Add conceptional fonticon in text rendering

This commit is contained in:
Jan 2021-09-05 02:25:24 +02:00
parent 52748b4cbe
commit 5020d82f68
9 changed files with 626 additions and 80 deletions

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@ -102,6 +102,7 @@ namespace Components
Loader::Register(new ConnectProtocol()); Loader::Register(new ConnectProtocol());
Loader::Register(new StartupMessages()); Loader::Register(new StartupMessages());
Loader::Register(new SoundMutexFix()); Loader::Register(new SoundMutexFix());
Loader::Register(new TextRenderer());
Loader::Register(new Client()); Loader::Register(new Client());

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@ -131,5 +131,6 @@ namespace Components
#include "Modules/StartupMessages.hpp" #include "Modules/StartupMessages.hpp"
#include "Modules/Stats.hpp" #include "Modules/Stats.hpp"
#include "Modules/SoundMutexFix.hpp" #include "Modules/SoundMutexFix.hpp"
#include "Modules/TextRenderer.hpp"
#include "Modules/Client.hpp" #include "Modules/Client.hpp"

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@ -2,62 +2,11 @@
namespace Components namespace Components
{ {
Dvar::Var Colors::NewColors;
Dvar::Var Colors::ColorBlind; Dvar::Var Colors::ColorBlind;
Game::dvar_t* Colors::ColorAllyColorBlind; Game::dvar_t* Colors::ColorAllyColorBlind;
Game::dvar_t* Colors::ColorEnemyColorBlind; Game::dvar_t* Colors::ColorEnemyColorBlind;
std::vector<DWORD> Colors::ColorTable; std::vector<DWORD> Colors::ColorTable;
DWORD Colors::HsvToRgb(Colors::HsvColor hsv)
{
DWORD rgb;
unsigned char region, p, q, t;
unsigned int h, s, v, remainder;
if (hsv.s == 0)
{
rgb = RGB(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 = RGB(v, t, p);
break;
case 1:
rgb = RGB(q, v, p);
break;
case 2:
rgb = RGB(p, v, t);
break;
case 3:
rgb = RGB(p, q, v);
break;
case 4:
rgb = RGB(t, p, v);
break;
default:
rgb = RGB(v, p, q);
break;
}
return rgb;
}
void Colors::Strip(const char* in, char* out, int max) void Colors::Strip(const char* in, char* out, int max)
{ {
if (!in || !out) return; if (!in || !out) return;
@ -178,7 +127,8 @@ namespace Components
} }
else if (index == ':') else if (index == ':')
{ {
*color = Colors::HsvToRgb({ static_cast<uint8_t>((Game::Sys_Milliseconds() / 200) % 256), 255,255 }); //*color = Colors::HsvToRgb({ static_cast<uint8_t>((Game::Sys_Milliseconds() / 200) % 256), 255,255 });
*color = 0;
} }
else if (index == ';') else if (index == ';')
{ {
@ -191,14 +141,7 @@ namespace Components
int clrIndex = Colors::ColorIndex(index); int clrIndex = Colors::ColorIndex(index);
// Use native colors // Use native colors
if (clrIndex <= 7 && !Colors::NewColors.get<bool>()) *color = Colors::ColorTable[clrIndex];
{
*color = reinterpret_cast<DWORD*>(0x78DC70)[index - 48];
}
else
{
*color = Colors::ColorTable[clrIndex];
}
} }
} }
@ -277,6 +220,7 @@ namespace Components
Colors::Colors() Colors::Colors()
{ {
return;
// Add a colorblind mode for team colors // Add a colorblind mode for team colors
Colors::ColorBlind = Dvar::Register<bool>("r_colorBlindTeams", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Use color-blindness-friendly colors for ingame team names"); Colors::ColorBlind = Dvar::Register<bool>("r_colorBlindTeams", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Use color-blindness-friendly colors for ingame team names");
// A dark red // A dark red
@ -289,23 +233,21 @@ namespace Components
Utils::Hook::Set<BYTE>(0x6258D0, 0xC3); Utils::Hook::Set<BYTE>(0x6258D0, 0xC3);
// Allow colored names ingame // Allow colored names ingame
Utils::Hook(0x5D8B40, Colors::ClientUserinfoChanged, HOOK_JUMP).install()->quick(); //Utils::Hook(0x5D8B40, Colors::ClientUserinfoChanged, HOOK_JUMP).install()->quick();
// Though, don't apply that to overhead names. // Though, don't apply that to overhead names.
Utils::Hook(0x581932, Colors::GetClientName, HOOK_CALL).install()->quick(); //Utils::Hook(0x581932, Colors::GetClientName, HOOK_CALL).install()->quick();
// Patch RB_LookupColor // Patch RB_LookupColor
Utils::Hook(0x534CD0, Colors::LookupColorStub, HOOK_JUMP).install()->quick(); //Utils::Hook(0x534CD0, Colors::LookupColorStub, HOOK_JUMP).install()->quick();
// Patch ColorIndex // Patch ColorIndex
Utils::Hook(0x417770, Colors::ColorIndex, HOOK_JUMP).install()->quick(); //Utils::Hook(0x417770, Colors::ColorIndex, HOOK_JUMP).install()->quick();
// Patch I_CleanStr // Patch I_CleanStr
Utils::Hook(0x4AD470, Colors::CleanStrStub, HOOK_JUMP).install()->quick(); Utils::Hook(0x4AD470, Colors::CleanStrStub, HOOK_JUMP).install()->quick();
// Register dvar // Register dvar
Colors::NewColors = Dvar::Register<bool>("cg_newColors", true, Game::dvar_flag::DVAR_FLAG_SAVED, "Use Warfare 2 color code style.");
Game::Dvar_RegisterColor("sv_customTextColor", 1, 0.7f, 0, 1, Game::dvar_flag::DVAR_FLAG_REPLICATED, "Color for the extended color code.");
Dvar::Register<bool>("sv_allowColoredNames", true, Game::dvar_flag::DVAR_FLAG_NONE, "Allow colored names on the server"); Dvar::Register<bool>("sv_allowColoredNames", true, Game::dvar_flag::DVAR_FLAG_NONE, "Allow colored names on the server");
// Add our colors // Add our colors

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@ -14,20 +14,9 @@ namespace Components
static char Add(uint8_t r, uint8_t g, uint8_t b); static char Add(uint8_t r, uint8_t g, uint8_t b);
private: private:
struct HsvColor
{
unsigned char h;
unsigned char s;
unsigned char v;
};
static Dvar::Var NewColors;
static Dvar::Var ColorBlind; static Dvar::Var ColorBlind;
static Game::dvar_t* ColorAllyColorBlind; static Game::dvar_t* ColorAllyColorBlind;
static Game::dvar_t* ColorEnemyColorBlind; static Game::dvar_t* ColorEnemyColorBlind;
static DWORD HsvToRgb(HsvColor hsv);
static void UserInfoCopy(char* buffer, const char* name, size_t size); static void UserInfoCopy(char* buffer, const char* name, size_t size);
static void ClientUserinfoChanged(); static void ClientUserinfoChanged();

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@ -0,0 +1,395 @@
#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;
}
bool TextRenderer::IsFontIcon(const char*& text, std::string& fontIconName)
{
const auto* curPos = text;
while(*curPos != ' ' && *curPos != ':' && *curPos != 0)
curPos++;
if (*curPos != ':')
return false;
fontIconName = std::string(text, static_cast<size_t>(curPos - text));
text = curPos + 1;
return true;
}
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;
}
float TextRenderer::DrawFontIcon(const std::string& fontIconName, float x, float y, float sinAngle, float cosAngle, const Game::Font_s* font, float xScale, const float yScale, unsigned color)
{
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)
material = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, "default").material;
const auto* colorMap = GetFontIconColorMap(material);
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(material, 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 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++)
{
const char* curText = text;
auto maxLengthRemaining = maxLength;
auto currentColor = color.packed;
auto subtitleAllowGlow = false;
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.packed;
}
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 = 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 = ColorRgba(colorTableColor.array[2], colorTableColor.array[1], colorTableColor.array[0], color.array[3]);
}
curText++;
count += 2;
continue;
}
if(letter == '^' && (*curText == '\x01' || *curText == '\x02'))
{
float xRot, yRot;
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
xa += DrawHudIcon(curText, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, currentColor);
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
++count;
maxLengthRemaining--;
continue;
}
if(letter == ':')
{
std::string fontIconName;
if(IsFontIcon(curText, fontIconName))
{
float xRot, yRot;
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
xa += DrawFontIcon(fontIconName, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, currentColor);
if (renderFlags & Game::TEXT_RENDERFLAG_PADDING)
xa += xScale * padding;
++count;
maxLengthRemaining--;
continue;
}
}
if(drawRandomCharAtEnd && maxLengthRemaining == 1)
{
}
if(passes[passIndex] == Game::FONTPASS_NORMAL)
{
if (renderFlags & Game::TEXT_RENDERFLAG_CURSOR && count == cursorPos)
{
float xRot, yRot;
RotateXY(cosAngle, sinAngle, startX, startY, xa, xy, &xRot, &yRot);
Game::RB_DrawCursor(material, cursorLetter, xRot, yRot, sinAngle, cosAngle, font, xScale, yScale, color.packed);
}
float xRot, yRot;
auto glyph = Game::R_GetCharacterGlyph(font, letter);
auto xAdj = glyph->x0 * xScale;
auto yAdj = glyph->y0 * yScale;
RotateXY(cosAngle, sinAngle, startX, startY, xa + xAdj, xy + yAdj, &xRot, &yRot);
Game::RB_DrawChar(material, xRot, yRot, static_cast<float>(glyph->pixelWidth) * xScale /** 1.75f*/, static_cast<float>(glyph->pixelHeight) * yScale /** 1.125f*/, sinAngle, cosAngle, glyph, currentColor);
xa += static_cast<float>(glyph->dx) * xScale;
}
count++;
maxLengthRemaining--;
}
if(renderFlags & Game::TEXT_RENDERFLAG_CURSOR && count == cursorPos)
{
float xRot, yRot;
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();
}
}

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@ -0,0 +1,80 @@
#pragma once
namespace Components
{
enum TextColor
{
TEXT_COLOR_BLACK = 0,
TEXT_COLOR_RED = 1,
TEXT_COLOR_GREEN = 2,
TEXT_COLOR_YELLOW = 3,
TEXT_COLOR_BLUE = 4,
TEXT_COLOR_LIGHT_BLUE = 5,
TEXT_COLOR_PINK = 6,
TEXT_COLOR_DEFAULT = 7,
TEXT_COLOR_AXIS = 8,
TEXT_COLOR_ALLIES = 9,
TEXT_COLOR_RAINBOW = 10,
TEXT_COLOR_SERVER = 11,
TEXT_COLOR_COUNT
};
constexpr unsigned int ColorRgba(const uint8_t r, const uint8_t g, const uint8_t b, const uint8_t a)
{
return (r) | (g << 8) | (b << 16) | (a << 24);
}
constexpr unsigned int ColorRgb(const uint8_t r, const uint8_t g, const uint8_t b)
{
return ColorRgba(r, g, b, 0xFF);
}
constexpr char CharForColorIndex(const int colorIndex)
{
return static_cast<char>('0' + colorIndex);
}
constexpr int ColorIndexForChar(const char colorChar)
{
return colorChar - '0';
}
class TextRenderer : public Component
{
struct HsvColor
{
unsigned char h;
unsigned char s;
unsigned char v;
};
static constexpr char COLOR_FIRST_CHAR = '0';
static constexpr char COLOR_LAST_CHAR = CharForColorIndex(TEXT_COLOR_COUNT - 1);
static constexpr unsigned MY_ALTCOLOR_TWO = 0x0DCE6FFE6;
static constexpr unsigned COLOR_MAP_HASH = 0xA0AB1041;
static unsigned colorTableDefault[TEXT_COLOR_COUNT];
static unsigned colorTableNew[TEXT_COLOR_COUNT];
static unsigned(*currentColorTable)[TEXT_COLOR_COUNT];
static Dvar::Var cg_newColors;
static Game::dvar_t* sv_customTextColor;
public:
static void 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);
TextRenderer();
private:
static unsigned HsvToRgb(HsvColor hsv);
static float GetMonospaceWidth(Game::Font_s* font, int rendererFlags);
static bool IsFontIcon(const char*& text, std::string& fontIconName);
static Game::GfxImage* GetFontIconColorMap(Game::Material* fontIconMaterial);
static float DrawFontIcon(const std::string& fontIconName, float x, float y, float sinAngle, float cosAngle, const Game::Font_s* font, float xScale, float yScale, unsigned color);
static float DrawHudIcon(const char*& text, float x, float y, float sinAngle, float cosAngle, const Game::Font_s* font, float xScale, float yScale, unsigned color);
static void RotateXY(float cosAngle, float sinAngle, float pivotX, float pivotY, float x, float y, float* outX, float* outY);
static void UpdateColorTable();
};
}

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@ -272,6 +272,7 @@ namespace Game
SE_Load_t SE_Load = SE_Load_t(0x502A30); SE_Load_t SE_Load = SE_Load_t(0x502A30);
SEH_StringEd_GetString_t SEH_StringEd_GetString = SEH_StringEd_GetString_t(0x44BB30); SEH_StringEd_GetString_t SEH_StringEd_GetString = SEH_StringEd_GetString_t(0x44BB30);
SEH_ReadCharFromString_t SEH_ReadCharFromString = SEH_ReadCharFromString_t(0x486560);
Dvar_SetFromStringByName_t Dvar_SetFromStringByName = Dvar_SetFromStringByName_t(0x4F52E0); Dvar_SetFromStringByName_t Dvar_SetFromStringByName = Dvar_SetFromStringByName_t(0x4F52E0);
Dvar_SetFromStringByNameFromSource_t Dvar_SetFromStringByNameFromSource = Dvar_SetFromStringByNameFromSource_t(0x4FC770); Dvar_SetFromStringByNameFromSource_t Dvar_SetFromStringByNameFromSource = Dvar_SetFromStringByNameFromSource_t(0x4FC770);
@ -332,6 +333,10 @@ namespace Game
unzClose_t unzClose = unzClose_t(0x41BF20); unzClose_t unzClose = unzClose_t(0x41BF20);
RB_DrawCursor_t RB_DrawCursor = RB_DrawCursor_t(0x534EA0);
Byte4PackRgba_t Byte4PackRgba = Byte4PackRgba_t(0x4FE910);
XAssetHeader* DB_XAssetPool = reinterpret_cast<XAssetHeader*>(0x7998A8); XAssetHeader* DB_XAssetPool = reinterpret_cast<XAssetHeader*>(0x7998A8);
unsigned int* g_poolSize = reinterpret_cast<unsigned int*>(0x7995E8); unsigned int* g_poolSize = reinterpret_cast<unsigned int*>(0x7995E8);
@ -1195,5 +1200,99 @@ namespace Game
retn retn
} }
} }
__declspec(naked) Glyph* R_GetCharacterGlyph(Font_s* /*font*/, unsigned int /*letter*/)
{
__asm
{
mov edi, [esp + 0x8] // letter
push [esp + 0x4] // font
mov eax, 0x5055C0
call eax
add esp, 4
ret
}
}
__declspec(naked) bool SetupPulseFXVars(const char* /*text*/, int /*maxLength*/, int /*fxBirthTime*/, int /*fxLetterTime*/, int /*fxDecayStartTime*/, int /*fxDecayDuration*/, bool* /*resultDrawRandChar*/, int* /*resultRandSeed*/, int* /*resultMaxLength*/, bool* /*resultDecaying*/, int* /*resultDecayTimeElapsed*/)
{
__asm
{
mov eax, [esp + 0x08] // maxLength
push [esp + 0x2C] // resultDecayTimeElapsed
push [esp + 0x2C] // resultDecaying
push [esp + 0x2C] // resultMaxLength
push [esp + 0x2C] // resultRandSeed
push [esp + 0x2C] // resultDrawRandChar
push [esp + 0x2C] // fxDecayDuration
push [esp + 0x2C] // fxDecayStartTime
push [esp + 0x2C] // fxLetterTime
push [esp + 0x2C] // fxBirthTime
push [esp + 0x28] // text
mov ebx, 0x535050
call ebx
add esp, 0x28
ret
}
}
__declspec(naked) void RB_DrawChar(Material* /*material*/, float /*x*/, float /*y*/, float /*w*/, float /*h*/, float /*sinAngle*/, float /*cosAngle*/, Glyph* /*glyph*/, unsigned int /*color*/)
{
__asm
{
mov eax, [esp + 0x4] // material
mov edx, [esp + 0x20] // glyph
push [esp + 0x24] // color
push [esp + 0x20] // cosAngle
push [esp + 0x20] // sinAngle
push [esp + 0x20] // h
push [esp + 0x20] // w
push [esp + 0x20] // y
push [esp + 0x20] // x
mov ebx, 0x534E20
call ebx
add esp, 0x1C
ret
}
}
__declspec(naked) void RB_DrawStretchPicRotate(Material* /*material*/, float /*x*/, float /*y*/, float /*w*/, float /*h*/, float /*s0*/, float /*t0*/, float /*s1*/, float /*t1*/, float /*sinAngle*/, float /*cosAngle*/, unsigned int /*color*/)
{
__asm
{
mov eax, [esp + 0x4] // material
push [esp + 0x30] // color
push [esp + 0x30] // cosAngle
push [esp + 0x30] // sinAngle
push [esp + 0x30] // t1
push [esp + 0x30] // s1
push [esp + 0x30] // t0
push [esp + 0x30] // s0
push [esp + 0x30] // h
push [esp + 0x30] // w
push [esp + 0x30] // y
push [esp + 0x30] // x
mov ebx, 0x5310F0
call ebx
add esp, 0x2C
ret
}
}
__declspec(naked) char ModulateByteColors(char /*colorA*/, char /*colorB*/)
{
__asm
{
mov eax, [esp + 0x4] // colorA
mov ecx, [esp + 0x8] // colorB
mov ebx, 0x5353C0
call ebx
ret
}
}
#pragma optimize("", on) #pragma optimize("", on)
} }

View File

@ -645,6 +645,9 @@ namespace Game
typedef char* (__cdecl * SEH_StringEd_GetString_t)(const char* string); typedef char* (__cdecl * SEH_StringEd_GetString_t)(const char* string);
extern SEH_StringEd_GetString_t SEH_StringEd_GetString; extern SEH_StringEd_GetString_t SEH_StringEd_GetString;
typedef unsigned int(__cdecl* SEH_ReadCharFromString_t)(const char** text, int* isTrailingPunctuation);
extern SEH_ReadCharFromString_t SEH_ReadCharFromString;
typedef char* (__cdecl * SL_ConvertToString_t)(unsigned short stringValue); typedef char* (__cdecl * SL_ConvertToString_t)(unsigned short stringValue);
extern SL_ConvertToString_t SL_ConvertToString; extern SL_ConvertToString_t SL_ConvertToString;
@ -774,6 +777,12 @@ namespace Game
typedef void(__cdecl * unzClose_t)(void* handle); typedef void(__cdecl * unzClose_t)(void* handle);
extern unzClose_t unzClose; extern unzClose_t unzClose;
typedef void(__cdecl* RB_DrawCursor_t)(Material* material, char cursor, float x, float y, float sinAngle, float cosAngle, Font_s* font, float xScale, float yScale, unsigned int color);
extern RB_DrawCursor_t RB_DrawCursor;
typedef void(__cdecl* Byte4PackRgba_t)(const float* from, char* to);
extern Byte4PackRgba_t Byte4PackRgba;
extern XAssetHeader* DB_XAssetPool; extern XAssetHeader* DB_XAssetPool;
extern unsigned int* g_poolSize; extern unsigned int* g_poolSize;
@ -919,4 +928,10 @@ namespace Game
void R_AddDebugString(float *color, float *pos, float scale, const char *str); void R_AddDebugString(float *color, float *pos, float scale, const char *str);
void R_AddDebugBounds(float* color, Bounds* b); void R_AddDebugBounds(float* color, Bounds* b);
void R_AddDebugBounds(float* color, Bounds* b, const float(*quat)[4]); void R_AddDebugBounds(float* color, Bounds* b, const float(*quat)[4]);
Glyph* R_GetCharacterGlyph(Font_s* font, unsigned int letter);
bool SetupPulseFXVars(const char* text, int maxLength, int fxBirthTime, int fxLetterTime, int fxDecayStartTime, int fxDecayDuration, bool* resultDrawRandChar, int* resultRandSeed, int* resultMaxLength, bool* resultDecaying, int* resultDecayTimeElapsed);
void RB_DrawChar(Material* material, float x, float y, float w, float h, float sinAngle, float cosAngle, Glyph* glyph, unsigned int color);
void RB_DrawStretchPicRotate(Material* material, float x, float y, float w, float h, float s0, float t0, float s1, float t1, float sinAngle, float cosAngle, unsigned int color);
char ModulateByteColors(char colorA, char colorB);
} }

View File

@ -735,9 +735,9 @@ namespace Game
{ {
MaterialInfo info; MaterialInfo info;
char stateBitsEntry[48]; char stateBitsEntry[48];
char textureCount; unsigned char textureCount;
char constantCount; unsigned char constantCount;
char stateBitsCount; unsigned char stateBitsCount;
char stateFlags; char stateFlags;
char cameraRegion; char cameraRegion;
MaterialTechniqueSet *techniqueSet; MaterialTechniqueSet *techniqueSet;
@ -5263,6 +5263,30 @@ namespace Game
int allowAddDObj; int allowAddDObj;
}; };
enum TextRenderFlags
{
TEXT_RENDERFLAG_FORCEMONOSPACE = 0x1,
TEXT_RENDERFLAG_CURSOR = 0x2,
TEXT_RENDERFLAG_DROPSHADOW = 0x4,
TEXT_RENDERFLAG_DROPSHADOW_EXTRA = 0x8,
TEXT_RENDERFLAG_GLOW = 0x10,
TEXT_RENDERFLAG_GLOW_FORCE_COLOR = 0x20,
TEXT_RENDERFLAG_FX_DECODE = 0x40,
TEXT_RENDERFLAG_PADDING = 0x80,
TEXT_RENDERFLAG_SUBTITLETEXT = 0x100,
TEXT_RENDERFLAG_CINEMATIC = 0x200,
TEXT_RENDERFLAG_OUTLINE = 0x400,
TEXT_RENDERFLAG_OUTLINE_EXTRA = 0x800,
};
enum FontPassType
{
FONTPASS_NORMAL = 0x0,
FONTPASS_GLOW = 0x1,
FONTPASS_OUTLINE = 0x2,
FONTPASS_COUNT = 0x3,
};
#pragma endregion #pragma endregion
#ifndef IDA #ifndef IDA