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;
Dvar::Var TextRenderer::sv_allowColoredNames;
Dvar::Var TextRenderer::r_colorBlind;
Game::dvar_t* TextRenderer::g_ColorBlind_MyTeam;
Game::dvar_t* TextRenderer::g_ColorBlind_EnemyTeam;
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(const 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, FontIconInfo& fontIcon)
{
const auto* curPos = text;
while (*curPos != ' ' && *curPos != ':' && *curPos != 0 && *curPos != '+')
curPos++;
const auto* nameEnd = curPos;
if(*curPos == '+')
{
auto breakArgs = false;
while(!breakArgs)
{
curPos++;
switch(*curPos)
{
case 'h':
fontIcon.flipHorizontal = true;
break;
case 'v':
fontIcon.flipVertical = true;
break;
case ':':
breakArgs = true;
break;
default:
return false;
}
}
}
if (*curPos != ':')
return false;
const std::string fontIconName(text, nameEnd - text);
auto* materialEntry = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_MATERIAL, fontIconName.data());
if (materialEntry == nullptr)
return false;
auto* material = materialEntry->asset.header.material;
if (material == nullptr || material->techniqueSet == nullptr || material->techniqueSet->name == nullptr || strcmp(material->techniqueSet->name, "2d") != 0)
return false;
text = curPos + 1;
fontIcon.material = material;
return true;
}
float TextRenderer::GetFontIconWidth(const FontIconInfo& fontIcon, const Game::Font_s* font, const float xScale)
{
const auto* colorMap = GetFontIconColorMap(fontIcon.material);
if (colorMap == nullptr)
return 0;
return static_cast<float>(font->pixelHeight) * (static_cast<float>(colorMap->width) / static_cast<float>(colorMap->height)) * xScale;
}
float TextRenderer::DrawFontIcon(const FontIconInfo& fontIcon, 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(fontIcon.material);
if (colorMap == nullptr)
return 0;
float s0, t0, s1, t1;
if(fontIcon.flipHorizontal)
{
s0 = 1.0f;
s1 = 0.0f;
}
else
{
s0 = 0.0f;
s1 = 1.0f;
}
if(fontIcon.flipVertical)
{
t0 = 1.0f;
t1 = 0.0f;
}
else
{
t0 = 0.0f;
t1 = 1.0f;
}
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(fontIcon.material, x, yy, w, h, s0, t0, s1, t1, 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]);
}
if(!(renderFlags & Game::TEXT_RENDERFLAG_CURSOR && cursorPos > count && cursorPos < count + 2))
{
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 == ':')
{
FontIconInfo fontIconInfo{};
const char* fontIconEnd = curText;
if(IsFontIcon(fontIconEnd, fontIconInfo) && !(renderFlags & Game::TEXT_RENDERFLAG_CURSOR && cursorPos > count && cursorPos <= count + (fontIconEnd - curText)))
{
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
if(passes[passIndex] == Game::FONTPASS_NORMAL)
{
const auto fontIconWidth = DrawFontIcon(fontIconInfo, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, ColorRgba(255, 255, 255, finalColor.array[3]));
if (renderFlags & Game::TEXT_RENDERFLAG_CURSOR && count == cursorPos)
Game::RB_DrawCursor(material, cursorLetter, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, color.packed);
xa += fontIconWidth;
}
else
{
xa += GetFontIconWidth(fontIconInfo, font, xScale);
}
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
count += (fontIconEnd - curText) + 1;
maxLengthRemaining--;
curText = fontIconEnd;
continue;
}
}
if(drawRandomCharAtEnd && maxLengthRemaining == 1)
{
letter = R_FontGetRandomLetter(Game::RandWithSeed(&passRandSeed));
if(Game::RandWithSeed(&passRandSeed) % 2)
{
drawExtraFxChar = true;
letter = 'O';
}
}
if(letter == '\n')
{
xa = startX;
xy += static_cast<float>(font->pixelHeight) * yScale;
continue;
}
if(letter == '\r')
{
xy += static_cast<float>(font->pixelHeight) * yScale;
continue;
}
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);
}
}
}
int TextRenderer::R_TextWidth_Hk(const char* text, int maxChars, Game::Font_s* font)
{
auto lineWidth = 0;
auto maxWidth = 0;
if (maxChars <= 0)
maxChars = 0x7FFFFFFF;
if (text == nullptr)
return 0;
auto count = 0;
while (text && *text && count < maxChars)
{
const auto letter = Game::SEH_ReadCharFromString(&text, nullptr);
if (letter == '\r' || letter == '\n')
{
lineWidth = 0;
}
else
{
if (letter == '^' && text)
{
if (*text >= COLOR_FIRST_CHAR && *text <= COLOR_LAST_CHAR)
{
text++;
continue;
}
if (*text >= '\x01' && *text <= '\x02' && text[1] != '\0' && text[2] != '\0' && text[3] != '\0')
{
const auto width = text[1];
const auto materialNameLength = text[3];
auto v9 = font->pixelHeight * (width - 16) + 16;
auto w = ((((v9 >> 24) & 0x1F) + v9) >> 5);
lineWidth += w;
if (lineWidth > maxWidth)
maxWidth = lineWidth;
text += 4;
for (auto currentLength = 0; currentLength < materialNameLength && *text; currentLength++)
text++;
continue;
}
}
if (letter == ':')
{
FontIconInfo fontIconInfo{};
const char* fontIconEnd = text;
if (IsFontIcon(fontIconEnd, fontIconInfo))
{
lineWidth += static_cast<int>(GetFontIconWidth(fontIconInfo, font, 1.0f));
if (lineWidth > maxWidth)
maxWidth = lineWidth;
text = fontIconEnd;
continue;
}
}
lineWidth += R_GetCharacterGlyph(font, letter)->dx;
if (lineWidth > maxWidth)
maxWidth = lineWidth;
count++;
}
}
return maxWidth;
}
unsigned int TextRenderer::ColorIndex(const char index)
{
auto result = index - '0';
if (static_cast<unsigned int>(result) >= TEXT_COLOR_COUNT || result < 0) result = 7;
return result;
}
void TextRenderer::StripColors(const char* in, char* out, int max)
{
if (!in || !out) return;
max--;
int current = 0;
while (*in != 0 && current < max)
{
const char index = *(in + 1);
if (*in == '^' && (ColorIndex(index) != 7 || index == '7'))
{
++in;
}
else
{
*out = *in;
++out;
++current;
}
++in;
}
*out = '\0';
}
std::string TextRenderer::StripColors(const std::string& in)
{
char buffer[1000] = { 0 }; // Should be more than enough
StripColors(in.data(), buffer, sizeof(buffer));
return std::string(buffer);
}
void TextRenderer::UserInfoCopy(char* buffer, const char* name, size_t size)
{
Utils::Memory::Allocator allocator;
if (!sv_allowColoredNames.get<bool>())
{
StripColors(name, buffer, size);
}
else
{
strncpy_s(buffer, size, name, _TRUNCATE);
}
}
__declspec(naked) void TextRenderer::ClientUserinfoChanged()
{
__asm
{
mov eax, [esp + 4h] // length
//sub eax, 1
push eax
push ecx // name
push edx // buffer
call UserInfoCopy
add esp, 0Ch
retn
}
}
char* TextRenderer::GetClientName(int localClientNum, int index, char* buf, size_t size)
{
Game::CL_GetClientName(localClientNum, index, buf, size);
// Append clantag to username & remove the colors
strncpy_s(buf, size, StripColors(ClanTags::GetUserClantag(index, buf)).data(), size);
return buf;
}
void TextRenderer::PatchColorLimit(const char limit)
{
Utils::Hook::Set<char>(0x535629, limit); // DrawText2d
Utils::Hook::Set<char>(0x4C1BE4, limit); // No idea :P
Utils::Hook::Set<char>(0x4863DD, limit); // No idea :P
Utils::Hook::Set<char>(0x486429, limit); // No idea :P
Utils::Hook::Set<char>(0x49A5A8, limit); // No idea :P
Utils::Hook::Set<char>(0x505721, limit); // R_TextWidth
Utils::Hook::Set<char>(0x505801, limit); // No idea :P
Utils::Hook::Set<char>(0x50597F, limit); // No idea :P
Utils::Hook::Set<char>(0x5815DB, limit); // No idea :P
Utils::Hook::Set<char>(0x592ED0, limit); // No idea :P
Utils::Hook::Set<char>(0x5A2E2E, limit); // No idea :P
Utils::Hook::Set<char>(0x5A2733, static_cast<char>(ColorIndexForChar(limit))); // No idea :P
}
char* TextRenderer::CleanStrStub(char* string)
{
StripColors(string, string, strlen(string) + 1);
return string;
}
// Patches team overhead normally
bool TextRenderer::Dvar_GetUnpackedColorByName(const char* name, float* expandedColor)
{
if (r_colorBlind.get<bool>())
{
const auto str = std::string(name);
if (str == "g_TeamColor_EnemyTeam")
{
// Dvar_GetUnpackedColor
const auto* colorblindEnemy = g_ColorBlind_EnemyTeam->current.color;
expandedColor[0] = static_cast<float>(colorblindEnemy[0]) / 255.0f;
expandedColor[1] = static_cast<float>(colorblindEnemy[1]) / 255.0f;
expandedColor[2] = static_cast<float>(colorblindEnemy[2]) / 255.0f;
expandedColor[3] = static_cast<float>(colorblindEnemy[3]) / 255.0f;
return false;
}
else if (str == "g_TeamColor_MyTeam")
{
// Dvar_GetUnpackedColor
const auto* colorblindAlly = g_ColorBlind_MyTeam->current.color;
expandedColor[0] = static_cast<float>(colorblindAlly[0]) / 255.0f;
expandedColor[1] = static_cast<float>(colorblindAlly[1]) / 255.0f;
expandedColor[2] = static_cast<float>(colorblindAlly[2]) / 255.0f;
expandedColor[3] = static_cast<float>(colorblindAlly[3]) / 255.0f;
return false;
}
}
return true;
}
__declspec(naked) void TextRenderer::GetUnpackedColorByNameStub()
{
__asm
{
push[esp + 8h]
push[esp + 8h]
call TextRenderer::Dvar_GetUnpackedColorByName
add esp, 8h
test al, al
jnz continue
retn
continue:
push edi
mov edi, [esp + 8h]
push 406535h
retn
}
}
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.");
sv_allowColoredNames = Dvar::Register<bool>("sv_allowColoredNames", true, Game::dvar_flag::DVAR_FLAG_NONE, "Allow colored names on the server");
// Replace vanilla text drawing function with a reimplementation with extensions
Utils::Hook(0x535410, DrawText2D, HOOK_JUMP).install()->quick();
// Consider material text icons and font icons when calculating text width
Utils::Hook(0x5056C0, R_TextWidth_Hk, HOOK_JUMP).install()->quick();
// Patch ColorIndex
Utils::Hook(0x417770, ColorIndex, HOOK_JUMP).install()->quick();
// Add a colorblind mode for team colors
r_colorBlind = Dvar::Register<bool>("r_colorBlind", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Use color-blindness-friendly colors");
// A dark red
g_ColorBlind_EnemyTeam = Game::Dvar_RegisterColor("g_ColorBlind_EnemyTeam", 0.659f, 0.088f, 0.145f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Enemy team color for colorblind mode");
// A bright yellow
g_ColorBlind_MyTeam = Game::Dvar_RegisterColor("g_ColorBlind_MyTeam", 1, 0.859f, 0.125f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Ally team color for colorblind mode");
// Replace team colors with colorblind team colors when colorblind is enabled
Utils::Hook(0x406530, GetUnpackedColorByNameStub, HOOK_JUMP).install()->quick();
// Disable SV_UpdateUserinfo_f, to block changing the name ingame
Utils::Hook::Set<BYTE>(0x6258D0, 0xC3);
// Allow colored names ingame
Utils::Hook(0x5D8B40, ClientUserinfoChanged, HOOK_JUMP).install()->quick();
// Though, don't apply that to overhead names.
Utils::Hook(0x581932, GetClientName, HOOK_CALL).install()->quick();
// Patch I_CleanStr
Utils::Hook(0x4AD470, CleanStrStub, HOOK_JUMP).install()->quick();
PatchColorLimit(COLOR_LAST_CHAR);
}
}