TombEngine/TombEngine/Renderer/Renderer11String.cpp

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#include "framework.h"
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#include "Renderer/Renderer11.h"
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namespace TEN::Renderer
{
void Renderer11::AddString(int x, int y, const char* string, D3DCOLOR color, int flags)
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{
if (m_Locked)
return;
OIS input system (#556) * Work * Add ois.lib * Add OIS headers/libs to project * Fix small mistakes * Update input.cpp * Update input.cpp * Update input.cpp * Remove unnecessary event handlers as we are using direct polling * Fix numpad controls not polling * Enclose all input code under namespace, provide debug OIS lib variation * Fix incorrect inventory call binding, add pause to control dialog * Deselect by pushing inventory button as well, fix crossbow ammo string draw * Demagic NUM_CONTROLS * Verbose input init logging * Calibrate and properly register movement analog axis input * Fix crash when empty string is being displayed * Initialize vibration interface, if it exists * Register keyboard directional input as analog axis input as well * Fix statistics exiting * Fix weird UpdateInput call * Copy current layout to configuration * Fix issues with saving controls * Register axis values for POVs too * Register several POV directions at once * Increase deadzone a bit * Simplify enums * Update input.cpp * Move includes out of input.h * Bump deadzone even further as it seems xbox controllers have massive axis errors * Prevent event spamming in case OIS polling failed * Destroy input system on exit, cosmetic changes * Take deadzone into account when normalizing axis values * Update TombEngine.vcxproj * Resolve small precision loss in axis normalizing * Clean up unused control constants and enums * Update input.h * Demagic InputActions enum * Render pause menu header * Introduce helper functions to modulate Lara turn rates and begin replacements * Make turn directions explicit * Conduct remaining replacements of turn rate modulations * Update lara_helpers.cpp * Add smoothstep function to math library * Use scaled axis value for true analog input * Update input.cpp * Add Joey's camera rotation from old branch * Fix camera not going back to previous position when stick is released * Simplify ModulateLaraTurnRate() * Widen look angle * Avoid collisions with actions bound to non-directional axis * Small tidying * Remove unused header * Remove copypasted code * Mask flare animation * Rename 5th and 6th axis to LT/RT * Prototype force feedback support * Add directional rumble support (probably XInput-only) * Shake controller on startup if supports vibration * Update OIS libs to support XInput FF * Simplify ModulateLaraTurnRate() * Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup * Update Win32ForceFeedback.h * Fix crawl flex function * Revert "Update Win32ForceFeedback.h" This reverts commit aa7099ed5bf2bc8402029aa2fcdece16ebabd5bf. * Update OIS libs * Add options for thumbstick camera and vibration * Make use of autotarget option * Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events * Remove useless control hacks for simultaneous directional input * Delete ten_itemdata_generated.h * Add scroll lock to bindable controls * Update input.cpp * Update input.cpp * Make input device namings consistent * Bring back IN_SELECT override * Fix crashing on startup and some other bugs * Add rumble to some in-game events * Add some more vibration events, stop them when going to menus * Some changes to rumble power * Add rumble for rocket/grenade launchers and explosive damage * Add rumble for screen shake effect * Fix 2 mistakes in inventory strings * Rumble for camera more precisely * Fix debounce in binocular mode * Update camera.cpp * Add HK lasersight rumble * Simplify ModulateLaraLean() * Update input.cpp * Fix crawl flex modulation(?) * Add slight rumble to harpoon and crossbow fire * Remove the confusing counteracting turn rate reset in favour of something simpler * Simplify turn rate reset input checks; leanup * Clamp turn rate axis coeff when airborne * Remove empty line * Simplify a function * Cleanup * Fix rumble being constant * Use shorter rumble time for shooting guns * Fix single arm shooting * Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup * Don't do too long splat and jump smash vibrations * Cancel turn rate when exiting water, grabbing ledge, or doing a splat * Rename function * Move ModulateLaraTurnRateY() callsin crawl and crouch turn states * Reset turn rate when performing crawl vault * Convert all health decrease events to DoDamage calls * Remove SpasmEffectCount and unify touching with DoDamage * Give specific time delay before sprint jump is possible * Don't rumble on zero damage * Reorder input pipeline to prevent left+right collisions * Rename shady global * Rumble when breaking neck in swandive * Update lara_jump.cpp * Don't vibrate on soft splat * Fix combine item text alignment * Vibrate in settings only if setting was changed * Pulse gamepad on critical health condition * Don't get out of water into objects * Add critical air constant Co-authored-by: Sezz
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if (string == NULL)
return;
float factorX = m_screenWidth / REFERENCE_RES_WIDTH;
float factorY = m_screenHeight / REFERENCE_RES_HEIGHT;
float UIScale = m_screenWidth > m_screenHeight ? factorY : factorX;
float fontScale = REFERENCE_FONT_SIZE / m_gameFont->GetLineSpacing();
// Convert the string to wstring
int sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), NULL, 0);
std::wstring wstr(sizeNeeded, 0);
MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), &wstr[0], sizeNeeded);
// Prepare the structure for the renderer
RendererStringToDraw str;
str.String = wstr;
str.Flags = flags;
str.X = 0;
str.Y = 0;
str.Color = Vector3((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF);
str.Scale = UIScale * fontScale;
// Measure the string
Vector2 size = m_gameFont->MeasureString(wstr.c_str());
float width = size.x * str.Scale;
str.X = (flags & PRINTSTRING_CENTER) ? (float)x * factorX - (width / 2.0f) : (float)x * factorX;
str.Y = y * UIScale;
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if (flags & PRINTSTRING_BLINK)
{
str.Color = Vector3(m_blinkColorValue, m_blinkColorValue, m_blinkColorValue);
if (!m_blinkUpdated)
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{
m_blinkColorValue += m_blinkColorDirection * 16;
m_blinkUpdated = true;
if (m_blinkColorValue < 0)
{
m_blinkColorValue = 0;
m_blinkColorDirection = 1;
}
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if (m_blinkColorValue > 255)
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{
m_blinkColorValue = 255;
m_blinkColorDirection = -1;
}
}
}
m_strings.push_back(str);
}
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void Renderer11::DrawAllStrings()
Merge branch 'state_cleaning_tier_2' into luarefactor # Conflicts: # .gitignore # Common/Game/collision/collide_room.h # Common/Game/control/control.h # Common/Game/items.h # Common/Specific/phd_global.h # Common/Specific/trmath.h # Scripting/src/TEN/Flow/Animations/Animations.h # Scripting/src/TEN/Flow/FlowHandler.cpp # Scripts/Settings.lua # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_basic.cpp # TR5Main/Game/Lara/lara_cheat.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_crawl.cpp # TR5Main/Game/Lara/lara_helpers.cpp # TR5Main/Game/Lara/lara_jump.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_swim.cpp # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/animation.cpp # TR5Main/Game/camera.cpp # TR5Main/Game/collision/collide_item.cpp # TR5Main/Game/collision/collide_room.cpp # TR5Main/Game/collision/floordata.cpp # TR5Main/Game/control/control.cpp # TR5Main/Game/control/los.cpp # TR5Main/Game/control/volume.cpp # TR5Main/Game/effects/hair.cpp # TR5Main/Game/gui.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/room.cpp # TR5Main/Game/savegame.cpp # TR5Main/Renderer/ConstantBuffers/MiscBuffer.h # TR5Main/Renderer/RenderPipelineState/RenderPipelineState.cpp # TR5Main/Renderer/RenderPipelineState/RenderPipelineState.h # TR5Main/Renderer/Renderer11Draw.cpp # TR5Main/Renderer/Renderer11Frame.cpp # TR5Main/Renderer/Renderer11Helper.cpp # TR5Main/Renderer/Renderer11Lara.cpp # TR5Main/Renderer/Renderer11PostProcess.cpp # TR5Main/Renderer/Renderer11Settings.cpp # TR5Main/Renderer/Renderer11String.cpp # TR5Main/Renderer/RendererSprites.h # TR5Main/Scripting/GameLogicScript.cpp # TR5Main/Scripting/GameScriptAnimations.cpp # TR5Main/Scripting/GameScriptItemInfo.cpp # TR5Main/Scripting/GameScriptItemInfo.h # TR5Main/Scripting/GameScriptMeshInfo.cpp # TR5Main/Scripting/GameScriptPosition.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/Specific/savegame/flatbuffers/ten_savegame_generated.h # TR5Main/TombEngine.vcxproj.filters # common/game/collision/collide_item.h
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{
float shadeOffset = 1.5f / (REFERENCE_FONT_SIZE / m_gameFont->GetLineSpacing());
m_spriteBatch->Begin();
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for (int i = 0; i < m_strings.size(); i++)
{
RendererStringToDraw* str = &m_strings[i];
// Draw shadow if needed
if (str->Flags & PRINTSTRING_OUTLINE)
m_gameFont->DrawString(m_spriteBatch.get(), str->String.c_str(), Vector2(str->X + shadeOffset * str->Scale, str->Y + shadeOffset * str->Scale),
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Vector4(0.0f, 0.0f, 0.0f, 1.0f) * ScreenFadeCurrent,
0.0f, Vector4::Zero, str->Scale);
// Draw string
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m_gameFont->DrawString(m_spriteBatch.get(), str->String.c_str(), Vector2(str->X, str->Y),
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Vector4(str->Color.x / 255.0f, str->Color.y / 255.0f, str->Color.z / 255.0f, 1.0f) * ScreenFadeCurrent,
0.0f, Vector4::Zero, str->Scale);
}
m_spriteBatch->End();
m_blinkUpdated = false;
m_strings.clear();
}
}