Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
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@@ -25,10 +25,10 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnInit(XUIMessageInit* pInitData, BOOL& r
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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m_fScreenWidth=(float)pMinecraft->width_phys;
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m_fRawWidth=(float)ssc.rawWidth;
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m_fScreenHeight=(float)pMinecraft->height_phys;
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m_fRawHeight=(float)ssc.rawHeight;
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HXUIOBJ parent = m_hObj;
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HXUICLASS hcInventoryClass = XuiFindClass( L"CXuiCtrlEnchantmentButton" );
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@@ -38,13 +38,13 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnInit(XUIMessageInit* pInitData, BOOL& r
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{
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XuiElementGetParent(parent,&parent);
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currentClass = XuiGetObjectClass( parent );
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} while (parent != nullptr && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
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} while (parent != NULL && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
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assert( parent != nullptr );
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assert( parent != NULL );
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VOID *pObj;
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XuiObjectFromHandle( parent, &pObj );
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m_parentControl = static_cast<CXuiCtrlEnchantmentButton *>(pObj);
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m_parentControl = (CXuiCtrlEnchantmentButton *)pObj;
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m_lastCost = 0;
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m_enchantmentString = L"";
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@@ -75,10 +75,10 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnRender(XUIMessageRender *pRenderData, B
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// Annoyingly, XUI renders everything to a z of 0 so if we want to render anything that needs the z-buffer on top of it, then we need to clear it.
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// Clear just the region required for this control.
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D3DRECT clearRect;
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clearRect.x1 = static_cast<int>(matrix._41) - 2;
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clearRect.y1 = static_cast<int>(matrix._42) - 2;
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clearRect.x2 = static_cast<int>(matrix._41 + (bwidth * matrix._11)) + 2;
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clearRect.y2 = static_cast<int>(matrix._42 + (bheight * matrix._22)) + 2;
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clearRect.x1 = (int)(matrix._41) - 2;
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clearRect.y1 = (int)(matrix._42) - 2;
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clearRect.x2 = (int)(matrix._41 + ( bwidth * matrix._11 )) + 2;
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clearRect.y2 = (int)(matrix._42 + ( bheight * matrix._22 )) + 2;
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RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &clearRect);
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// glClear(GL_DEPTH_BUFFER_BIT);
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