Load fonticons from csv and alphabetically sort them

This commit is contained in:
Jan 2021-09-10 19:22:23 +02:00
parent 2fe9f938af
commit f17cde2791
2 changed files with 102 additions and 17 deletions

View File

@ -41,6 +41,8 @@ namespace Components
unsigned(*TextRenderer::currentColorTable)[TEXT_COLOR_COUNT];
TextRenderer::FontIconAutocompleteContext TextRenderer::autocompleteContextArray[FONT_ICON_ACI_COUNT]{};
std::map<std::string, TextRenderer::FontIconTableEntry> TextRenderer::fontIconLookup;
std::vector<TextRenderer::FontIconTableEntry> TextRenderer::fontIconList;
Dvar::Var TextRenderer::cg_newColors;
Dvar::Var TextRenderer::cg_fontIconAutocomplete;
@ -147,16 +149,14 @@ namespace Components
context.hasMoreResults = false;
context.lastResultOffset = context.resultOffset;
const auto* techset2d = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_TECHNIQUE_SET, "2d").techniqueSet;
auto skipCount = context.resultOffset;
Game::DB_EnumXAssetEntries(Game::ASSET_TYPE_MATERIAL, [&context, techset2d, &skipCount](const Game::XAssetEntry* entry)
const auto queryLen = context.lastQuery.size();
for(const auto& fontIconEntry : fontIconList)
{
if (context.resultCount >= FontIconAutocompleteContext::MAX_RESULTS && context.hasMoreResults)
return;
const auto compareValue = fontIconEntry.iconName.compare(0, queryLen, context.lastQuery);
const auto* material = entry->asset.header.material;
if(material->techniqueSet == techset2d && std::string(material->info.name).rfind(context.lastQuery, 0) == 0)
if (compareValue == 0)
{
if (skipCount > 0)
{
@ -165,14 +165,16 @@ namespace Components
else if (context.resultCount < FontIconAutocompleteContext::MAX_RESULTS)
{
context.results[context.resultCount++] = {
std::string(Utils::String::VA(":%s:", material->info.name)),
std::string(material->info.name)
Utils::String::VA(":%s:", fontIconEntry.iconName.data()),
fontIconEntry.iconName
};
}
else
context.hasMoreResults = true;
}
}, false, false);
else if (compareValue > 0)
break;
}
context.maxFontIconWidth = 0;
context.maxMaterialNameWidth = 0;
@ -606,15 +608,31 @@ namespace Components
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)
const auto foundFontIcon = fontIconLookup.find(fontIconName);
if (foundFontIcon == fontIconLookup.end())
return false;
auto& entry = foundFontIcon->second;
if(entry.material == nullptr)
{
auto* materialEntry = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_MATERIAL, entry.materialName.data());
if (materialEntry == nullptr)
return false;
auto* material = materialEntry->asset.header.material;
if (material == nullptr || material->techniqueSet == nullptr || material->techniqueSet->name == nullptr)
return false;
if(strcmp(material->techniqueSet->name, "2d") != 0)
{
Logger::Print("^1Fonticon material '%s' does not have 2d techset!\n", material->info.name);
material = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_MATERIAL, "default").material;
}
entry.material = material;
}
text = curPos + 1;
fontIcon.material = material;
fontIcon.material = entry.material;
return true;
}
@ -1357,6 +1375,58 @@ namespace Components
(*currentColorTable)[TEXT_COLOR_SERVER] = sv_customTextColor->current.unsignedInt;
}
void TextRenderer::InitFontIcons()
{
fontIconList.clear();
fontIconLookup.clear();
const auto fontIconTable = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_STRINGTABLE, "mp/fonticons.csv").stringTable;
if(fontIconTable->columnCount < 2 || fontIconTable->rowCount <= 0)
{
Logger::Print("^1Failed to load font icon table\n");
return;
}
fontIconList.reserve(fontIconTable->rowCount);
for(auto rowIndex = 0; rowIndex < fontIconTable->rowCount; rowIndex++)
{
const auto* columns = &fontIconTable->values[rowIndex * fontIconTable->columnCount];
if(columns[0].string == nullptr || columns[1].string == nullptr)
continue;
if (columns[0].string[0] == '\0' || columns[1].string[1] == '\0')
continue;
if (columns[0].string[0] == '#')
continue;
FontIconTableEntry entry
{
columns[0].string,
columns[1].string,
nullptr
};
fontIconList.emplace_back(entry);
fontIconLookup.emplace(std::make_pair(entry.iconName, entry));
}
std::sort(fontIconList.begin(), fontIconList.end(), [](const FontIconTableEntry& a, const FontIconTableEntry& b)
{
return a.iconName < b.iconName;
});
}
void TextRenderer::UI_Init_Hk(const int localClientNum)
{
// Call original method
Utils::Hook::Call<void(int)>(0x4A57D0)(localClientNum);
InitFontIcons();
}
TextRenderer::TextRenderer()
{
currentColorTable = &colorTableDefault;
@ -1366,6 +1436,9 @@ namespace Components
cg_fontIconAutocompleteHint = Dvar::Register<bool>("cg_fontIconAutocompleteHint", true, Game::dvar_flag::DVAR_FLAG_SAVED, "Show hint text in autocomplete for fonticons.");
sv_customTextColor = Game::Dvar_RegisterColor("sv_customTextColor", 1, 0.7f, 0, 1, Game::dvar_flag::DVAR_FLAG_REPLICATED, "Color for the extended color code.");
// Initialize font icons when initializing UI
Utils::Hook(0x4B5422, UI_Init_Hk, HOOK_CALL).install()->quick();
// Replace vanilla text drawing function with a reimplementation with extensions
Utils::Hook(0x535410, DrawText2D, HOOK_JUMP).install()->quick();

View File

@ -42,6 +42,13 @@ namespace Components
class TextRenderer : public Component
{
struct FontIconTableEntry
{
std::string iconName;
std::string materialName;
Game::Material* material;
};
struct FontIconInfo
{
Game::Material* material;
@ -126,6 +133,8 @@ namespace Components
static unsigned colorTableNew[TEXT_COLOR_COUNT];
static unsigned(*currentColorTable)[TEXT_COLOR_COUNT];
static FontIconAutocompleteContext autocompleteContextArray[FONT_ICON_ACI_COUNT];
static std::map<std::string, FontIconTableEntry> fontIconLookup;
static std::vector<FontIconTableEntry> fontIconList;
static Dvar::Var cg_newColors;
static Dvar::Var cg_fontIconAutocomplete;
@ -188,5 +197,8 @@ namespace Components
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();
static void InitFontIcons();
static void UI_Init_Hk(int localClientNum);
};
}