cod5-sdk/raw/ui/player_info.inc

187 lines
9.2 KiB
PHP

#define PLAYERSTATS_WIDTH 270
#ifdef PC
#define PLAYERSTATS_X (-(PLAYERSTATS_WIDTH - RIGHTITEM_OFFSET)-4)
#define PLAYERSTATS_Y 69
#define FRAME_BG_COLOR 0.175 0.175 0.2 0.55
#else
#define PLAYERSTATS_X (-(PLAYERSTATS_WIDTH - RIGHTITEM_OFFSET)-4)
#define PLAYERSTATS_Y 39
#define FRAME_BG_COLOR 1 1 1 0
#endif
#define ORIGIN_PLAYERSTATS PLAYERSTATS_X PLAYERSTATS_Y
#define LABEL_ITEM_SPACING 18
#define SUB_LABEL_INDENT 16
#define LABEL_START_X 12
#define LABEL_START_Y LABEL_ITEM_SPACING
#define ORIGIN_LABEL LABEL_START_X LABEL_START_Y
#define LABEL_TEXTCOLOR CHOICE_TEXTCOLOR
#define LABEL_TITLECOLOR CHOICE_TEXTCOLOR
#define ORIGIN_LABEL_ITEM( itemNumber ) \
LABEL_START_X (LABEL_START_Y+(LABEL_ITEM_SPACING*(itemNumber-1)))
#define ORIGIN_SUB_LABEL_ITEM( itemNumber ) \
(LABEL_START_X+SUB_LABEL_INDENT) (LABEL_START_Y+(LABEL_ITEM_SPACING*(itemNumber-1)))
#define ORIGIN_DIVIDER( itemNumber ) \
0 (LABEL_START_Y+(LABEL_ITEM_SPACING/2)+(LABEL_ITEM_SPACING*(itemNumber-1)))
#define LOADOUT_ALIGN HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_TOP
#define PREPROC_LABEL( prect, ptext ) \
PREPROC_LABEL_VIS( prect, ptext, 1 )
#define PREPROC_LABEL_VIS( prect, ptext, visArg ) \
itemDef { \
text ptext \
rect prect LOADOUT_ALIGN \
origin ORIGIN_PLAYERSTATS \
textfont CHOICE_TEXTFONT \
textscale TEXTSIZE_SMALL \
textstyle ITEM_TEXTSTYLE_SHADOWED \
textalign ITEM_ALIGN_MIDDLE_LEFT \
forecolor LABEL_TITLECOLOR \
visible visArg \
decoration }
#define PREPROC_DIVIDER( itemNumber ) \
PREPROC_SHADER_DRAW_ALIGNED( ORIGIN_DIVIDER( itemNumber ) (PLAYERSTATS_WIDTH) 1 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, ORIGIN_PLAYERSTATS, "white", 1 1 1 0.1, 0, 0, 0 0 0 0 )
#define PREPROC_SUB_LABEL( ptext, itemNumber ) \
PREPROC_SUB_LABEL_VIS( ptext, itemNumber, 1 )
#define PREPROC_SUB_LABEL_VIS( ptext, itemNumber, visArg ) \
itemDef { \
text ptext \
rect ORIGIN_SUB_LABEL_ITEM( itemNumber ) (PLAYERSTATS_WIDTH) LABEL_ITEM_SPACING RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP \
origin ORIGIN_PLAYERSTATS \
textfont CHOICE_TEXTFONT \
textscale TEXTSIZE_SMALL \
textstyle ITEM_TEXTSTYLE_SHADOWED \
textalign ITEM_ALIGN_MIDDLE_LEFT \
forecolor LABEL_TEXTCOLOR \
visible visArg \
decoration }
#define PREPROC_VALUE_TEXT( prect, ptext, px_offset, pcolor ) \
PREPROC_VALUE_TEXT_VIS( prect, ptext, px_offset, pcolor, 1, ITEM_ALIGN_MIDDLE_RIGHT )
#define PREPROC_VALUE_TEXT_LEFT_ALIGNED( prect, ptext, px_offset, pcolor ) \
PREPROC_VALUE_TEXT_VIS( prect, ptext, px_offset, pcolor, 1, ITEM_ALIGN_MIDDLE_LEFT )
#define PREPROC_VALUE_TEXT_VIS( prect, ptext, px_offset, pcolor, visArg, alignment ) \
itemDef { \
exp text( ptext ); \
type ITEM_TYPE_TEXT \
rect prect LOADOUT_ALIGN \
textstyle ITEM_TEXTSTYLE_SHADOWED \
origin ORIGIN_PLAYERSTATS \
textalignx px_offset \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_SMALL \
forecolor pcolor \
textalign alignment \
visible visArg \
decoration }
// UI art
#ifdef PC
#define FRAME_HEIGHT 355
#else
#define FRAME_HEIGHT 342
#endif
MAIN_COL_GRADIENT
// PLAYER NAME WITH CLAN TAG
itemDef
{
rect ORIGIN_PLAYERSTATS 270 28 LOADOUT_ALIGN
origin 10 20
textfont CHOICE_TEXTFONT
textscale CHOICE_TEXTSIZE
textstyle ITEM_TEXTSTYLE_SHADOWED
textalign ITEM_ALIGN_MIDDLE_LEFT
forecolor COLOR_INFO_YELLOW
ownerdraw UI_USERNAME
visible 1
decoration
}
#ifdef CONSOLE
PREPROC_SHADER_DRAW_ALIGNED( 0 22 (PLAYERSTATS_WIDTH+8) 1 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "white", 1 1 1 0.1, 0, 1, 1 1 1 1)
#else
PREPROC_SHADER_DRAW_ALIGNED( 0 21 (PLAYERSTATS_WIDTH+8) 1 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "white", 1 1 1 0.1, 0, 1, 1 1 1 1)
#endif
//center vertical
PREPROC_SHADER_DRAW_ALIGNED( ((PLAYERSTATS_WIDTH+8)/2) 22 1 142 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "white", 1 1 1 0.1, 0, 1, 1 1 1 1)
#define LEVEL_NAME_X 10
#define LEVEL_NAME_Y (164-30)
#define NEXT_LEVEL_NAME_X (LEVEL_NAME_X+((PLAYERSTATS_WIDTH+8)/2))
#define NEXT_LEVEL_NAME_Y LEVEL_NAME_Y
#define Y_OFFSET 15
#define PREPROC_RANK_ICON( x_offset, y_offset, pshader ) \
PREPROC_RANK_ICON_VIS( x_offset, y_offset, pshader, 1 )
#define PREPROC_RANK_ICON_VIS( x_offset, y_offset, pshader, visArg ) \
PREPROC_SHADER_DRAW_ALIGNED_VIS( (30+x_offset) (y_offset-75) 64 64 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, pshader, 1 1 1 1, 0, 0, 0 0 0 0, visArg )
// LEFT SIDE
/* rank icon */
PREPROC_RANK_ICON( LEVEL_NAME_X, LEVEL_NAME_Y, tablelookup( "mp/rankIconTable.csv", 0, stat(252), stat(2326)+1 ) )
/* rank label */
PREPROC_TEXT_DRAW_ALIGNED_EXP( 10 30 ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@MPUI_RANK_PRE", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR )
/* rank level */
PREPROC_TEXT_DRAW_ALIGNED_EXP( LEVEL_NAME_X (LEVEL_NAME_Y+Y_OFFSET) ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, locString( "@MPUI_LEVEL_N", int(tablelookup("mp/ranktable.csv",0,stat(252),14)) ), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR )
/* rank name */
PREPROC_TEXT_DRAW_ALIGNED_EXP( LEVEL_NAME_X LEVEL_NAME_Y ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@"+tablelookup("mp/ranktable.csv",0,stat(252),5), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR )
// RIGHT SIDE
/* rank icon */
PREPROC_RANK_ICON_VIS( NEXT_LEVEL_NAME_X, NEXT_LEVEL_NAME_Y, tablelookup( "mp/rankIconTable.csv", 0, stat(252)+1, stat(2326)+1 ), when( CAN_RANK_UP && PRESTIGE_NEXT==0 ) )
PREPROC_RANK_ICON_VIS( NEXT_LEVEL_NAME_X, NEXT_LEVEL_NAME_Y, tablelookup( "mp/rankIconTable.csv", 0, 0, stat(2326)+2 ), when( CAN_RANK_UP && PRESTIGE_NEXT ) )
/* rank label */
PREPROC_TEXT_DRAW_ALIGNED_EXP( (((PLAYERSTATS_WIDTH+8)/2)+10) 30 ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@MPUI_NEXT_RANK_PRE", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR )
/* rank level */
PREPROC_TEXT_DRAW_ALIGNED_VIS( NEXT_LEVEL_NAME_X (NEXT_LEVEL_NAME_Y+Y_OFFSET) (PLAYERSTATS_WIDTH/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, locString( "@MPUI_LEVEL_N", int(tablelookup("mp/ranktable.csv",0,stat(252)+1,14)) ), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR, when( CAN_RANK_UP && PRESTIGE_NEXT==0 ) )
PREPROC_TEXT_DRAW_ALIGNED_VIS( NEXT_LEVEL_NAME_X (NEXT_LEVEL_NAME_Y+Y_OFFSET) (PLAYERSTATS_WIDTH/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, locString( "@MPUI_LEVEL_N", 1 ), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR, when( CAN_RANK_UP && PRESTIGE_NEXT ) )
/* rank name */
PREPROC_TEXT_DRAW_ALIGNED_VIS( NEXT_LEVEL_NAME_X NEXT_LEVEL_NAME_Y ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@"+tablelookup("mp/ranktable.csv",0,stat(252)+1,5), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR, when( CAN_RANK_UP && PRESTIGE_NEXT==0 ) )
PREPROC_TEXT_DRAW_ALIGNED_VIS( NEXT_LEVEL_NAME_X NEXT_LEVEL_NAME_Y ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@MPUI_PRESTIGE", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR, when( CAN_RANK_UP && PRESTIGE_NEXT ) )
PREPROC_TEXT_DRAW_ALIGNED_VIS( NEXT_LEVEL_NAME_X NEXT_LEVEL_NAME_Y ((PLAYERSTATS_WIDTH+8)/2) 10 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "@MPUI_NONE", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR, when( CAN_RANK_UP==0 ) )
// second half
#define SECOND_SEC_Y (164+5)
#undef Y_OFFSET
#define Y_OFFSET 17
//center horizontal
PREPROC_SHADER_DRAW_ALIGNED( 0 164 (PLAYERSTATS_WIDTH+8) 1 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "white", 1 1 1 0.1, 0, 1, 1 1 1 1)
/* current xp*/
PREPROC_LABEL( LEVEL_NAME_X SECOND_SEC_Y (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, "@MPUI_XP_PRE" )
PREPROC_VALUE_TEXT( LEVEL_NAME_X SECOND_SEC_Y (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, stat( 2301 ), -24, LABEL_TEXTCOLOR )
/* xp required*/
PREPROC_LABEL_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET) (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, "@MPUI_XP_REQUIRED_PRE", when( CAN_RANK_UP ) )
PREPROC_VALUE_TEXT_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET) (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, int(tableLookup( "mp/rankTable.csv", 0, stat(252), 7)), -24, LABEL_TEXTCOLOR, when( CAN_RANK_UP ), ITEM_ALIGN_MIDDLE_RIGHT )
/* xp to next level */
PREPROC_LABEL_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET*2) (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, "@MPUI_XP_NEEDED", when( CAN_RANK_UP ) forecolor COLOR_FOCUSED )
PREPROC_VALUE_TEXT_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET*2) (PLAYERSTATS_WIDTH+8) LABEL_ITEM_SPACING, int(tableLookup( "mp/rankTable.csv", 0, stat(252), 7) - stat( 2301 )), -24, COLOR_FOCUSED, when( CAN_RANK_UP ), ITEM_ALIGN_MIDDLE_RIGHT )
/* xp background bar*/
PREPROC_SHADER_DRAW_ALIGNED_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET*3) (PLAYERSTATS_WIDTH+8-24) 14 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS, "white", 0.2 0.2 0.2 0.8, 0, 1, 1 1 1 0, when( CAN_RANK_UP ) )
/* xp filling bar*/
PREPROC_SHADER_DRAW_ALIGNED_VIS( LEVEL_NAME_X (SECOND_SEC_Y+Y_OFFSET*3) 0 14 LOADOUT_ALIGN, ORIGIN_PLAYERSTATS,"white", 1 0.9 0.5 0.6/*COLOR_FOCUSED*/, 0, 1, 1 1 1 0.2 exp rect W((-(PLAYERSTATS_WIDTH+8-24)*((int(tableLookup( "mp/rankTable.csv", 0, stat(252), 2 )) - stat(2301)) / int(tableLookup( "mp/rankTable.csv", 0, stat(252), 3 ))))), when( CAN_RANK_UP ) )