#pragma once

vector drawfontscale;
#define draw_beginBoldFont() drawfont = FONT_USER + 2
#define draw_endBoldFont() drawfont = FONT_USER + 1

float expandingbox_sizefactor_from_fadelerp(float fadelerp);

vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor);
void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag);

void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag);

// 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;
vector _drawpic_sz;
float _drawpic_oldsz;
string _drawpic_picpath;
#define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
	MACRO_BEGIN \
		_drawpic_imgsize = draw_getimagesize(pic);\
		if(_drawpic_imgsize != '0 0 0') {\
			_drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\
			_drawpic_sz = mySize;\
			if(_drawpic_sz.x/_drawpic_sz.y > _drawpic_imgaspect) {\
				_drawpic_oldsz = _drawpic_sz.x;\
				_drawpic_sz.x = _drawpic_sz.y * _drawpic_imgaspect;\
				if(_drawpic_sz.x)\
					drawpic(pos + eX * 0.5 * (_drawpic_oldsz - _drawpic_sz.x), pic, _drawpic_sz, color, theAlpha, drawflag);\
			} else {\
				_drawpic_oldsz = _drawpic_sz.y;\
				_drawpic_sz.y = _drawpic_sz.x / _drawpic_imgaspect;\
				if(_drawpic_sz.y)\
					drawpic(pos + eY * 0.5 * (_drawpic_oldsz - _drawpic_sz.y), pic, _drawpic_sz, color, theAlpha, drawflag);\
			}\
		}\
	MACRO_END

// draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
#define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\
	MACRO_BEGIN \
		_drawpic_picpath = strcat(hud_skin_path, "/", pic);\
		if(precache_pic(_drawpic_picpath) == "")\
			_drawpic_picpath = strcat("gfx/hud/default/", pic);\
		drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
		_drawpic_picpath = string_null;\
	MACRO_END

// draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
#define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\
	MACRO_BEGIN \
		_drawpic_picpath = strcat(hud_skin_path, "/", pic);\
		if(precache_pic(_drawpic_picpath) == "")\
			_drawpic_picpath = strcat("gfx/hud/default/", pic);\
		drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
		_drawpic_picpath = string_null;\
	MACRO_END

void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);

void drawpic_aspect_skin_expanding_two(vector position, string pic, 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 drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag);

// 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);

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 drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp);

void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp);

void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp);
// 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 DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag);
