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2026-03-15 14:54:49 +03:00
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include("shared.lua")
local render_convar_range = CreateClientConVar("ss_render_range", 1500, true, false, "Determines the render range for Textscreens. Default 1500")
local render_rainbow = CreateClientConVar("ss_render_rainbow", 1, true, false, "Determines if rainbow screens are rendered. If disabled (0), will render as solid white. Default enabled (1)", 0, 1)
local render_range = render_convar_range:GetInt() * render_convar_range:GetInt() --We multiply this is that we can use DistToSqr instead of Distance so we don't need to workout the square root all the time
local rainbow_enabled = cvars.Number("ss_enable_rainbow", 1)
local textscreenFonts = textscreenFonts
local screenInfo = {}
local shouldDrawBoth = false
-- Numbers used in conjunction with text width to work out the render bounds
local widthBoundsDivider = 7.9
local heightBoundsDivider = 12.4
-- ENUM type things for faster table indexing
local FONT = 1
local TEXT = 2
local POSX = 3
local POSY = 4
local COL = 5
local LEN = 6
local SIZE = 7
local CAMSIZE = 8
local RAINBOW = 9
-- Make ply:ShouldDrawLocalPlayer() never get called more than once a frame
hook.Add("Think", "ss_should_draw_both_sides", function()
shouldDrawBoth = LocalPlayer():ShouldDrawLocalPlayer()
end)
local function ValidFont(f)
if textscreenFonts[f] ~= nil then
return textscreenFonts[f]
elseif table.HasValue(textscreenFonts, f) then
return f
else
return false
end
end
cvars.AddChangeCallback("ss_render_range", function(convar_name, value_old, value_new)
render_range = tonumber(value_new) * tonumber(value_new)
end, "3D2DScreens")
cvars.AddChangeCallback("ss_render_rainbow", function(convar_name, value_old, value_new)
render_rainbow = tonumber(value_new)
end, "3D2DScreens")
-- TODO: https://github.com/Facepunch/garrysmod-issues/issues/3740
-- cvars.AddChangeCallback("ss_enable_rainbow", function(convar_name, value_old, value_new)
-- print('ss_enable_rainbow changed: '.. value_new)
-- rainbow_enabled = tonumber(value_new)
-- end, "3D2DScreens")
function ENT:Initialize()
self:SetMaterial("models/effects/vol_light001")
self:SetRenderMode(RENDERMODE_NONE)
net.Start("textscreens_download")
net.WriteEntity(self)
net.SendToServer()
end
local product
local function IsInFront(entPos, plyShootPos, direction)
product = (entPos.x - plyShootPos.x) * direction.x +
(entPos.y - plyShootPos.y) * direction.y +
(entPos.z - plyShootPos.z) * direction.z
return product < 0
end
-- Draws the 3D2D text with the given positions, angles and data(text/font/col)
local function Draw3D2D(ang, pos, camangle, data)
for i = 1, data[LEN] do
if not data[i] or not data[i][TEXT] then continue end
cam.Start3D2D(pos, camangle, data[i][CAMSIZE] )
render.PushFilterMin(TEXFILTER.ANISOTROPIC)
-- Font
surface.SetFont(data[i][FONT])
-- Position
surface.SetTextPos(data[i][POSX], data[i][POSY])
-- Rainbow
if data[i][RAINBOW] ~= nil and data[i][RAINBOW] ~= 0 then
local j = 0
for _, code in utf8.codes(data[i][TEXT]) do
j = j + 1
--Color
if rainbow_enabled == 1 and render_rainbow ~= 0 then
surface.SetTextColor(HSVToColor((CurTime() * 60 + (j * 5)) % 360, 1, 1))
else
-- Render as solid white if ss_render_rainbow is disabled or server disabled via ss_enable_rainbow
surface.SetTextColor(255, 255, 255)
end
--Text
surface.DrawText(utf8.char(code))
end
else
--Color
surface.SetTextColor(data[i][COL])
--Text
surface.DrawText(data[i][TEXT])
end
render.PopFilterMin()
cam.End3D2D()
end
end
local plyShootPos, ang, pos, camangle, showFront, data -- Less variables being created each frame
function ENT:DrawTranslucent()
-- Cache the shoot pos for this frame
plyShootPos = LocalPlayer():GetShootPos()
if screenInfo[self] ~= nil and self:GetPos():DistToSqr(plyShootPos) < render_range then
ang = self:GetAngles()
pos = self:GetPos() + ang:Up()
camangle = Angle(ang.p, ang.y, ang.r)
data = screenInfo[self]
-- Should we draw both screens? (Third person/calview drawing fix)
if shouldDrawBoth then
Draw3D2D(ang, pos, camangle, data)
camangle:RotateAroundAxis(camangle:Right(), 180)
Draw3D2D(ang, pos, camangle, data)
else
-- Is the front of the screen facing us or the back?
showFront = IsInFront(pos, plyShootPos, ang:Up())
-- Draw the front of the screen
if showFront then
Draw3D2D(ang, pos, camangle, data)
else
-- Draw the back of the screen
camangle:RotateAroundAxis(camangle:Right(), 180)
Draw3D2D(ang, pos, camangle, data)
end
end
end
end
local function AddDrawingInfo(ent, rawData)
local drawData = {}
local textSize = {}
local totalHeight = 0
local maxWidth = 0
local currentHeight = 0
for i = 1, #rawData do
-- Setup tables
if not rawData[i] or not rawData[i].text then continue end
drawData[i] = {}
textSize[i] = {}
-- Text
drawData[i][TEXT] = rawData[i].text
-- Font
drawData[i][FONT] = (ValidFont(rawData[i].font) or textscreenFonts[1])
-- Text size
surface.SetFont(drawData[i][FONT])
textSize[i][1], textSize[i][2] = surface.GetTextSize(drawData[i][TEXT])
textSize[i][2] = rawData[i].size
-- Workout max width for render bounds
maxWidth = maxWidth > textSize[i][1] and maxWidth or textSize[i][1]
-- Position
totalHeight = totalHeight + textSize[i][2]
-- Colour
drawData[i][COL] = Color(rawData[i].color.r, rawData[i].color.g, rawData[i].color.b, 255)
-- Size
drawData[i][SIZE] = rawData[i]["size"]
-- Remove text if text is empty so we don't waste performance
if string.len(drawData[i][TEXT]) == 0 or string.len(string.Replace( drawData[i][TEXT], " ", "" )) == 0 then drawData[i][TEXT] = nil end
--Rainbow
drawData[i][RAINBOW] = rawData[i]["rainbow"] or 0
end
-- Sort out heights
for i = 1, #rawData do
if not rawData[i] then continue end
-- The x position at which to draw the text relative to the text screen entity
drawData[i][POSX] = math.ceil(-textSize[i][1] / 2)
-- The y position at which to draw the text relative to the text screen entity
drawData[i][POSY] = math.ceil(-(totalHeight / 2) + currentHeight)
-- Calculate the cam.Start3D2D size based on the size of the font
drawData[i][CAMSIZE] = (0.25 * drawData[i][SIZE]) / 100
-- Use the CAMSIZE to "scale" the POSY
drawData[i][POSY] = (0.25 / drawData[i][CAMSIZE] * drawData[i][POSY])
-- Highest line to lowest, so that everything is central
currentHeight = currentHeight + textSize[i][2]
end
-- Cache the number of lines/length
drawData[LEN] = #drawData
-- Add the new data to our text screen list
screenInfo[ent] = drawData
-- Calculate the render bounds
local x = maxWidth / widthBoundsDivider
local y = currentHeight / heightBoundsDivider + 13 -- Text is above the centre
-- Setup the render bounds
ent:SetRenderBounds(Vector(-x, -y, -1.75), Vector(x, y, 1.75))
end
net.Receive("textscreens_update", function(len)
local ent = net.ReadEntity()
if IsValid(ent) and ent:GetClass() == "sammyservers_textscreen" then
local t = net.ReadTable()
ent.lines = t -- Incase an addon or something wants to read the information.
AddDrawingInfo(ent, t)
end
end)
-- Auto refresh
if IsValid(LocalPlayer()) then
local screens = ents.FindByClass("sammyservers_textscreen")
for k, v in ipairs(screens) do
if screenInfo[v] == nil and v.lines ~= nil then
AddDrawingInfo(v, v.lines)
end
end
end

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AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
resource.AddWorkshop("109643223")
include("shared.lua")
local CurTime = CurTime
local IsValid = IsValid
function ENT:Initialize()
self:SetRenderMode(RENDERMODE_TRANSALPHA)
self:DrawShadow(false)
self:SetModel("models/hunter/plates/plate1x1.mdl")
self:SetMaterial("models/effects/vol_light001")
self:SetSolid(SOLID_VPHYSICS)
self:SetCollisionGroup(COLLISION_GROUP_WORLD)
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:EnableMotion(false)
end
self.heldby = 0
end
function ENT:PhysicsUpdate(phys)
if self.heldby <= 0 then
phys:Sleep()
end
end
local function textScreenPickup(ply, ent)
if IsValid(ent) and ent:GetClass() == "sammyservers_textscreen" then
ent.heldby = ent.heldby + 1
end
end
hook.Add("PhysgunPickup", "3D2DTextScreensPreventTravelPickup", textScreenPickup)
local function textScreenDrop(ply, ent)
if IsValid(ent) and ent:GetClass() == "sammyservers_textscreen" then
ent.heldby = ent.heldby - 1
local phys = ent:GetPhysicsObject()
if IsValid(phys) then
ent:PhysicsUpdate(phys)
end
end
end
hook.Add("PhysgunDrop", "3D2DTextScreensPreventTravelDrop", textScreenDrop)
util.AddNetworkString("textscreens_update")
util.AddNetworkString("textscreens_download")
function ENT:SetLine(line, text, color, size, font, rainbow)
if not text then return end
if string.sub(text, 1, 1) == "#" then
text = string.sub(text, 2)
end
if string.len(text) > 180 then
text = string.sub(text, 1, 180) .. "..."
end
size = math.Clamp(size, 1, 100)
font = textscreenFonts[font] ~= nil and font or 1
rainbow = rainbow or 0
self.lines = self.lines or {}
self.lines[tonumber(line)] = {
["text"] = text,
["color"] = color,
["size"] = size,
["font"] = font,
["rainbow"] = rainbow
}
end
local function canSendUpdate(ply, ent)
local updates = ply.TextScreenUpdates
if not updates then
updates = {}
ply.TextScreenUpdates = updates
end
local now = CurTime()
local lastSent = updates[ent] or 0
if lastSent > (now - 1) then
return false
end
updates[ent] = now
return true
end
function ENT:OnRemove()
local plys = player.GetAll()
local plyCount = #plys
for i = 1, plyCount do
local updates = plys[i].TextScreenUpdates
if updates then updates[self] = nil end
end
end
net.Receive("textscreens_download", function(len, ply)
if not IsValid(ply) then return end
local ent = net.ReadEntity()
if not IsValid( ent ) then return end
if ent:GetClass() ~= "sammyservers_textscreen" then return end
if not canSendUpdate(ply, ent) then return end
ent:SendLines(ply)
end)
function ENT:SendLines(ply)
if not self.lines then self.lines = {} end
net.Start("textscreens_update")
net.WriteEntity(self)
net.WriteTable(self.lines)
if ply then
net.Send(ply)
else
net.Broadcast()
end
end
function ENT:Broadcast()
self:SendLines(nil)
end

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ENT.Type = "anim"
ENT.Base = "base_entity"
ENT.PrintName = "SammyServers Textscreen"
ENT.Author = "SammyServers"
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.RenderGroup = RENDERGROUP_TRANSLUCENT
function ENT:SetupDataTables()
self:NetworkVar("Bool", 0, "IsPersisted")
end
local function textScreenCanTool(ply, trace, tool)
-- only allow textscreen, remover, and permaprops tool
if IsValid(trace.Entity) and trace.Entity:GetClass() == "sammyservers_textscreen" and tool ~= "textscreen" and tool ~= "remover" and tool ~= "permaprops" then
return false
end
end
hook.Add("CanTool", "3D2DTextScreensPreventTools", textScreenCanTool)