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.
This commit is contained in:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -25,10 +25,10 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnInit(XUIMessageInit* pInitData, BOOL& r
Minecraft *pMinecraft=Minecraft::GetInstance();
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
m_fRawWidth=static_cast<float>(ssc.rawWidth);
m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
m_fRawHeight=static_cast<float>(ssc.rawHeight);
m_fScreenWidth=(float)pMinecraft->width_phys;
m_fRawWidth=(float)ssc.rawWidth;
m_fScreenHeight=(float)pMinecraft->height_phys;
m_fRawHeight=(float)ssc.rawHeight;
HXUIOBJ parent = m_hObj;
HXUICLASS hcInventoryClass = XuiFindClass( L"CXuiCtrlEnchantmentButton" );
@@ -38,13 +38,13 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnInit(XUIMessageInit* pInitData, BOOL& r
{
XuiElementGetParent(parent,&parent);
currentClass = XuiGetObjectClass( parent );
} while (parent != nullptr && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
} while (parent != NULL && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
assert( parent != nullptr );
assert( parent != NULL );
VOID *pObj;
XuiObjectFromHandle( parent, &pObj );
m_parentControl = static_cast<CXuiCtrlEnchantmentButton *>(pObj);
m_parentControl = (CXuiCtrlEnchantmentButton *)pObj;
m_lastCost = 0;
m_enchantmentString = L"";
@@ -75,10 +75,10 @@ HRESULT CXuiCtrlEnchantmentButtonText::OnRender(XUIMessageRender *pRenderData, B
// 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.
// Clear just the region required for this control.
D3DRECT clearRect;
clearRect.x1 = static_cast<int>(matrix._41) - 2;
clearRect.y1 = static_cast<int>(matrix._42) - 2;
clearRect.x2 = static_cast<int>(matrix._41 + (bwidth * matrix._11)) + 2;
clearRect.y2 = static_cast<int>(matrix._42 + (bheight * matrix._22)) + 2;
clearRect.x1 = (int)(matrix._41) - 2;
clearRect.y1 = (int)(matrix._42) - 2;
clearRect.x2 = (int)(matrix._41 + ( bwidth * matrix._11 )) + 2;
clearRect.y2 = (int)(matrix._42 + ( bheight * matrix._22 )) + 2;
RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &clearRect);
// glClear(GL_DEPTH_BUFFER_BIT);