpheight = -1;
42 float jumpheight_persistent = -1;
43 float jumpheight_prev = 0;
44 float jumpspeed_prev = 0;
45 bool jumprestart = true;
47 // provide basic panel cvars to old clients
48 // TODO remove them after a future release (0.8.2+)
49 noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
50 noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
51 noref string autocvar_hud_panel_strafehud_bg = "0";
52 noref string autocvar_hud_panel_strafehud_bg_color = "";
53 noref string autocvar_hud_panel_strafehud_bg_color_team = "";
54 noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
55 noref string autocvar_hud_panel_strafehud_bg_border = "";
56 noref string autocvar_hud_panel_strafehud_bg_padding = "";
63 // generic hud routines
64 if(!autocvar__hud_configure)
66 if(!autocvar_hud_panel_strafehud ||
67 (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
68 (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) return;
71 HUD_Panel_LoadCvars();
73 if(autocvar_hud_panel_strafehud_dynamichud)
86 panel_pos += '1 1 0' * panel_bg_padding;
87 panel_size -= '2 2 0' * panel_bg_padding;
90 // find out whether the local csqcmodel entity is valid
91 if(spectatee_status > 0 || isdemo())
94 strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
99 strafeplayer = csqcplayer;
103 if(csqcplayer && strafeplayer)
106 bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
108 bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
109 bool spectating = entcs_GetSpecState(strafeplayer.sv_entnum) == ENTCS_SPEC_PURE;
110 float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
111 float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
112 float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
113 float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
114 float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
115 float vel_angle = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0); // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles
116 float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y;
118 vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
119 int keys = STAT(PRESSED_KEYS);
124 int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
125 float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_panel_strafehud_unit);
126 float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_panel_strafehud_unit);
127 string speed_unit = GetSpeedUnit(autocvar_hud_panel_strafehud_unit);
128 string length_unit = GetLengthUnit(autocvar_hud_panel_strafehud_unit);
129 int length_decimals = autocvar_hud_panel_strafehud_unit >= 3 && autocvar_hud_panel_strafehud_unit <= 5 ? 6 : 2; // use more decimals when displaying km or miles
130 float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
131 float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
133 float shift_offset = 0;
134 bool straight_overturn = false;
135 bool immobile = speed <= (swimming ? antiflicker_speed : 0);
137 float neutral_offset;
139 vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
140 float currentangle_offset;
141 vector currentangle_size = '0 0 0';
144 bool bestangle_anywhere = false;
145 float bestangle_offset;
146 float switch_bestangle_offset;
147 bool odd_angles = false;
148 float odd_bestangle_offset = 0;
149 float switch_odd_bestangle_offset = 0;
150 float bestangle_width;
151 float accelzone_left_offset;
152 float accelzone_right_offset;
153 float accelzone_width;
154 float overturn_offset;
155 float overturn_width;
156 float slickdetector_height;
157 vector direction_size_vertical = '0 0 0';
158 vector direction_size_horizontal = '0 0 0';
159 float range_minangle;
161 // determine whether the player is pressing forwards or backwards keys
162 if(islocal) // if entity is local player
168 else if(movement.x < 0)
177 else // alternatively determine direction by querying pressed keys
179 if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
183 else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
193 // determine player wishdir
194 if(islocal) // if entity is local player
202 else if(movement.y > 0)
219 wishangle = RAD2DEG * atan2(movement.y, movement.x);
220 // wrap the wish angle if it exceeds ±90°
221 if(fabs(wishangle) > 90)
223 if(wishangle < 0) wishangle += 180;
224 else wishangle -= 180;
225 wishangle = -wishangle;
230 else // alternatively calculate wishdir by querying pressed keys
232 if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
244 else if(!(keys & KEY_RIGHT))
246 wishangle = 0; // wraps at 180°
250 strafekeys = fabs(wishangle) == 90;
252 // determine minimum required angle to display full strafe range
253 range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
254 if(range_minangle > 45) // minimum angle range is 45
256 range_minangle = 45 - fabs(wishangle) % 45;
258 range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
259 range_minangle *= 2; // multiply to accommodate for both sides of the hud
261 if(autocvar_hud_panel_strafehud_range == 0)
263 if(autocvar__hud_configure)
269 hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
274 hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
277 // detect air strafe turning
278 if(onground != state_onground)
280 state_onground_time = time;
282 state_onground = onground;
284 if(strafekeys != state_strafekeys)
286 state_strafekeys_time = time;
288 state_strafekeys = strafekeys;
290 if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
296 if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
301 else // air strafe only
305 if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
307 turn = true; // CPMA turning
308 turnangle = wishangle;
311 else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
318 maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
319 wishangle = turnangle;
322 minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
324 // get current strafing angle ranging from -180° to +180°
325 if(!autocvar__hud_configure)
329 // calculate view angle relative to the players current velocity direction
330 angle = vel_angle - view_angle;
332 // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle
333 if (angle > 180) angle -= 360;
334 else if(angle < -180) angle += 360;
336 // determine whether the player is strafing forwards or backwards
337 // if the player isn't strafe turning use forwards/backwards keys to determine direction
344 else if(keys_fwd < 0)
350 state_fwd = fabs(angle) <= 90;
353 // otherwise determine by examining the strafe angle
356 if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
358 state_fwd = angle <= -wishangle;
362 state_fwd = angle >= -wishangle;
366 if(state_fwd_prev != state_fwd)
368 state_fwd_time = time;
370 state_fwd_prev = state_fwd;
372 if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
377 // shift the strafe angle by 180° when strafing backwards
380 if(angle < 0) angle += 180;
384 // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
385 if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
387 straight_overturn = true;
395 else // simulate turning for HUD setup
398 if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
401 demo_angle += demo_direction;
402 if(fabs(demo_angle) >= 55)
404 demo_direction = -demo_direction;
408 wishangle = 45 * (demo_angle > 0 ? 1 : -1);
411 // invert the wish angle when strafing backwards
414 wishangle = -wishangle;
417 // flip angles if v_flipped is enabled
418 if(autocvar_v_flipped)
421 wishangle = -wishangle;
424 // determine whether the player is strafing left or right
427 direction = wishangle > 0 ? 1 : -1;
431 direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
434 // best angle to strafe at
435 bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
436 odd_bestangle = -bestangle - wishangle;
437 bestangle -= wishangle;
439 // various offsets and size calculations of hud indicator elements
440 // how much is hidden by the current hud angle
441 hidden_width = (360 - hudangle) / hudangle * panel_size.x;
443 currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
446 currentangle_offset = angle/hudangle * panel_size.x;
450 currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
452 currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
453 // best strafe acceleration angle
454 bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
455 switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
456 bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
458 if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
461 odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
462 switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
464 // direction indicator
465 direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
466 direction_size_vertical.y = panel_size.y;
467 direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
468 direction_size_horizontal.y = direction_size_vertical.x;
470 overturn_width = 180/hudangle * panel_size.x;
472 // the neutral zone fills the whole strafe bar
476 if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
478 switch(autocvar_hud_panel_strafehud_style)
482 drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
486 HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
492 // calculate various zones of the strafe-o-meter
493 accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
494 accelzone_right_offset = 0;
495 accelzone_left_offset = overturn_offset + overturn_width;
496 neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
497 neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
499 // remove switch indicator width from offset
502 bestangle_offset -= bestangle_width;
503 switch_odd_bestangle_offset -= bestangle_width;
507 switch_bestangle_offset -= bestangle_width;
508 odd_bestangle_offset -= bestangle_width;
511 // shift hud if operating in view angle centered mode
514 shift_offset = -currentangle_offset;
515 bestangle_offset += shift_offset;
516 switch_bestangle_offset += shift_offset;
517 odd_bestangle_offset += shift_offset;
518 switch_odd_bestangle_offset += shift_offset;
520 if(direction < 0) shift_offset += -360/hudangle * panel_size.x;
521 // calculate how far off-center the strafe zones currently are
522 shift_offset += (panel_size.x + neutral_width)/2 - wishangle/hudangle * panel_size.x;
523 // shift strafe zones into correct place
524 neutral_offset += shift_offset;
525 accelzone_left_offset += shift_offset;
526 accelzone_right_offset += shift_offset;
527 overturn_offset += shift_offset;
529 // draw left acceleration zone
530 HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
532 // draw right acceleration zone
533 HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
535 // draw overturn zone
536 HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
539 HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
541 if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
543 bool indicator_direction = direction < 0;
544 // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
545 // if both conditions are true then it's inverted twice hence not inverted at all
546 if(!fwd != odd_angles)
548 indicator_direction = !indicator_direction;
550 // draw the direction indicator caps at the sides of the hud
552 if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
553 // top horizontal line
554 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
555 // bottom horizontal line
556 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
559 if(speed >= minspeed) // only draw indicators if minspeed is reached
561 // draw best angles for acceleration
562 float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
563 float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
564 // both indicators are inactive if no direction can be determined
565 vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
566 float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
567 // draw the switch indicators
568 HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
569 HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
573 // experimental: slick detector
574 slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
575 if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
577 float slicksteps = 90 / pow(2, bound(0, autocvar_hud_panel_strafehud_slickdetector_granularity, 4));
578 bool slickdetected = false;
580 slickdetected = IS_ONSLICK(strafeplayer); // don't need to traceline if already touching slick
582 // traceline into every direction
583 trace_dphitq3surfaceflags = 0;
584 for(float i = 0; i < 360 && !slickdetected; i += slicksteps)
588 slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
589 slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
590 if(i != 0 && i != 180)
592 for(float j = 0; j < 180 && !slickdetected; j += slicksteps)
594 slickoffset.x = sin(j * DEG2RAD) * slickrotate;
595 slickoffset.y = cos(j * DEG2RAD) * slickrotate;
597 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
598 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
603 slickoffset.x = slickoffset.y = 0;
604 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
605 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
609 // if a traceline hit a slick surface
612 vector slickdetector_size = panel_size;
613 slickdetector_size.y = slickdetector_height;
614 // top horizontal line
615 drawfill(panel_pos - eY * slickdetector_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
616 // bottom horizontal line
617 drawfill(panel_pos + eY * panel_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
621 draw_beginBoldFont();
622 // show speed when crossing the start trigger
623 if(autocvar_hud_panel_strafehud_startspeed_fade > 0)
625 float text_alpha = 0;
626 if((race_nextcheckpoint == 1) || (race_checkpoint == 254 && race_nextcheckpoint == 255)) // check if the start trigger was hit (will also trigger if the finish trigger was hit if those have the same ID)
628 if(starttime != race_checkpointtime)
630 starttime = race_checkpointtime;
636 text_alpha = cos(((time - starttime) / autocvar_hud_panel_strafehud_startspeed_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
637 if((time - starttime) > autocvar_hud_panel_strafehud_startspeed_fade)
642 if(startspeed >= 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_startspeed_size > 0)
644 vector startspeed_size = panel_size;
645 startspeed_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_startspeed_size, 5);
646 drawstring_aspect(panel_pos + eY * panel_size.y, strcat(ftos_decimals(startspeed * speed_conversion_factor, 2), autocvar_hud_panel_strafehud_unit_show ? speed_unit : ""), startspeed_size, autocvar_hud_panel_strafehud_startspeed_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
655 // experimental: show height achieved by a single jump (doesn't work in low gravity and may not be 100% accurate)
656 if(autocvar_hud_panel_strafehud_jumpheight_fade > 0)
658 float text_alpha = 0;
659 float jumpheight_min = max(autocvar_hud_panel_strafehud_jumpheight_min, 0);
660 float jumpheight_current = strafeplayer.origin.z;
661 float jumpspeed_current = strafeplayer.velocity.z;
662 if(jumpspeed_prev <= jumpspeed_current || jumpheight_prev > jumpheight_current || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)
664 // tries to catch kill and spectate but those are not reliable, should just hook to kill/spectate/teleport and reset jump height there
669 if(jumpheight < 0 || jumprestart)
676 jumpheight += jumpheight_current - jumpheight_prev;
678 if((jumpheight * length_conversion_factor) > jumpheight_min && jumpheight > jumpheight_persistent)
681 jumpheight_persistent = jumpheight;
684 jumpheight_prev = jumpheight_current;
685 jumpspeed_prev = jumpspeed_current;
686 if(jumpheight_persistent > 0)
688 text_alpha = cos(((time - jumptime) / autocvar_hud_panel_strafehud_jumpheight_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
689 if((time - jumptime) > autocvar_hud_panel_strafehud_jumpheight_fade)
691 jumpheight_persistent = -1;
694 if(jumpheight_persistent > 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_jumpheight_size > 0)
696 vector jumpheight_size = panel_size;
697 jumpheight_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_jumpheight_size, 5);
698 drawstring_aspect(panel_pos - eY * jumpheight_size.y, strcat(ftos_decimals(jumpheight_persistent * length_conversion_factor, length_decimals), autocvar_hud_panel_strafehud_unit_show ? length_unit : ""), jumpheight_size, autocvar_hud_panel_strafehud_jumpheight_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
703 jumpheight_prev = jumpspeed_prev = 0;
704 jumpheight = jumpheight_persistent = -1;
708 if(speed < (maxspeed + antiflicker_speed) && !immobile)
710 bestangle_anywhere = true; // moving forward should suffice to gain speed
713 // draw the actual strafe angle
714 if(!bestangle_anywhere && !immobile) // player gains speed with strafing
716 if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
717 (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
718 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
721 if(fabs(angle + wishangle) > 90) // player is overturning
723 currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
725 else if(bestangle_anywhere) // player gains speed without strafing
727 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
730 if(mode == 0 || straight_overturn)
732 currentangle_offset = panel_size.x/2;
735 if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
737 float moveangle = angle + wishangle;
738 float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
739 float strafe_ratio = 0;
740 if(fabs(moveangle) > 90)
742 strafe_ratio = -((fabs(moveangle) - 90) / 90);
743 if(strafe_ratio < -1) strafe_ratio = -2 - strafe_ratio;
747 if(moveangle >= strafeangle)
749 strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
751 else if(moveangle <= -strafeangle)
753 strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
758 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
762 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
766 if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
768 drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
773 // functions to make hud elements align perfectly in the hud area
774 void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type, int gradientType)
776 float mirror_offset, mirror_width;
777 vector size = panel_size;
778 vector mirror_size = panel_size;
780 float gradient_offset, gradient_mirror_offset;
781 float overflow_width = 0, overflow_mirror_width = 0;
783 float original_width = width;
785 if(alpha <= 0 && type != 2 || width <= 0) return;
787 if(type == 2 && gradientType == 0) type = 0;
791 mirror_width = min(fabs(offset), width);
792 mirror_offset = panel_size.x + hidden_width - fabs(offset);
798 mirror_width = min(offset + width - panel_size.x - hidden_width, width);
799 mirror_offset = max(offset - panel_size.x - hidden_width, 0);
802 if(width < 0) width = 0;
803 if((offset + width) > panel_size.x)
805 overflow_width = (offset + width) - panel_size.x;
806 width = panel_size.x - offset;
808 if(mirror_offset < 0)
810 mirror_width += mirror_offset;
814 if(mirror_width < 0) mirror_width = 0;
815 if((mirror_offset + mirror_width) > panel_size.x)
817 overflow_mirror_width = (mirror_offset + mirror_width) - panel_size.x;
818 mirror_width = panel_size.x - mirror_offset;
821 if(direction < 0) // swap mirror and non-mirror values if direction points left
823 offset += mirror_offset;
824 mirror_offset = offset - mirror_offset;
825 offset -= mirror_offset;
827 width += mirror_width;
828 mirror_width = width - mirror_width;
829 width -= mirror_width;
831 overflow_width += overflow_mirror_width;
832 overflow_mirror_width = overflow_width - overflow_mirror_width;
833 overflow_width -= overflow_mirror_width;
837 mirror_size.x = mirror_width;
842 case 0: // no styling (drawfill)
843 if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
844 if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
847 case 1: // progress bar style
848 if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
849 if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
852 case 2: // gradient style (types: 1 = left, 2 = right, 3 = both)
853 // determine whether the gradient starts in the mirrored or the non-mirrored area
854 if(offset == 0 && mirror_offset == 0) gradient_start = width > mirror_width ? 2 : 1;
855 else if(offset == 0) gradient_start = 2;
856 else if(mirror_offset == 0) gradient_start = 1;
857 else gradient_start = 0;
859 switch(gradient_start){
861 case 0: // no offset required
862 gradient_offset = gradient_mirror_offset = 0;
864 case 1: // offset starts in non-mirrored area, mirrored area requires offset
866 gradient_mirror_offset = original_width - (mirror_width + overflow_mirror_width);
868 case 2: // offset starts in mirrored area, non-mirrored area requires offset
869 gradient_offset = original_width - (width + overflow_width);
870 gradient_mirror_offset = 0;
873 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, gradient_mirror_offset, gradientType);
874 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, gradient_offset, gradientType);
878 vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
881 if(ratio <= 0) return color1;
882 if(ratio >= 1) return color2;
883 mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
884 mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
885 mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
889 void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
891 float color_ratio, alpha1, alpha2;
892 vector gradient_size = size;
893 alpha1 = bound(0, alpha, 1);
894 alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha, 1);
895 if((alpha1+alpha2) == 0) return;
896 color_ratio = alpha1/(alpha1+alpha2);
897 for(int i = 0; i < size.x; ++i)
899 float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
900 gradient_size.x = size.x - i < 1 ? size.x - i : 1;
901 ratio = (i + gradientOffset) / original_width * (gradientType == 3 ? 2 : 1);
902 if(ratio > 1) ratio = 2 - ratio;
903 if(gradientType != 2) ratio = 1 - ratio;
904 alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
905 combine_ratio1 = ratio*(1-color_ratio);
906 combine_ratio2 = (1-ratio)*color_ratio;
907 ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1/(combine_ratio1 + combine_ratio2);
908 if(alpha_ratio > 0) drawfill(panel_pos + eX * (offset + i), gradient_size, StrafeHUD_mixColors(color1, color2, ratio), alpha_ratio, DRAWFLAG_NORMAL);
912 // length unit conversion (km and miles are only included to match the GetSpeedUnit* functions)
913 float GetLengthUnitFactor(int length_unit)
919 case 2: return 0.0254;
920 case 3: return 0.0254 * 0.001;
921 case 4: return 0.0254 * 0.001 * 0.6213711922;
922 case 5: return 0.0254 * 0.001 * 0.5399568035;
926 string GetLengthUnit(int length_unit)
930 // translator-friendly strings without the initial space
932 case 1: return strcat(" ", _("qu"));
933 case 2: return strcat(" ", _("m"));
934 case 3: return strcat(" ", _("km"));
935 case 4: return strcat(" ", _("mi"));
936 case 5: return strcat(" ", _("nmi"));