Text color gradient, style, ... + fixes
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6f2afe4c74
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@ -32,7 +32,7 @@ namespace branding
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public:
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void post_unpack() override
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{
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localized_strings::override("MENU_SP_CAMPAIGN", "H2-Mod");
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localized_strings::override("MENU_SP_CAMPAIGN", "H2-MOD");
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}
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};
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}
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@ -49,7 +49,6 @@ namespace input
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void cl_mouse_move_stub(const int local_client_num, int x, int y)
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{
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ui_scripting::lua::engine::ui_event("mousemove", {x, y});
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cl_mouse_move_hook.invoke<void>(local_client_num, x, y);
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}
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}
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@ -89,6 +89,14 @@ namespace game
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point p3;
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};
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struct rgba
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{
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uint8_t r;
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uint8_t g;
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uint8_t b;
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uint8_t a;
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};
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struct Glyph
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{
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unsigned short letter;
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@ -87,11 +87,15 @@ namespace game
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float* color, Material* material)> R_AddCmdDrawStretchPic{0x3C9710};
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WEAK symbol<void(float x, float y, float width, float height, float s0, float t0, float s1, float t1,
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float angle, float* color, Material* material)> R_AddCmdDrawStretchPicRotateXY{0x3C99B0};
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WEAK symbol<void(const char* text, int maxChars, Font_s* font, float x, float y, float xScale, float yScale,
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WEAK symbol<void*(const char* text, int maxChars, Font_s* font, float x, float y, float xScale, float yScale,
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float rotation, float* color, int style)> R_AddCmdDrawText{0x76C660};
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WEAK symbol<void(const char* text, int maxChars, Font_s* font, float x, float y, float xScale, float yScale,
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float rotation, float* color1, float* color2, int style)> R_AddCmdDrawText2{0x76C860};
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WEAK symbol<void(rectangle* rect, float a2, float a3, float a4, float a5, float* color, Material* material)> R_DrawRectangle{0x76A280};
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WEAK symbol<void(const char* text, int maxChars, Font_s* font, int fontSize, float x, float y, float xScale, float yScale, float rotation,
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const float* color, int style, int cursorPos, char cursor)> R_AddCmdDrawTextWithCursor{0x76CAF0};
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WEAK symbol<void*(const char* text, int maxChars, Font_s* font, float x, float y, float xScale, float yScale,
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int a8, float* color1, unsigned int style, rgba color2)> R_AddCmdDrawTextGradient{0x76C570};
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WEAK symbol<Font_s*(const char* font, int size)> R_RegisterFont{0x746FE0};
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WEAK symbol<int(const char* text, int maxChars, Font_s* font)> R_TextWidth{0x7472A0};
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WEAK symbol<void()> R_SyncRenderThread{0x76E7D0};
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@ -104,6 +104,27 @@ namespace ui_scripting
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{
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return (int)ceil(((float)value / 1920.f) * screen_max[0]);
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}
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game::rgba float_to_rgba(const float* color)
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{
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game::rgba rgba;
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rgba.r = (uint8_t)(color[0] * 255.f);
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rgba.g = (uint8_t)(color[1] * 255.f);
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rgba.b = (uint8_t)(color[2] * 255.f);
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rgba.a = (uint8_t)(color[3] * 255.f);
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return rgba;
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}
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void draw_text(const char* text, game::Font_s* font, float x, float y, float x_scale, float y_scale, float rotation,
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int style, float* color, float* second_color, float* glow_color)
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{
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const auto result = (uint64_t)game::R_AddCmdDrawText(text, 0x7FFFFFFF, font, x, y, x_scale, y_scale, rotation, color, style);
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*reinterpret_cast<float*>(result + 188) = glow_color[0];
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*reinterpret_cast<float*>(result + 192) = glow_color[1];
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*reinterpret_cast<float*>(result + 196) = glow_color[2];
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*reinterpret_cast<float*>(result + 200) = glow_color[3];
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*reinterpret_cast<game::rgba*>(result + 228) = float_to_rgba(second_color);
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}
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}
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element::element()
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@ -177,6 +198,22 @@ namespace ui_scripting
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this->text_offset[1] = _y;
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}
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void element::set_scale(float _x, float _y)
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{
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this->x_scale = _x;
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this->y_scale = _y;
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}
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void element::set_rotation(float _rotation)
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{
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this->rotation = _rotation;
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}
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void element::set_style(int _style)
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{
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this->style = _style;
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}
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void element::set_background_color(float r, float g, float b, float a)
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{
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this->background_color[0] = r;
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@ -193,6 +230,15 @@ namespace ui_scripting
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this->color[3] = a;
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}
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void element::set_second_color(float r, float g, float b, float a)
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{
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this->use_gradient = true;
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this->second_color[0] = r;
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this->second_color[1] = g;
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this->second_color[2] = b;
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this->second_color[3] = a;
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}
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void element::set_glow_color(float r, float g, float b, float a)
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{
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this->glow_color[0] = r;
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@ -340,16 +386,22 @@ namespace ui_scripting
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auto _horzalign = get_align_value(this->horzalign, (float)text_width, relative(this->w));
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auto _vertalign = get_align_value(this->vertalign, (float)relative(this->fontsize), relative(this->h));
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game::CL_DrawTextPhysicalWithEffects(
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float transparent[4] = {0.f, 0.f, 0.f, 0.f};
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const auto _x = relative(this->x) + relative(this->text_offset[0]) + _horzalign + relative(this->border_width[3]);
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const auto _y = relative(this->y) + relative(this->text_offset[1]) + _vertalign + relative(this->fontsize) + relative(this->border_width[0]);
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draw_text(
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this->text.data(),
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0x7FFFFFFF,
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_font,
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relative(this->x) + relative(this->text_offset[0]) + _horzalign + relative(this->border_width[3]),
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relative(this->y) + relative(this->text_offset[1]) + _vertalign + relative(this->fontsize) + relative(this->border_width[0]),
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1.f, 1.f,
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(float*)this->color, 0,
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(float*)this->glow_color,
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0, 0, 0, 0, 0, 0, 0
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_x, _y,
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this->x_scale,
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this->y_scale,
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this->rotation,
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this->style,
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(float*)this->color,
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(float*)(this->use_gradient ? this->second_color : this->color),
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(float*)this->glow_color
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);
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}
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}
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@ -22,9 +22,14 @@ namespace ui_scripting
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void set_font(const std::string& _font);
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void set_font(const std::string& _font, const int _fontsize);
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void set_color(float r, float g, float b, float a);
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void set_second_color(float r, float g, float b, float a);
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void set_glow_color(float r, float g, float b, float a);
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void set_text_offset(float x, float y);
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void set_scale(float x, float y);
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void set_rotation(float rotation);
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void set_style(int style);
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void set_background_color(float r, float g, float b, float a);
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void set_material(const std::string& material);
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@ -44,16 +49,23 @@ namespace ui_scripting
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void render() const;
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bool hidden = false;
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bool use_gradient = false;
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float x = 0.f;
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float y = 0.f;
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float w = 0.f;
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float h = 0.f;
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float rotation = 0;
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float x_scale = 1.f;
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float y_scale = 1.f;
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int style = 0;
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int fontsize = 20;
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float text_offset[2] = {0.f, 0.f};
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float color[4] = {1.f, 1.f, 1.f, 1.f};
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float second_color[4] = {1.f, 1.f, 1.f, 1.f};
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float glow_color[4] = {0.f, 0.f, 0.f, 0.f};
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float background_color[4] = {0.f, 0.f, 0.f, 0.f};
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float border_color[4] = {0.f, 0.f, 0.f, 0.f};
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@ -207,6 +207,7 @@ namespace ui_scripting::lua
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element_type["settext"] = &element::set_text;
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element_type["setmaterial"] = &element::set_material;
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element_type["setcolor"] = &element::set_color;
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element_type["setsecondcolor"] = &element::set_second_color;
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element_type["setglowcolor"] = &element::set_glow_color;
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element_type["setbackcolor"] = &element::set_background_color;
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element_type["setbordercolor"] = &element::set_border_color;
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@ -217,6 +218,9 @@ namespace ui_scripting::lua
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static_cast<void(element::*)(float, float, float, float)>(&element::set_border_width)
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);
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element_type["settextoffset"] = &element::set_text_offset;
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element_type["setscale"] = &element::set_scale;
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element_type["setrotation"] = &element::set_rotation;
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element_type["setyle"] = &element::set_style;
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element_type["setslice"] = &element::set_slice;
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element_type["getrect"] = [](const sol::this_state s, element& element)
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@ -274,6 +278,50 @@ namespace ui_scripting::lua
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}
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);
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element_type["scalex"] = sol::property(
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[](element& element)
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{
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return element.x_scale;
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},
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[](element& element, float x_scale)
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{
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element.x_scale = x_scale;
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}
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);
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element_type["scaley"] = sol::property(
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[](element& element)
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{
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return element.y_scale;
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},
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[](element& element, float y_scale)
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{
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element.y_scale = y_scale;
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}
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);
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element_type["rotation"] = sol::property(
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[](element& element)
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{
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return element.rotation;
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},
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[](element& element, float rotation)
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{
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element.rotation = rotation;
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}
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);
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element_type["style"] = sol::property(
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[](element& element)
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{
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return element.style;
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},
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[](element& element, int style)
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{
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element.style = style;
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}
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);
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element_type["color"] = sol::property(
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[](element& element, const sol::this_state s)
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{
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@ -293,6 +341,37 @@ namespace ui_scripting::lua
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}
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);
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element_type["secondcolor"] = sol::property(
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[](element& element, const sol::this_state s)
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{
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auto color = sol::table::create(s.lua_state());
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color["r"] = element.second_color[0];
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color["g"] = element.second_color[1];
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color["b"] = element.second_color[2];
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color["a"] = element.second_color[3];
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return color;
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},
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[](element& element, const sol::lua_table color)
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{
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element.use_gradient = true;
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element.second_color[0] = color["r"].get_type() == sol::type::number ? color["r"].get<float>() : 0.f;
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element.second_color[1] = color["g"].get_type() == sol::type::number ? color["g"].get<float>() : 0.f;
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element.second_color[2] = color["b"].get_type() == sol::type::number ? color["b"].get<float>() : 0.f;
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element.second_color[3] = color["a"].get_type() == sol::type::number ? color["a"].get<float>() : 0.f;
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}
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);
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element_type["usegradient"] = sol::property(
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[](element& element, const sol::this_state s)
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{
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return element.use_gradient;
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},
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[](element& element, bool use_gradient)
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{
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element.use_gradient = use_gradient;
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}
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);
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element_type["glowcolor"] = sol::property(
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[](element& element, const sol::this_state s)
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{
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@ -694,8 +773,11 @@ namespace ui_scripting::lua
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};
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game_type["luiopen"] = [](const game&, const std::string& menu)
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{
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::scheduler::once([menu]()
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{
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::game::LUI_OpenMenu(0, menu.data(), 0, 0, 0);
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}, ::scheduler::pipeline::renderer);
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};
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game_type["newmenuoverlay"] = [](const game&, const std::string& name, const std::string& menu_name)
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@ -417,8 +417,6 @@ namespace ui_scripting::lua::engine
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}
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void ui_event(const std::string& type, const std::vector<int>& arguments)
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{
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::scheduler::once([type, arguments]()
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{
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if (type == "key")
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{
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@ -434,7 +432,6 @@ namespace ui_scripting::lua::engine
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{
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handle_mousemove_event(relative_mouse(arguments[0]), relative_mouse(arguments[1]));
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}
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}, ::scheduler::pipeline::renderer);
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}
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void notify(const event& e)
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