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--- Script_FontScale --- | ||
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0. Description | ||
Verhindert, dass sich die Größe der Fokusnamen in Abhängigkeit von der Auflösung | ||
des Spiels ändert, indem die Schriftgröße des Fokusnamens entsprechend der | ||
Rendering-Auflösung skaliert wird. | ||
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||
1. Installation | ||
Der Ordner 'scripts' muss ins Gothic 3 Installationverzeichnis kopiert werden. | ||
Es ist nicht notwendig ein neues Spiel zu beginnen. |
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--- Script_FontScale --- | ||
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0. Description | ||
Prevents the size of focus names from changing depending on the resolution of | ||
the game, by scaling the focus name font size according to the rendering resolution. | ||
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||
1. Installation | ||
The 'scripts' folder has to be copied into the Gothic 3 install folder. | ||
There is no need to start a new game. |
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#include "Script_FontScale.h" | ||
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#include "util/Memory.h" | ||
#include "util/Hook.h" | ||
#include "util/Util.h" | ||
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namespace | ||
{ | ||
const GEFloat FOCUS_NAME_FONT_SCALE_FACTOR = 1 / 1080.0f; | ||
const GEInt DEFAULT_FONT_HEIGHT = 24; | ||
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void GE_STDCALL DrawFocusNames_UpdateFont(gCGUIEntityRenderer & a_FocusNameRenderer) | ||
{ | ||
static GEU32 s_LastViewportHeight = 1080; | ||
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eCGfxShared::eSGfxViewport Viewport {}; | ||
if (eCGfxAdmin * pGfxAdmin = FindModule<eCGfxAdmin>()) | ||
pGfxAdmin->GetAccessToMixer().GetViewport(Viewport); | ||
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GEU32 ViewportHeight = Viewport.Height - Viewport.Y; | ||
if(s_LastViewportHeight != ViewportHeight) | ||
{ | ||
s_LastViewportHeight = ViewportHeight; | ||
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// GUI scaling has changed, recalculate the font size | ||
GEFloat FontScaleHeight = ViewportHeight * FOCUS_NAME_FONT_SCALE_FACTOR; | ||
GEInt FontHeight = RoundFloat(DEFAULT_FONT_HEIGHT * FontScaleHeight); | ||
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eSSetupEngine const & Setup = eCApplication::GetInstance().GetSetupEngineDesc(); | ||
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// Create font | ||
SFFGUIFont FontConfig; | ||
FontConfig.FaceName = Setup.m_DefaultFont; | ||
FontConfig.Height = FontHeight; | ||
FontConfig.Width = 0; | ||
FontConfig.Weight = Setup.m_bDefaultFontBold ? 800 : 400; | ||
FontConfig.CharSet = 1; | ||
FontConfig.OutPrecision = 0; | ||
FontConfig.Quality = 0; | ||
FontConfig.PitchAndFamily = 0; | ||
FontConfig.Italic = 0; | ||
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a_FocusNameRenderer.m_FontIndex = eCGUIModule::GetInstance().GetAdmin().CreateFontA(FontConfig); | ||
} | ||
} | ||
} | ||
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void ApplyHooks() | ||
{ | ||
// The focus name is rendered with a constant pixel size. | ||
// Therefore when in fullscreen mode, the focus name looks larger in lower resolutions, | ||
// and smaller in higher resolutions. | ||
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// Update font used for focus name rendering | ||
static mCCallHook Hook_DrawFocusNames_UpdateFont; | ||
Hook_DrawFocusNames_UpdateFont | ||
.Prepare(RVA_Game(0x7981C), &DrawFocusNames_UpdateFont) | ||
.AddRegArg(mCRegisterBase::mERegisterType_Edi) // gCGUIEntityRenderer & | ||
.InsertCall().Hook(); | ||
} | ||
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||
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gSScriptInit & GetScriptInit() | ||
{ | ||
static gSScriptInit s_ScriptInit; | ||
return s_ScriptInit; | ||
} | ||
|
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extern "C" __declspec( dllexport ) | ||
gSScriptInit const * GE_STDCALL ScriptInit( void ) | ||
{ | ||
ApplyHooks(); | ||
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return &GetScriptInit(); | ||
} | ||
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// | ||
// Entry Point | ||
// | ||
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BOOL APIENTRY DllMain( HMODULE hModule, DWORD dwReason, LPVOID ) | ||
{ | ||
switch( dwReason ) | ||
{ | ||
case DLL_PROCESS_ATTACH: | ||
::DisableThreadLibraryCalls( hModule ); | ||
break; | ||
case DLL_PROCESS_DETACH: | ||
break; | ||
} | ||
return TRUE; | ||
} |
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#ifndef SCRIPT_MOUSE_DRAG_H_INCLUDED | ||
#define SCRIPT_MOUSE_DRAG_H_INCLUDED | ||
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#include "Script.h" | ||
|
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gSScriptInit & GetScriptInit(); | ||
|
||
#endif |
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source/Scripts/Script_FontScale/Script_FontScale.vcxproj
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