iw4x-client/src/Components/Modules/TextRenderer.cpp

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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;
}
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);
}
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)
{
const auto* curPos = text;
while (*curPos != ' ' && *curPos != ':' && *curPos != 0)
curPos++;
if (*curPos != ':')
return false;
const std::string fontIconName(text, curPos - text);
auto* material = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, fontIconName.data()).material;
if (material == nullptr || material->techniqueSet == nullptr || material->techniqueSet->name == nullptr || strcmp(material->techniqueSet->name, "2d") != 0)
return false;
if (Game::DB_IsXAssetDefault(Game::ASSET_TYPE_MATERIAL, material->info.name))
return false;
text = curPos + 1;
fontIconMaterial = material;
return true;
}
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);
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;
Game::RB_DrawStretchPicRotate(fontIconMaterial, x, yy, w, h, 0.0, 0.0, 1.0, 1.0, sinAngle, cosAngle, color);
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;
const auto forceMonospace = renderFlags & Game::TEXT_RENDERFLAG_FORCEMONOSPACE;
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++)
{
float xRot, yRot;
const char* curText = text;
auto maxLengthRemaining = maxLength;
auto currentColor = color;
auto subtitleAllowGlow = false;
auto extraFxChar = 0;
auto drawExtraFxChar = false;
auto passRandSeed = randSeed;
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)
{
currentColor = color;
}
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
currentColor.packed = ColorRgba(altColor.array[2], altColor.array[1], altColor.array[0], Game::ModulateByteColors(altColor.array[3], color.array[3]));
}
else
{
const Game::GfxColor colorTableColor{ (*currentColorTable)[colorIndex] };
// Swap r and b for whatever reason
currentColor.packed = ColorRgba(colorTableColor.array[2], colorTableColor.array[1], colorTableColor.array[0], color.array[3]);
}
curText++;
count += 2;
continue;
}
auto finalColor = currentColor;
if(letter == '^' && (*curText == '\x01' || *curText == '\x02'))
{
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
xa += DrawHudIcon(curText, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, finalColor.packed);
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
++count;
maxLengthRemaining--;
continue;
}
if(letter == ':')
{
Game::Material* fontIconMaterial;
if(IsFontIcon(curText, fontIconMaterial))
{
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
xa += DrawFontIcon(fontIconMaterial, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, ColorRgba(255, 255, 255, finalColor.array[3]));
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
++count;
maxLengthRemaining--;
continue;
}
}
if(drawRandomCharAtEnd && maxLengthRemaining == 1)
{
letter = R_FontGetRandomLetter(Game::RandWithSeed(&passRandSeed));
if(Game::RandWithSeed(&passRandSeed) % 2)
{
drawExtraFxChar = true;
letter = 'O';
}
}
auto skipDrawing = false;
if(decaying)
{
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)
{
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);
}
}
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);
}
}
}
if(forceMonospace)
xa += monospaceWidth * xScale;
else
xa += static_cast<float>(glyph->dx) * xScale;
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
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();
}
}