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# include "STDInclude.hpp"
namespace Components
{
unsigned TextRenderer : : colorTableDefault [ TEXT_COLOR_COUNT ]
{
ColorRgb ( 0 , 0 , 0 ) , // TEXT_COLOR_BLACK
ColorRgb ( 255 , 92 , 92 ) , // TEXT_COLOR_RED
ColorRgb ( 0 , 255 , 0 ) , // TEXT_COLOR_GREEN
ColorRgb ( 255 , 255 , 0 ) , // TEXT_COLOR_YELLOW
ColorRgb ( 0 , 0 , 255 ) , // TEXT_COLOR_BLUE
ColorRgb ( 0 , 255 , 255 ) , // TEXT_COLOR_LIGHT_BLUE
ColorRgb ( 255 , 92 , 255 ) , // TEXT_COLOR_PINK
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_DEFAULT
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_AXIS
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_ALLIES
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_RAINBOW
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_SERVER
} ;
unsigned TextRenderer : : colorTableNew [ TEXT_COLOR_COUNT ]
{
ColorRgb ( 0 , 0 , 0 ) , // TEXT_COLOR_BLACK
ColorRgb ( 255 , 49 , 49 ) , // TEXT_COLOR_RED
ColorRgb ( 134 , 192 , 0 ) , // TEXT_COLOR_GREEN
ColorRgb ( 255 , 173 , 34 ) , // TEXT_COLOR_YELLOW
ColorRgb ( 0 , 135 , 193 ) , // TEXT_COLOR_BLUE
ColorRgb ( 32 , 197 , 255 ) , // TEXT_COLOR_LIGHT_BLUE
ColorRgb ( 151 , 80 , 221 ) , // TEXT_COLOR_PINK
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_DEFAULT
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_AXIS
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_ALLIES
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_RAINBOW
ColorRgb ( 255 , 255 , 255 ) , // TEXT_COLOR_SERVER
} ;
unsigned ( * TextRenderer : : currentColorTable ) [ TEXT_COLOR_COUNT ] ;
Dvar : : Var TextRenderer : : cg_newColors ;
Game : : dvar_t * TextRenderer : : sv_customTextColor ;
unsigned TextRenderer : : HsvToRgb ( HsvColor hsv )
{
unsigned rgb ;
unsigned char region , p , q , t ;
unsigned int h , s , v , remainder ;
if ( hsv . s = = 0 )
{
rgb = ColorRgb ( hsv . v , hsv . v , hsv . v ) ;
return rgb ;
}
// converting to 16 bit to prevent overflow
h = hsv . h ;
s = hsv . s ;
v = hsv . v ;
region = static_cast < uint8_t > ( h / 43 ) ;
remainder = ( h - ( region * 43 ) ) * 6 ;
p = static_cast < uint8_t > ( ( v * ( 255 - s ) ) > > 8 ) ;
q = static_cast < uint8_t > ( ( v * ( 255 - ( ( s * remainder ) > > 8 ) ) ) > > 8 ) ;
t = static_cast < uint8_t > ( ( v * ( 255 - ( ( s * ( 255 - remainder ) ) > > 8 ) ) ) > > 8 ) ;
switch ( region )
{
case 0 :
rgb = ColorRgb ( static_cast < uint8_t > ( v ) , t , p ) ;
break ;
case 1 :
rgb = ColorRgb ( q , static_cast < uint8_t > ( v ) , p ) ;
break ;
case 2 :
rgb = ColorRgb ( p , static_cast < uint8_t > ( v ) , t ) ;
break ;
case 3 :
rgb = ColorRgb ( p , q , static_cast < uint8_t > ( v ) ) ;
break ;
case 4 :
rgb = ColorRgb ( t , p , static_cast < uint8_t > ( v ) ) ;
break ;
default :
rgb = ColorRgb ( static_cast < uint8_t > ( v ) , p , q ) ;
break ;
}
return rgb ;
}
float TextRenderer : : GetMonospaceWidth ( Game : : Font_s * font , int rendererFlags )
{
if ( rendererFlags & Game : : TEXT_RENDERFLAG_FORCEMONOSPACE )
return Game : : R_GetCharacterGlyph ( font , ' o ' ) - > dx ;
return 0.0f ;
}
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void TextRenderer : : GlowColor ( Game : : GfxColor * result , const Game : : GfxColor baseColor , const Game : : GfxColor forcedGlowColor , int renderFlags )
{
if ( renderFlags & Game : : TEXT_RENDERFLAG_GLOW_FORCE_COLOR )
{
result - > array [ 0 ] = forcedGlowColor . array [ 0 ] ;
result - > array [ 1 ] = forcedGlowColor . array [ 1 ] ;
result - > array [ 2 ] = forcedGlowColor . array [ 2 ] ;
}
else
{
result - > array [ 0 ] = static_cast < char > ( std : : floor ( static_cast < float > ( static_cast < uint8_t > ( baseColor . array [ 0 ] ) ) * 0.06f ) ) ;
result - > array [ 1 ] = static_cast < char > ( std : : floor ( static_cast < float > ( static_cast < uint8_t > ( baseColor . array [ 1 ] ) ) * 0.06f ) ) ;
result - > array [ 2 ] = static_cast < char > ( std : : floor ( static_cast < float > ( static_cast < uint8_t > ( baseColor . array [ 2 ] ) ) * 0.06f ) ) ;
}
}
unsigned TextRenderer : : R_FontGetRandomLetter ( const int seed )
{
static constexpr char RANDOM_CHARACTERS [ ] = " ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890 " ;
return RANDOM_CHARACTERS [ seed % ( std : : extent_v < decltype ( RANDOM_CHARACTERS ) > - 1 ) ] ;
}
void TextRenderer : : DrawTextFxExtraCharacter ( Game : : Material * material , const int charIndex , const float x , const float y , const float w , const float h , const float sinAngle , const float cosAngle , const unsigned color )
{
Game : : RB_DrawStretchPicRotate ( material , x , y , w , h , static_cast < float > ( charIndex % 16 ) * 0.0625f , 0.0f , static_cast < float > ( charIndex % 16 ) * 0.0625f + 0.0625f , 1.0f , sinAngle , cosAngle , color ) ;
}
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Game : : GfxImage * TextRenderer : : GetFontIconColorMap ( Game : : Material * fontIconMaterial )
{
for ( auto i = 0u ; i < fontIconMaterial - > textureCount ; i + + )
{
if ( fontIconMaterial - > textureTable [ i ] . nameHash = = COLOR_MAP_HASH )
return fontIconMaterial - > textureTable [ i ] . u . image ;
}
return nullptr ;
}
bool TextRenderer : : IsFontIcon ( const char * & text , Game : : Material * & fontIconMaterial )
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{
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const auto * curPos = text ;
while ( * curPos ! = ' ' & & * curPos ! = ' : ' & & * curPos ! = 0 )
curPos + + ;
if ( * curPos ! = ' : ' )
return false ;
const std : : string fontIconName ( text , curPos - text ) ;
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auto * materialEntry = Game : : DB_FindXAssetEntry ( Game : : XAssetType : : ASSET_TYPE_MATERIAL , fontIconName . data ( ) ) ;
if ( materialEntry = = nullptr )
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return false ;
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auto * material = materialEntry - > asset . header . material ;
if ( material = = nullptr | | material - > techniqueSet = = nullptr | | material - > techniqueSet - > name = = nullptr | | strcmp ( material - > techniqueSet - > name , " 2d " ) ! = 0 )
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return false ;
text = curPos + 1 ;
fontIconMaterial = material ;
return true ;
}
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float TextRenderer : : DrawFontIcon ( Game : : Material * fontIconMaterial , const float x , const float y , const float sinAngle , const float cosAngle , const Game : : Font_s * font , const float xScale , const float yScale , const unsigned color )
{
const auto * colorMap = GetFontIconColorMap ( fontIconMaterial ) ;
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if ( colorMap = = nullptr )
return 0 ;
const auto h = static_cast < float > ( font - > pixelHeight ) * yScale ;
const auto w = static_cast < float > ( font - > pixelHeight ) * ( static_cast < float > ( colorMap - > width ) / static_cast < float > ( colorMap - > height ) ) * xScale ;
const auto yy = y - ( h + yScale * static_cast < float > ( font - > pixelHeight ) ) * 0.5f ;
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Game : : RB_DrawStretchPicRotate ( fontIconMaterial , x , yy , w , h , 0.0 , 0.0 , 1.0 , 1.0 , sinAngle , cosAngle , color ) ;
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return w ;
}
float TextRenderer : : DrawHudIcon ( const char * & text , const float x , const float y , const float sinAngle , const float cosAngle , const Game : : Font_s * font , const float xScale , const float yScale , const unsigned color )
{
float s0 , s1 , t0 , t1 ;
if ( * text = = ' \x01 ' )
{
s0 = 0.0 ;
t0 = 0.0 ;
s1 = 1.0 ;
t1 = 1.0 ;
}
else
{
s0 = 1.0 ;
t0 = 0.0 ;
s1 = 0.0 ;
t1 = 1.0 ;
}
text + + ;
if ( * text = = 0 )
return 0 ;
const auto v12 = font - > pixelHeight * ( * text - 16 ) + 16 ;
const auto w = static_cast < float > ( ( ( ( v12 > > 24 ) & 0x1F ) + v12 ) > > 5 ) * xScale ;
text + + ;
if ( * text = = 0 )
return 0 ;
const auto h = static_cast < float > ( ( font - > pixelHeight * ( * text - 16 ) + 16 ) > > 5 ) * yScale ;
text + + ;
if ( * text = = 0 )
return 0 ;
const auto materialNameLen = static_cast < uint8_t > ( * text ) ;
text + + ;
for ( auto i = 0u ; i < materialNameLen ; i + + )
{
if ( text [ i ] = = 0 )
return 0 ;
}
const std : : string materialName ( text , materialNameLen ) ;
text + = materialNameLen ;
auto * material = Game : : DB_FindXAssetHeader ( Game : : XAssetType : : ASSET_TYPE_MATERIAL , materialName . data ( ) ) . material ;
if ( material = = nullptr | | material - > techniqueSet = = nullptr | | material - > techniqueSet - > name = = nullptr | | strcmp ( material - > techniqueSet - > name , " 2d " ) ! = 0 )
material = Game : : DB_FindXAssetHeader ( Game : : XAssetType : : ASSET_TYPE_MATERIAL , " default " ) . material ;
const auto yy = y - ( h + yScale * static_cast < float > ( font - > pixelHeight ) ) * 0.5f ;
Game : : RB_DrawStretchPicRotate ( material , x , yy , w , h , s0 , t0 , s1 , t1 , sinAngle , cosAngle , color ) ;
return w ;
}
void TextRenderer : : RotateXY ( const float cosAngle , const float sinAngle , const float pivotX , const float pivotY , const float x , const float y , float * outX , float * outY )
{
* outX = ( x - pivotX ) * cosAngle + pivotX - ( y - pivotY ) * sinAngle ;
* outY = ( y - pivotY ) * cosAngle + pivotY + ( x - pivotX ) * sinAngle ;
}
void TextRenderer : : DrawText2D ( const char * text , float x , float y , Game : : Font_s * font , float xScale , float yScale , float sinAngle , float cosAngle , Game : : GfxColor color , int maxLength , int renderFlags , int cursorPos , char cursorLetter , float padding , Game : : GfxColor glowForcedColor , int fxBirthTime , int fxLetterTime , int fxDecayStartTime , int fxDecayDuration , Game : : Material * fxMaterial , Game : : Material * fxMaterialGlow )
{
UpdateColorTable ( ) ;
Game : : GfxColor dropShadowColor { 0 } ;
dropShadowColor . array [ 3 ] = color . array [ 3 ] ;
int randSeed = 1 ;
bool drawRandomCharAtEnd = false ;
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const auto forceMonospace = renderFlags & Game : : TEXT_RENDERFLAG_FORCEMONOSPACE ;
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const auto monospaceWidth = GetMonospaceWidth ( font , renderFlags ) ;
auto * material = font - > material ;
Game : : Material * glowMaterial = nullptr ;
bool decaying ;
int decayTimeElapsed ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_FX_DECODE )
{
if ( ! Game : : SetupPulseFXVars ( text , maxLength , fxBirthTime , fxLetterTime , fxDecayStartTime , fxDecayDuration , & drawRandomCharAtEnd , & randSeed , & maxLength , & decaying , & decayTimeElapsed ) )
return ;
}
else
{
drawRandomCharAtEnd = false ;
randSeed = 1 ;
decaying = false ;
decayTimeElapsed = 0 ;
}
Game : : FontPassType passes [ Game : : FONTPASS_COUNT ] ;
unsigned passCount = 0 ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_OUTLINE )
{
if ( renderFlags & Game : : TEXT_RENDERFLAG_GLOW )
{
glowMaterial = font - > glowMaterial ;
passes [ passCount + + ] = Game : : FONTPASS_GLOW ;
}
passes [ passCount + + ] = Game : : FONTPASS_OUTLINE ;
passes [ passCount + + ] = Game : : FONTPASS_NORMAL ;
}
else
{
passes [ passCount + + ] = Game : : FONTPASS_NORMAL ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_GLOW )
{
glowMaterial = font - > glowMaterial ;
passes [ passCount + + ] = Game : : FONTPASS_GLOW ;
}
}
const auto startX = x - xScale * 0.5f ;
const auto startY = y - 0.5f * yScale ;
for ( auto passIndex = 0u ; passIndex < passCount ; passIndex + + )
{
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float xRot , yRot ;
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const char * curText = text ;
auto maxLengthRemaining = maxLength ;
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auto currentColor = color ;
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auto subtitleAllowGlow = false ;
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auto extraFxChar = 0 ;
auto drawExtraFxChar = false ;
auto passRandSeed = randSeed ;
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auto count = 0 ;
auto xa = startX ;
auto xy = startY ;
while ( * curText & & maxLengthRemaining )
{
auto letter = Game : : SEH_ReadCharFromString ( & curText , nullptr ) ;
if ( letter = = ' ^ ' & & * curText > = COLOR_FIRST_CHAR & & * curText < = COLOR_LAST_CHAR )
{
const auto colorIndex = ColorIndexForChar ( * curText ) ;
subtitleAllowGlow = false ;
if ( colorIndex = = TEXT_COLOR_DEFAULT )
{
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currentColor = color ;
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}
else if ( renderFlags & Game : : TEXT_RENDERFLAG_SUBTITLETEXT & & colorIndex = = TEXT_COLOR_GREEN )
{
constexpr Game : : GfxColor altColor { MY_ALTCOLOR_TWO } ;
subtitleAllowGlow = true ;
// Swap r and b for whatever reason
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currentColor . packed = ColorRgba ( altColor . array [ 2 ] , altColor . array [ 1 ] , altColor . array [ 0 ] , Game : : ModulateByteColors ( altColor . array [ 3 ] , color . array [ 3 ] ) ) ;
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}
else
{
const Game : : GfxColor colorTableColor { ( * currentColorTable ) [ colorIndex ] } ;
// Swap r and b for whatever reason
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currentColor . packed = ColorRgba ( colorTableColor . array [ 2 ] , colorTableColor . array [ 1 ] , colorTableColor . array [ 0 ] , color . array [ 3 ] ) ;
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}
curText + + ;
count + = 2 ;
continue ;
}
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auto finalColor = currentColor ;
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if ( letter = = ' ^ ' & & ( * curText = = ' \x01 ' | | * curText = = ' \x02 ' ) )
{
RotateXY ( cosAngle , sinAngle , startX , startY , xa , xy , & xRot , & yRot ) ;
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xa + = DrawHudIcon ( curText , xRot , yRot , sinAngle , cosAngle , font , xScale , yScale , finalColor . packed ) ;
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if ( renderFlags & Game : : TEXT_RENDERFLAG_PADDING )
xa + = xScale * padding ;
+ + count ;
maxLengthRemaining - - ;
continue ;
}
if ( letter = = ' : ' )
{
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Game : : Material * fontIconMaterial ;
if ( IsFontIcon ( curText , fontIconMaterial ) )
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{
RotateXY ( cosAngle , sinAngle , startX , startY , xa , xy , & xRot , & yRot ) ;
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xa + = DrawFontIcon ( fontIconMaterial , xRot , yRot , sinAngle , cosAngle , font , xScale , yScale , ColorRgba ( 255 , 255 , 255 , finalColor . array [ 3 ] ) ) ;
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if ( renderFlags & Game : : TEXT_RENDERFLAG_PADDING )
xa + = xScale * padding ;
+ + count ;
maxLengthRemaining - - ;
continue ;
}
}
if ( drawRandomCharAtEnd & & maxLengthRemaining = = 1 )
{
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letter = R_FontGetRandomLetter ( Game : : RandWithSeed ( & passRandSeed ) ) ;
if ( Game : : RandWithSeed ( & passRandSeed ) % 2 )
{
drawExtraFxChar = true ;
letter = ' O ' ;
}
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}
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auto skipDrawing = false ;
if ( decaying )
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{
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char decayAlpha ;
Game : : GetDecayingLetterInfo ( letter , & passRandSeed , decayTimeElapsed , fxBirthTime , fxDecayDuration , currentColor . array [ 3 ] , & skipDrawing , & decayAlpha , & letter , & drawExtraFxChar ) ;
finalColor . array [ 3 ] = decayAlpha ;
}
if ( drawExtraFxChar )
{
auto tempSeed = passRandSeed ;
extraFxChar = Game : : RandWithSeed ( & tempSeed ) ;
}
auto glyph = Game : : R_GetCharacterGlyph ( font , letter ) ;
auto xAdj = static_cast < float > ( glyph - > x0 ) * xScale ;
auto yAdj = static_cast < float > ( glyph - > y0 ) * yScale ;
if ( ! skipDrawing )
{
if ( passes [ passIndex ] = = Game : : FONTPASS_NORMAL )
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{
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if ( renderFlags & Game : : TEXT_RENDERFLAG_DROPSHADOW )
{
auto ofs = 1.0f ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_DROPSHADOW_EXTRA )
ofs + = 1.0f ;
xRot = xa + xAdj + ofs ;
yRot = xy + yAdj + ofs ;
RotateXY ( cosAngle , sinAngle , startX , startY , xRot , yRot , & xRot , & yRot ) ;
if ( drawExtraFxChar )
DrawTextFxExtraCharacter ( fxMaterial , extraFxChar , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , dropShadowColor . packed ) ;
else
Game : : RB_DrawChar ( material , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , glyph , dropShadowColor . packed ) ;
}
RotateXY ( cosAngle , sinAngle , startX , startY , xa + xAdj , xy + yAdj , & xRot , & yRot ) ;
if ( drawExtraFxChar )
DrawTextFxExtraCharacter ( fxMaterial , extraFxChar , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , finalColor . packed ) ;
else
Game : : RB_DrawChar ( material , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , glyph , finalColor . packed ) ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_CURSOR & & count = = cursorPos )
{
RotateXY ( cosAngle , sinAngle , startX , startY , xa , xy , & xRot , & yRot ) ;
Game : : RB_DrawCursor ( material , cursorLetter , xRot , yRot , sinAngle , cosAngle , font , xScale , yScale , color . packed ) ;
}
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}
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else if ( passes [ passIndex ] = = Game : : FONTPASS_OUTLINE )
{
auto outlineSize = 1.0f ;
if ( renderFlags & Game : : TEXT_RENDERFLAG_OUTLINE_EXTRA )
outlineSize = 1.3f ;
for ( const auto offset : MY_OFFSETS )
{
RotateXY ( cosAngle , sinAngle , startX , startY , xa + xAdj + outlineSize * offset [ 0 ] , xy + yAdj + outlineSize * offset [ 1 ] , & xRot , & yRot ) ;
if ( drawExtraFxChar )
DrawTextFxExtraCharacter ( fxMaterial , extraFxChar , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , dropShadowColor . packed ) ;
else
Game : : RB_DrawChar ( material , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , glyph , dropShadowColor . packed ) ;
}
}
else if ( passes [ passIndex ] = = Game : : FONTPASS_GLOW & & ( ( renderFlags & Game : : TEXT_RENDERFLAG_SUBTITLETEXT ) = = 0 | | subtitleAllowGlow ) )
{
GlowColor ( & finalColor , finalColor , glowForcedColor , renderFlags ) ;
for ( const auto offset : MY_OFFSETS )
{
RotateXY ( cosAngle , sinAngle , startX , startY , xa + xAdj + 2.0f * offset [ 0 ] * xScale , xy + yAdj + 2.0f * offset [ 1 ] * yScale , & xRot , & yRot ) ;
if ( drawExtraFxChar )
DrawTextFxExtraCharacter ( fxMaterialGlow , extraFxChar , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , finalColor . packed ) ;
else
Game : : RB_DrawChar ( glowMaterial , xRot , yRot , static_cast < float > ( glyph - > pixelWidth ) * xScale , static_cast < float > ( glyph - > pixelHeight ) * yScale , sinAngle , cosAngle , glyph , finalColor . packed ) ;
}
}
}
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if ( forceMonospace )
xa + = monospaceWidth * xScale ;
else
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xa + = static_cast < float > ( glyph - > dx ) * xScale ;
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if ( renderFlags & Game : : TEXT_RENDERFLAG_PADDING )
xa + = xScale * padding ;
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count + + ;
maxLengthRemaining - - ;
}
if ( renderFlags & Game : : TEXT_RENDERFLAG_CURSOR & & count = = cursorPos )
{
RotateXY ( cosAngle , sinAngle , startX , startY , xa , xy , & xRot , & yRot ) ;
Game : : RB_DrawCursor ( material , cursorLetter , xRot , yRot , sinAngle , cosAngle , font , xScale , yScale , color . packed ) ;
}
}
}
void TextRenderer : : UpdateColorTable ( )
{
if ( cg_newColors . get < bool > ( ) )
currentColorTable = & colorTableNew ;
else
currentColorTable = & colorTableDefault ;
( * currentColorTable ) [ TEXT_COLOR_AXIS ] = * reinterpret_cast < unsigned * > ( 0x66E5F70 ) ;
( * currentColorTable ) [ TEXT_COLOR_ALLIES ] = * reinterpret_cast < unsigned * > ( 0x66E5F74 ) ;
( * currentColorTable ) [ TEXT_COLOR_RAINBOW ] = HsvToRgb ( { static_cast < uint8_t > ( ( Game : : Sys_Milliseconds ( ) / 200 ) % 256 ) , 255 , 255 } ) ;
( * currentColorTable ) [ TEXT_COLOR_SERVER ] = sv_customTextColor - > current . unsignedInt ;
}
TextRenderer : : TextRenderer ( )
{
currentColorTable = & colorTableDefault ;
cg_newColors = Dvar : : Register < bool > ( " cg_newColors " , true , Game : : dvar_flag : : DVAR_FLAG_SAVED , " Use Warfare 2 color code style. " ) ;
sv_customTextColor = Game : : Dvar_RegisterColor ( " sv_customTextColor " , 1 , 0.7f , 0 , 1 , Game : : dvar_flag : : DVAR_FLAG_REPLICATED , " Color for the extended color code. " ) ;
Utils : : Hook ( 0x535410 , DrawText2D , HOOK_JUMP ) . install ( ) - > quick ( ) ;
}
}