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TextLabel: Full look, attach and options, in the game's units - #330
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Layout and drawing for world-anchored labels: inline colour/bold/italic markup, wrapping, alignment, outline, shadow and a background plate, drawn from a laid-out block at any size. Glyphs are looked up on every draw, since their UVs move when the atlas repacks.
TextLabelEntity carries the whole look (markup, world or screen size, opacity, outline, shadow, plate, alignment, wrap, occlusion) and a working attach; style stays its nearest preset for preset-only renderers. TextLabel.create/update take an options object, validated in full before anything changes; the positional create and setters still work. Draw distances scale by the game's SetUnitsPerMetre and double as the streaming range; an attached label streams to its whole world.
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WalkthroughThe change adds replicated text-label appearance and layout settings, a scripting options API, and ImGui utilities for parsing, laying out, and drawing styled world text. Tests cover label serialization, scripting options, markup parsing, UTF-8 decoding, and text layout. ChangesText Labels and Rendering
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~45 minutes Change: Feature Suggested reviewers: Merge Risk: ⚪ Minimal · up to
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Review comments at
@code/framework/src/external/imgui/widgets/world_text_markup.h:
- Around line 41-57: Update ParseHexColor to reject tags whose first character
is not `#`, while retaining its existing length and hex-digit validation so all
callers reject invalid color strings.
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code/framework/src/external/imgui/widgets/world_text_layout.hcode/framework/src/external/imgui/widgets/world_text_markup.hcode/framework/src/integrations/client/ui/text_label_imgui.hcode/framework/src/networking/replication/entities/text_label_entity.hcode/framework/src/scripting/builtins/text_label.cppcode/framework/src/scripting/builtins/text_label.hcode/tests/CMakeLists.txtcode/tests/framework_ut.cppcode/tests/modules/js_features_ut.hcode/tests/modules/text_label_ut.hcode/tests/modules/world_text_layout_ut.hcode/tests/modules/world_text_ut.h
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ParseHexColor never checked the first character, and TextLabel's colour options pass script strings to it directly, so '1234567' was taken as a colour.
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Must fix
JS_UpdateresolveslabelbeforeParseOptions. Option getters/Proxies run script code; alabel.destroy()there leavesApplyOptionswriting through a dangling pointer. Parse first, resolve after.SetDrawDistancenow writesstreaming.range. In games that don't opt labels intoSetInterestUsesEntityRange, that feeds_maxEntityRange, andinterest_grid.cpp:241queriesmax(viewerRange, _maxEntityRange)for every viewer. One 1000 m label (100k units in Hogwarts) blows up every viewer's query radius.
Design
AttachToaccepts any id: no existence, self or virtual-world check, and nothing clearsattachNetworkId/alwaysVisiblewhen the target dies. That lifecycle belongs in the Framework.alwaysVisibleon attach drops range culling entirely; N name tags go to every player in the world. Syncing the label's position to the target server-side would keep the grid working.Detach()unconditionally clearsalwaysVisible, clobbering a value the game may have set.
Perf (client)
- Blur shadow + thick outline is ~66 passes over every glyph (x2 for faux bold), each re-doing
FindGlyph. Resolve glyphs once per draw. At scale this can exceed 16-bit index limits withoutRendererHasVtxOffset. PushTexture(spans.front().font->OwnerAtlas->TexRef)assumes all fonts share one atlas. Assert it or push per span.
Cleanup
kMaxOutlineWidth/kMaxShadowBlurduplicate the widget constants; put them intext_label_entity.hand use from both sides.- No check that
minSize <= maxSize. - New
usingdeclarations intext_label.cppandtext_label_imgui.h; use fully qualified names. Drop theclass X: publicformatting churn. - Mark the old preset-only
DrawWorldTextdeprecated.
Every outline and shadow copy used to repeat FindGlyph for each glyph; a draw now resolves the glyphs into quads once and the copies only re-emit them. Each run of glyphs binds its own font atlas instead of assuming the first span's. DrawWorldText, which only draws the presets, is deprecated in favour of the layout API.
attachTo takes only another live entity. Instead of streaming to everyone, an attached label moves with its target on the server each tick, in its virtual world, so the interest grid and draw distance apply; peers are still sent its own position, so a moving target doesn't resend it. The label is destroyed with its target, and detaching restores its position and world. The server puts TextLabel on its own interest range, so a long draw distance no longer widens every viewer's query. update() parses its options before looking the label up, since a getter can destroy it. minSize can't exceed maxSize, the outline and blur limits are shared from the entity header, and the names are fully qualified.
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Thanks, all eleven addressed. Must fix
Design Perf Cleanup Tests: FrameworkTests 685/685. New cases cover attaching (self, unknown target, follow, detach, world), destruction with the target, attached-label streaming through the interest grid, the own-position wire for an attached label, and the size and target checks. In Hogwarts MP, the in-game textlabel suite passes 11/11 on these commits. It now also checks that a detached label 200 m away streams out, and that a label is destroyed with its target. |
TextLabelcould only set text, colour, font size, a distance and one of three style presets. Games that want name or role tags over players (FiveM'sDrawText3D, for example) need more than that. This PR gives the server-side label a full look, makes labels follow entities, and lets a game state distances in its own units.Scripting
TextLabel.create(x, y, z, text, options)andlabel.update(options)take aTextLabelOptionsobject (documented in the catalog). Its keys:text,markup,position,attachTo,offsetfontSize,sizeMode("screen"/"world"),minSize,maxSizecolor,opacity,style,outline,shadow,backgroundalign,anchor,lineSpacing,maxWidthdrawDistance,fadeDistance,occlusion,virtualWorldColours can be numbers,
"#RRGGBB[AA]"strings orColors. An unknown key or a bad value throws aTypeErrorand changes nothing.createvalidates its options before it checks for replication.label.getOptions()returns the current look in the shapeupdate()takes.label.attachTo(entity | id, offset?)andlabel.detach(). An attached label streams to every player in its virtual world, and the game decides the reference point (a player's head, say).Markup, when
markup: true:{#RRGGBB[AA]},{#},{b}{/b},{i}{/i}, and{{for a literal brace.Compatibility
create(x, y, z, text, fontSize, drawDistance, virtualWorld)and every setter and property still work.setStyleapplies the preset's look. Thestylefield now holds the preset nearest the current look, so renderers that only draw presets (M2O's, for one) keep working unchanged.SerializeFields. This is still a wire change, so the nightly bump should go to MAJOR.Units and streaming
TextLabel::SetUnitsPerMetre(n)(default 1) lets a game whose world units aren't metres scale the 30 m default draw distance and the 1000 m cap. Hogwarts Legacy uses centimetres and sets 100.streaming.rangefollows the draw distance, so withSetInterestUsesEntityRangea label streams exactly as far as it draws.Client
external/imgui/widgets/world_text_markup.h: the markup parser and a UTF-8 decoder.external/imgui/widgets/world_text_layout.h:LayoutWorldTexthandles runs, bold/italic fonts, wrapping, alignment and line spacing, and lays out at a baked size.DrawWorldTextLaidOutdraws the background plate, shadow (offset and blur), outline, glyphs and anchor at any draw size.integrations/client/ui/text_label_imgui.h: maps aTextLabelEntityto the widgets' look, alignment and runs.TextLabelEntity::revisionlets a renderer keep its layout until the label changes.Tests
text_label(wire round trip, presets, nearest preset),world_text(markup, UTF-8) andworld_text_layout(Windows).js_featurescase covers option validation.Summary by CodeRabbit