Custom font support
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116
src/client/component/fonts.cpp
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116
src/client/component/fonts.cpp
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@ -0,0 +1,116 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "fonts.hpp"
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#include "console.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/memory.hpp>
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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#include <utils/image.hpp>
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#include <utils/concurrency.hpp>
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namespace fonts
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{
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namespace
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{
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struct font_data_t
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{
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std::unordered_map<std::string, game::TTF*> fonts;
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std::unordered_map<std::string, std::string> raw_fonts;
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};
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utils::concurrency::container<font_data_t> font_data;
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game::TTF* create_font(const std::string& name, const std::string& data)
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{
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const auto font = utils::memory::get_allocator()->allocate<game::TTF>();
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font->name = utils::memory::get_allocator()->duplicate_string(name);
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font->buffer = utils::memory::get_allocator()->duplicate_string(data);
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font->len = static_cast<int>(data.size());
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font->fontFace = 0;
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return font;
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}
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game::TTF* load_font(const std::string& name)
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{
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return font_data.access<game::TTF*>([&](font_data_t& data_) -> game::TTF*
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{
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if (const auto i = data_.fonts.find(name); i != data_.fonts.end())
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{
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return i->second;
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}
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std::string data{};
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if (const auto i = data_.raw_fonts.find(name); i != data_.raw_fonts.end())
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{
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data = i->second;
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}
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if (data.empty()
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&& !utils::io::read_file(utils::string::va("h1-mod/%s", name.data()), &data)
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&& !utils::io::read_file(utils::string::va("data/%s", name.data()), &data))
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{
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return nullptr;
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}
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const auto material = create_font(name, data);
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data_.fonts[name] = material;
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return material;
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});
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}
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game::TTF* try_load_font(const std::string& name)
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{
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try
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{
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return load_font(name);
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}
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catch (const std::exception& e)
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{
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console::error("Failed to load font %s: %s\n", name.data(), e.what());
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}
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return nullptr;
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}
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game::TTF* db_find_xasset_header_stub(game::XAssetType type, const char* name, int create_default)
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{
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auto result = try_load_font(name);
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if (result == nullptr)
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{
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result = game::DB_FindXAssetHeader(type, name, create_default).ttf;
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}
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return result;
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}
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}
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void add(const std::string& name, const std::string& data)
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{
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font_data.access([&](font_data_t& data_)
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{
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data_.raw_fonts[name] = data;
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});
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_dedi())
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{
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return;
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}
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utils::hook::call(SELECT_VALUE(0x1404D41B6, 0x1405D9296), db_find_xasset_header_stub);
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}
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};
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}
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REGISTER_COMPONENT(fonts::component)
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src/client/component/fonts.hpp
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6
src/client/component/fonts.hpp
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@ -0,0 +1,6 @@
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#pragma once
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namespace fonts
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{
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void add(const std::string& name, const std::string& data);
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}
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@ -1316,6 +1316,14 @@ namespace game
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const char* buffer;
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};
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struct TTF
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{
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const char* name;
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int len;
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const char* buffer;
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int fontFace;
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};
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struct GfxImageLoadDef
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{
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char levelCount;
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@ -1387,6 +1395,7 @@ namespace game
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StringTable* stringTable;
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LuaFile* luaFile;
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GfxImage* image;
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TTF* ttf;
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};
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struct XAsset
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DB_EnumXAssets_Internal{0x1401C9C10, 0x1402BA830};
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WEAK symbol<const char*(const XAsset* asset)> DB_GetXAssetName{0x14019A390, 0x14028BE50};
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WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x14019A3B0, 0x14028BE70};
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WEAK symbol<XAssetHeader(XAssetType type, const char* name,
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int createDefault)> DB_FindXAssetHeader{0x1401CA150, 0x1402BAC70};
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WEAK symbol<void(int clientNum, const char* menu,
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int a3, int a4, unsigned int a5)> LUI_OpenMenu{0x14039D5F0, 0x1404CD210};
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