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https://github.com/ddnet/ddnet.git
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Merge pull request #1590 from LordSk/feature/chat_part1
Improve chat look and feel part 1
This commit is contained in:
commit
a9a013ca87
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@ -67,6 +67,11 @@ public:
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CFontSizeData m_aSizes[NUM_FONT_SIZES];
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};
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struct CQuadChar
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{
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float m_aUvs[4];
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IGraphics::CQuadItem m_QuadItem;
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};
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class CTextRender : public IEngineTextRender
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{
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@ -538,6 +543,227 @@ public:
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m_TextOutlineA = a;
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}
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virtual void TextShadowed(CTextCursor *pCursor, const char *pText, int Length, vec2 ShadowOffset,
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vec4 ShadowColor, vec4 TextColor_)
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{
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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float FakeToScreenX, FakeToScreenY;
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// to correct coords, convert to screen coords, round, and convert back
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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FakeToScreenX = (Graphics()->ScreenWidth()/(ScreenX1-ScreenX0));
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FakeToScreenY = (Graphics()->ScreenHeight()/(ScreenY1-ScreenY0));
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ShadowOffset.x /= FakeToScreenX;
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ShadowOffset.y /= FakeToScreenX;
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CQuadChar aTextQuads[1024];
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int TextQuadCount = 0;
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IGraphics::CTextureHandle FontTexture;
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TextDeferredRenderEx(pCursor, pText, Length, aTextQuads, sizeof(aTextQuads)/sizeof(aTextQuads[0]),
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&TextQuadCount, &FontTexture);
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Graphics()->TextureSet(FontTexture);
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Graphics()->QuadsBegin();
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// shadow pass
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Graphics()->SetColor(ShadowColor.r, ShadowColor.g, ShadowColor.b, ShadowColor.a);
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for(int i = 0; i < TextQuadCount; i++)
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{
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const CQuadChar& q = aTextQuads[i];
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Graphics()->QuadsSetSubset(q.m_aUvs[0], q.m_aUvs[1], q.m_aUvs[2], q.m_aUvs[3]);
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IGraphics::CQuadItem QuadItem = q.m_QuadItem;
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QuadItem.m_X += ShadowOffset.x;
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QuadItem.m_Y += ShadowOffset.y;
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Graphics()->QuadsDrawTL(&QuadItem, 1);
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}
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// text pass
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Graphics()->SetColor(TextColor_.r, TextColor_.g, TextColor_.b, TextColor_.a);
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for(int i = 0; i < TextQuadCount; i++)
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{
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const CQuadChar& q = aTextQuads[i];
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Graphics()->QuadsSetSubset(q.m_aUvs[0], q.m_aUvs[1], q.m_aUvs[2], q.m_aUvs[3]);
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Graphics()->QuadsDrawTL(&q.m_QuadItem, 1);
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}
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Graphics()->QuadsEnd();
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}
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virtual void TextDeferredRenderEx(CTextCursor *pCursor, const char *pText, int Length,
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CQuadChar* aQuadChar, int QuadCharMaxCount, int* pQuadCharCount,
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IGraphics::CTextureHandle* pFontTexture)
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{
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CFont *pFont = pCursor->m_pFont;
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CFontSizeData *pSizeData = NULL;
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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float FakeToScreenX, FakeToScreenY;
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int ActualX, ActualY;
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int ActualSize;
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int GotNewLine = 0;
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float DrawX = 0.0f, DrawY = 0.0f;
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int LineCount = 0;
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float CursorX, CursorY;
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float Size = pCursor->m_FontSize;
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// to correct coords, convert to screen coords, round, and convert back
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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FakeToScreenX = (Graphics()->ScreenWidth()/(ScreenX1-ScreenX0));
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FakeToScreenY = (Graphics()->ScreenHeight()/(ScreenY1-ScreenY0));
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ActualX = (int)(pCursor->m_X * FakeToScreenX);
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ActualY = (int)(pCursor->m_Y * FakeToScreenY);
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CursorX = ActualX / FakeToScreenX;
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CursorY = ActualY / FakeToScreenY;
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// same with size
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ActualSize = (int)(Size * FakeToScreenY);
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Size = ActualSize / FakeToScreenY;
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// fetch pFont data
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if(!pFont)
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pFont = m_pDefaultFont;
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if(!pFont)
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return;
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pSizeData = GetSize(pFont, ActualSize);
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RenderSetup(pFont, ActualSize);
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*pFontTexture = pSizeData->m_aTextures[0];
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float Scale = 1.0f/pSizeData->m_FontSize;
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// set length
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if(Length < 0)
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Length = str_length(pText);
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const char *pCurrent = (char *)pText;
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const char *pEnd = pCurrent+Length;
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DrawX = CursorX;
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DrawY = CursorY;
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LineCount = pCursor->m_LineCount;
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while(pCurrent < pEnd && (pCursor->m_MaxLines < 1 || LineCount <= pCursor->m_MaxLines))
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{
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int NewLine = 0;
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const char *pBatchEnd = pEnd;
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if(pCursor->m_LineWidth > 0 && !(pCursor->m_Flags&TEXTFLAG_STOP_AT_END))
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{
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int Wlen = min(WordLength((char *)pCurrent), (int)(pEnd-pCurrent));
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CTextCursor Compare = *pCursor;
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Compare.m_X = DrawX;
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Compare.m_Y = DrawY;
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Compare.m_Flags &= ~TEXTFLAG_RENDER;
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Compare.m_LineWidth = -1;
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TextDeferredRenderEx(&Compare, pCurrent, Wlen, aQuadChar, QuadCharMaxCount, pQuadCharCount,
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pFontTexture);
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if(Compare.m_X-DrawX > pCursor->m_LineWidth)
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{
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// word can't be fitted in one line, cut it
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CTextCursor Cutter = *pCursor;
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Cutter.m_CharCount = 0;
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Cutter.m_X = DrawX;
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Cutter.m_Y = DrawY;
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Cutter.m_Flags &= ~TEXTFLAG_RENDER;
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Cutter.m_Flags |= TEXTFLAG_STOP_AT_END;
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TextDeferredRenderEx(&Cutter, (const char *)pCurrent, Wlen, aQuadChar, QuadCharMaxCount,
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pQuadCharCount, pFontTexture);
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Wlen = Cutter.m_CharCount;
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NewLine = 1;
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if(Wlen <= 3) // if we can't place 3 chars of the word on this line, take the next
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Wlen = 0;
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}
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else if(Compare.m_X-pCursor->m_StartX > pCursor->m_LineWidth)
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{
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NewLine = 1;
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Wlen = 0;
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}
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pBatchEnd = pCurrent + Wlen;
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}
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const char *pTmp = pCurrent;
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int NextCharacter = str_utf8_decode(&pTmp);
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while(pCurrent < pBatchEnd)
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{
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int Character = NextCharacter;
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pCurrent = pTmp;
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NextCharacter = str_utf8_decode(&pTmp);
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if(Character == '\n')
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{
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DrawX = pCursor->m_StartX;
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DrawY += Size;
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DrawX = (int)(DrawX * FakeToScreenX) / FakeToScreenX; // realign
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DrawY = (int)(DrawY * FakeToScreenY) / FakeToScreenY;
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++LineCount;
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if(pCursor->m_MaxLines > 0 && LineCount > pCursor->m_MaxLines)
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break;
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continue;
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}
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CFontChar *pChr = GetChar(pFont, pSizeData, Character);
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if(pChr)
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{
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float Advance = pChr->m_AdvanceX + Kerning(pFont, Character, NextCharacter)*Scale;
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if(pCursor->m_Flags&TEXTFLAG_STOP_AT_END && DrawX+Advance*Size-pCursor->m_StartX > pCursor->m_LineWidth)
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{
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// we hit the end of the line, no more to render or count
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pCurrent = pEnd;
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break;
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}
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if(pCursor->m_Flags&TEXTFLAG_RENDER)
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{
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dbg_assert(*pQuadCharCount < QuadCharMaxCount, "aQuadChar size is too small");
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CQuadChar QuadChar;
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memmove(QuadChar.m_aUvs, pChr->m_aUvs, sizeof(pChr->m_aUvs));
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IGraphics::CQuadItem QuadItem(DrawX+pChr->m_OffsetX*Size,
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DrawY+pChr->m_OffsetY*Size,
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pChr->m_Width*Size,
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pChr->m_Height*Size);
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QuadChar.m_QuadItem = QuadItem;
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aQuadChar[(*pQuadCharCount)++] = QuadChar;
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}
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DrawX += Advance*Size;
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pCursor->m_CharCount++;
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}
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}
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if(NewLine)
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{
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DrawX = pCursor->m_StartX;
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DrawY += Size;
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GotNewLine = 1;
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DrawX = (int)(DrawX * FakeToScreenX) / FakeToScreenX; // realign
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DrawY = (int)(DrawY * FakeToScreenY) / FakeToScreenY;
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++LineCount;
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}
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}
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pCursor->m_X = DrawX;
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pCursor->m_LineCount = LineCount;
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if(GotNewLine)
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pCursor->m_Y = DrawY;
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}
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virtual void TextEx(CTextCursor *pCursor, const char *pText, int Length)
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{
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CFont *pFont = pCursor->m_pFont;
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@ -3,6 +3,8 @@
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#ifndef ENGINE_TEXTRENDER_H
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#define ENGINE_TEXTRENDER_H
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#include "kernel.h"
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#include <base/vmath.h>
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#include <engine/graphics.h>
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enum
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{
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@ -40,6 +42,11 @@ public:
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//
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virtual void TextEx(CTextCursor *pCursor, const char *pText, int Length) = 0;
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virtual void TextDeferredRenderEx(CTextCursor *pCursor, const char *pText, int Length,
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struct CQuadChar* aQuadChar, int QuadCharMaxCount, int* out_pQuadCharCount,
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IGraphics::CTextureHandle* pFontTexture) = 0;
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virtual void TextShadowed(CTextCursor *pCursor, const char *pText, int Length, vec2 ShadowOffset,
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vec4 ShadowColor, vec4 TextColor_) = 0;
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// old foolish interface
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virtual void TextColor(float r, float g, float b, float a) = 0;
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@ -445,8 +445,8 @@ void CChat::AddLine(int ClientID, int Mode, const char *pLine)
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if(ClientID == -1) // server message
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{
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str_copy(m_aLines[m_CurrentLine].m_aName, "*** ", sizeof(m_aLines[m_CurrentLine].m_aName));
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str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), "%s", pLine);
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m_aLines[m_CurrentLine].m_aName[0] = 0;
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str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), "*** %s", pLine);
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}
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else
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{
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@ -462,7 +462,7 @@ void CChat::AddLine(int ClientID, int Mode, const char *pLine)
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}
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str_format(m_aLines[m_CurrentLine].m_aName, sizeof(m_aLines[m_CurrentLine].m_aName), "%2d: %s", ClientID, m_pClient->m_aClients[ClientID].m_aName);
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str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), ": %s", pLine);
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str_format(m_aLines[m_CurrentLine].m_aText, sizeof(m_aLines[m_CurrentLine].m_aText), "%s", pLine);
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}
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char aBuf[1024];
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@ -594,63 +594,167 @@ void CChat::OnRender()
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float FontSize = 6.0f;
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CTextCursor Cursor;
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int OffsetType = m_pClient->m_pScoreboard->Active() ? 1 : 0;
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// get the y offset (calculate it if we haven't done that yet)
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for(int i = 0; i < MAX_LINES; i++)
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{
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int r = ((m_CurrentLine-i)+MAX_LINES)%MAX_LINES;
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if(Now > m_aLines[r].m_Time+16*time_freq() && !m_Show)
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break;
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CLine& Line = m_aLines[r];
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// get the y offset (calculate it if we haven't done that yet)
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if(m_aLines[r].m_YOffset[OffsetType] < 0.0f)
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if(m_aLines[r].m_aText[0] == 0) break;
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if(Line.m_YOffset[OffsetType] < 0.0f)
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{
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TextRender()->SetCursor(&Cursor, Begin, 0.0f, FontSize, 0);
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Cursor.m_LineWidth = LineWidth;
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TextRender()->TextEx(&Cursor, m_aLines[r].m_aName, -1);
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TextRender()->TextEx(&Cursor, m_aLines[r].m_aText, -1);
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m_aLines[r].m_YOffset[OffsetType] = Cursor.m_Y + Cursor.m_FontSize;
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char aBuf[48];
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if(Line.m_Mode == CHAT_TEAM)
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{
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str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Team"));
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TextRender()->TextEx(&Cursor, aBuf, -1);
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}
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y -= m_aLines[r].m_YOffset[OffsetType];
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else if(Line.m_Mode == CHAT_WHISPER)
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{
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str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Whisper"));
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TextRender()->TextEx(&Cursor, aBuf, -1);
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}
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TextRender()->TextEx(&Cursor, Line.m_aName, -1);
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if(Line.m_ClientID != -1)
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TextRender()->TextEx(&Cursor, ": ", 2);
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TextRender()->TextEx(&Cursor, Line.m_aText, -1);
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Line.m_YOffset[OffsetType] = Cursor.m_Y + Cursor.m_FontSize;
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}
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}
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for(int i = 0; i < MAX_LINES; i++)
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{
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int r = ((m_CurrentLine-i)+MAX_LINES)%MAX_LINES;
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CLine& Line = m_aLines[r];
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if(m_aLines[r].m_aText[0] == 0) break;
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|
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if(Now > Line.m_Time+16*time_freq() && !m_Show)
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break;
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y -= Line.m_YOffset[OffsetType];
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|
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// cut off if msgs waste too much space
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if(y < HeightLimit)
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break;
|
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|
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float Blend = Now > m_aLines[r].m_Time+14*time_freq() && !m_Show ? 1.0f-(Now-m_aLines[r].m_Time-14*time_freq())/(2.0f*time_freq()) : 1.0f;
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float Blend = Now > Line.m_Time+14*time_freq() && !m_Show ? 1.0f-(Now-Line.m_Time-14*time_freq())/(2.0f*time_freq()) : 1.0f;
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// reset the cursor
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TextRender()->SetCursor(&Cursor, Begin, y, FontSize, TEXTFLAG_RENDER);
|
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Cursor.m_LineWidth = LineWidth;
|
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|
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// render name
|
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if(m_aLines[r].m_ClientID == -1)
|
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TextRender()->TextColor(1.0f, 1.0f, 0.5f, Blend); // system
|
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else if(m_aLines[r].m_Mode == CHAT_TEAM)
|
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TextRender()->TextColor(0.45f, 0.9f, 0.45f, Blend); // team message
|
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else if(m_aLines[r].m_NameColor == TEAM_RED)
|
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TextRender()->TextColor(1.0f, 0.5f, 0.5f, Blend); // red
|
||||
else if(m_aLines[r].m_NameColor == TEAM_BLUE)
|
||||
TextRender()->TextColor(0.7f, 0.7f, 1.0f, Blend); // blue
|
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else if(m_aLines[r].m_NameColor == TEAM_SPECTATORS)
|
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TextRender()->TextColor(0.75f, 0.5f, 0.75f, Blend); // spectator
|
||||
else
|
||||
TextRender()->TextColor(0.8f, 0.8f, 0.8f, Blend);
|
||||
|
||||
TextRender()->TextEx(&Cursor, m_aLines[r].m_aName, -1);
|
||||
const vec2 ShadowOffset(0.8f, 1.5f);
|
||||
const vec4 ShadowWhisper(0.09f, 0.f, 0.26f, Blend * 0.9f);
|
||||
const vec4 ShadowBlack(0, 0, 0, Blend * 0.9f);
|
||||
vec4 ShadowColor = ShadowBlack;
|
||||
|
||||
if(Line.m_Mode == CHAT_WHISPER)
|
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ShadowColor = ShadowWhisper;
|
||||
|
||||
|
||||
const vec4 ColorSystem(1.0f, 1.0f, 0.5f, Blend);
|
||||
const vec4 ColorWhisper(0.4f, 1.0f, 1.0f, Blend);
|
||||
const vec4 ColorRed(1.0f, 0.5f, 0.5f, Blend);
|
||||
const vec4 ColorBlue(0.7f, 0.7f, 1.0f, Blend);
|
||||
const vec4 ColorSpec(0.75f, 0.5f, 0.75f, Blend);
|
||||
const vec4 ColorAllPre(0.8f, 0.8f, 0.8f, Blend);
|
||||
const vec4 ColorAllText(1.0f, 1.0f, 1.0f, Blend);
|
||||
const vec4 ColorTeamPre(0.45f, 0.9f, 0.45f, Blend);
|
||||
const vec4 ColorTeamText(0.6f, 1.0f, 0.6f, Blend);
|
||||
const vec4 ColorHighlightOutline(0.0f, 0.4, 1.0f, Blend);
|
||||
|
||||
vec4 TextColor = ColorAllText;
|
||||
|
||||
char aBuf[48];
|
||||
if(Line.m_Mode == CHAT_TEAM)
|
||||
{
|
||||
TextColor = ColorTeamPre;
|
||||
str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Team"));
|
||||
TextRender()->TextShadowed(&Cursor, aBuf, -1, ShadowOffset, ShadowColor, TextColor);
|
||||
}
|
||||
else if(Line.m_Mode == CHAT_WHISPER)
|
||||
{
|
||||
TextColor = ColorWhisper;
|
||||
ShadowColor = ShadowWhisper;
|
||||
str_format(aBuf, sizeof(aBuf), "[%s] ", Localize("Whisper"));
|
||||
TextRender()->TextShadowed(&Cursor, aBuf, -1, ShadowOffset, ShadowColor, TextColor);
|
||||
}
|
||||
|
||||
|
||||
// we have to break protocol to make that work
|
||||
// CNetMsg_Sv_Chat needs a TargetID, like Cl_Chat
|
||||
#if 0
|
||||
if(line.m_Mode == CHAT_WHISPER)
|
||||
{
|
||||
TextColor = vec4(1.0f, 0.5f, 0.9f, Blend);
|
||||
if(line.m_ClientID == m_pClient->m_LocalClientID)
|
||||
TextRender()->TextEx(&Cursor, "To ", -1);
|
||||
else
|
||||
TextRender()->TextEx(&Cursor, "From ", -1);
|
||||
}
|
||||
#endif
|
||||
|
||||
// render name
|
||||
if(Line.m_ClientID == -1)
|
||||
TextColor = ColorSystem;
|
||||
else if(Line.m_Mode == CHAT_WHISPER)
|
||||
TextColor = ColorWhisper;
|
||||
else if(Line.m_Mode == CHAT_TEAM)
|
||||
TextColor = ColorTeamPre;
|
||||
else if(Line.m_NameColor == TEAM_RED)
|
||||
TextColor = ColorRed;
|
||||
else if(Line.m_NameColor == TEAM_BLUE)
|
||||
TextColor = ColorBlue;
|
||||
else if(Line.m_NameColor == TEAM_SPECTATORS)
|
||||
TextColor = ColorSpec;
|
||||
else
|
||||
TextColor = ColorAllPre;
|
||||
|
||||
if(Line.m_ClientID != -1)
|
||||
{
|
||||
TextRender()->TextShadowed(&Cursor, Line.m_aName, -1, ShadowOffset, ShadowColor, TextColor);
|
||||
TextRender()->TextShadowed(&Cursor, ": ", 2, ShadowOffset, ShadowColor, TextColor);
|
||||
}
|
||||
|
||||
// render line
|
||||
if(m_aLines[r].m_ClientID == -1)
|
||||
TextRender()->TextColor(1.0f, 1.0f, 0.5f, Blend); // system
|
||||
else if(m_aLines[r].m_Highlighted)
|
||||
TextRender()->TextColor(1.0f, 0.5f, 0.5f, Blend); // highlighted
|
||||
else if(m_aLines[r].m_Mode == CHAT_TEAM)
|
||||
TextRender()->TextColor(0.65f, 1.0f, 0.65f, Blend); // team message
|
||||
if(Line.m_ClientID == -1)
|
||||
TextColor = ColorSystem;
|
||||
else if(Line.m_Mode == CHAT_WHISPER)
|
||||
TextColor = ColorWhisper;
|
||||
else if(Line.m_Mode == CHAT_TEAM)
|
||||
TextColor = ColorTeamText;
|
||||
else
|
||||
TextRender()->TextColor(1.0f, 1.0f, 1.0f, Blend);
|
||||
TextColor = ColorAllText;
|
||||
|
||||
TextRender()->TextEx(&Cursor, m_aLines[r].m_aText, -1);
|
||||
if(Line.m_Highlighted && Line.m_Mode != CHAT_WHISPER && Line.m_ClientID != -1)
|
||||
{
|
||||
TextRender()->TextColor(TextColor.r, TextColor.g, TextColor.b, TextColor.a);
|
||||
float Alpha = 0.3;
|
||||
if(Line.m_Mode == CHAT_TEAM)
|
||||
Alpha = 0.4;
|
||||
|
||||
TextRender()->TextOutlineColor(ColorHighlightOutline.r,
|
||||
ColorHighlightOutline.g,
|
||||
ColorHighlightOutline.b,
|
||||
Alpha * Blend);
|
||||
|
||||
TextRender()->TextEx(&Cursor, Line.m_aText, -1);
|
||||
}
|
||||
else
|
||||
TextRender()->TextShadowed(&Cursor, Line.m_aText, -1, ShadowOffset, ShadowColor, TextColor);
|
||||
}
|
||||
|
||||
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
TextRender()->TextOutlineColor(1.0f, 1.0f, 1.0f, 0.25f);
|
||||
}
|
||||
|
||||
void CChat::Say(int Mode, const char *pLine)
|
||||
|
|
|
@ -12,7 +12,7 @@ class CChat : public CComponent
|
|||
|
||||
enum
|
||||
{
|
||||
MAX_LINES = 25,
|
||||
MAX_LINES = 50,
|
||||
};
|
||||
|
||||
struct CLine
|
||||
|
|
Loading…
Reference in a new issue