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wrappers.h
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wrappers.h
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#pragma once
#include "context.h"
#include "renderer.h"
namespace UI
{
struct UIcolor_t
{
uint8_t R = 255;
uint8_t G = 255;
uint8_t B = 255;
uint8_t A = 255;
constexpr UIcolor_t( ) : R( 0 ), G( 0 ), B( 0 ), A( 0 ) { }
constexpr UIcolor_t( uint8_t r, uint8_t g, uint8_t b, uint8_t a ) : R( r ), G( g ), B( b ), A( a ) { }
constexpr UIcolor_t( uint8_t r, uint8_t g, uint8_t b ) : R( r ), G( g ), B( b ), A( 255 ) { }
__forceinline color_t to_renderer_color( ) const
{
return color_t( R, G, B, A );
}
__forceinline static UIcolor_t get_rainbow( const float& alpha, const float& speed = 0.0005f )
{
static float hue_cycle{};
UIcolor_t ret;
hue_cycle = std::fmod( hue_cycle + speed, 1.0f );
ret = hsb_to_rgb( hue_cycle, 0.7f, 1.0f );
return ret;
}
__forceinline static UIcolor_t get_rainbow( const float& alpha, float& hue_cycle )
{
UIcolor_t ret;
hue_cycle = std::fmod( hue_cycle + 0.003f, 1.0f );
ret = hsb_to_rgb( hue_cycle, 0.7f, 1.0f );
return ret;
}
__forceinline static UIcolor_t get_sinbow( )
{
static float cycle{};
UIcolor_t ret;
cycle = std::fmod( cycle + 0.003f, 3.0f );
ret.R = cosf( cycle ) * .5f + .5f;
ret.G = cosf( cycle - 2.f * math::pi / 3.f ) * .5f + .5f;
ret.B = cosf( cycle - 4.f * math::pi / 3.f ) * .5f + .5f;
ret.R *= 255.f;
ret.G *= 255.f;
ret.B *= 255.f;
return ret;
}
__forceinline static UIcolor_t hsb_to_rgb( float hue, float saturation, float brightness )
{
float h = hue == 1.0f ? 0 : hue * 6.0f;
float f = h - ( int ) h;
float p = brightness * ( 1.0f - saturation );
float q = brightness * ( 1.0f - saturation * f );
float t = brightness * ( 1.0f - saturation * ( 1.0f - f ) );
if ( h < 1 )
{
return UIcolor_t(
( uint8_t ) ( brightness * 255 ),
( uint8_t ) ( t * 255 ),
( uint8_t ) ( p * 255 )
);
}
if ( h < 2 )
{
return UIcolor_t(
( uint8_t ) ( q * 255 ),
( uint8_t ) ( brightness * 255 ),
( uint8_t ) ( p * 255 )
);
}
if ( h < 3 )
{
return UIcolor_t(
( uint8_t ) ( p * 255 ),
( uint8_t ) ( brightness * 255 ),
( uint8_t ) ( t * 255 )
);
}
if ( h < 4 )
{
return UIcolor_t(
( uint8_t ) ( p * 255 ),
( uint8_t ) ( q * 255 ),
( uint8_t ) ( brightness * 255 )
);
}
if ( h < 5 )
{
return UIcolor_t(
( uint8_t ) ( t * 255 ),
( uint8_t ) ( p * 255 ),
( uint8_t ) ( brightness * 255 )
);
}
return UIcolor_t(
( uint8_t ) ( brightness * 255 ),
( uint8_t ) ( p * 255 ),
( uint8_t ) ( q * 255 )
);
}
};
__forceinline void filled_rect( UIcolor_t color, float x, float y, float w, float h )
{
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->filled_rect( renderer_color, x, y, w, h );
}
__forceinline void _filled_rect( UIcolor_t color, float x, float y, float w, float h )
{
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->filled_rect( renderer_color, x, y, x + w, y + h );
}
__forceinline void rect_gradient( UIcolor_t top, UIcolor_t bottom, float x, float y, float w, float h )
{
color_t renderer_top = top.to_renderer_color( );
color_t renderer_bottom = bottom.to_renderer_color( );
ctx.m_renderer->rect_gradient( gradient_t::vertical, renderer_top, renderer_bottom, x, y, w, h );
}
__forceinline void skeet_rect( const float& alpha, const float& x0, const float& y0, const float& x1, const float& y1 )
{
}
__forceinline void line( UIcolor_t color, float x0, float y0, float x1, float y1 )
{
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->line( renderer_color, x0, y0, x1, y1 );
}
static void lily_string( UIcolor_t color, float x, float y, bool centered, const char* fmt, ... )
{
char buffer[256];
va_list args;
va_start( args, fmt );
vsprintf( buffer, fmt, args );
va_end( args );
const font_t font = font_t::font_bbc;
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->string( font, renderer_color, x, y, centered, buffer );
}
static void string( UIcolor_t color, float x, float y, bool centered, const char* fmt, ... )
{
char buffer[256];
va_list args;
va_start( args, fmt );
vsprintf( buffer, fmt, args );
va_end( args );
const font_t font = font_t::font_menu; // Tahoma | NONANTIALIASED_QUALITY | FW_NORMAL | 12
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->string( font, renderer_color, x, y, centered, buffer );
}
static void string( UIcolor_t color, float x, float y, bool centered, const wchar_t* fmt, ... )
{
wchar_t buffer[256];
va_list args;
va_start( args, fmt );
vswprintf( buffer, 256, fmt, args );
va_end( args );
const font_t font = font_t::font_menu; // Tahoma | NONANTIALIASED_QUALITY | FW_NORMAL | 12
color_t renderer_color = color.to_renderer_color( );
ctx.m_renderer->wide_string( font, renderer_color, x, y, centered, buffer );
}
static float text_width( const char* fmt, ...)
{
char buffer[256];
va_list args;
va_start( args, fmt );
vsprintf( buffer, fmt, args );
va_end( args );
const font_t font = font_t::font_menu; // Tahoma | NONANTIALIASED_QUALITY | FW_NORMAL | 12
return ctx.m_renderer->text_width( font, buffer );
}
namespace util
{
static inline int screen_width( )
{
return ctx.m_screen_w;
}
static inline int screen_height( )
{
return ctx.m_screen_h;
}
enum mouse_state_t
{
MOUSE_INACTIVE,
MOUSE_ACTIVE
};
static inline void set_mouse_state( const bool& state )
{
static const auto cl_mouseenable = csgo.m_engine_cvars( )->FindVar( xors( "cl_mouseenable" ) );
cl_mouseenable->set_value( state );
}
}
}