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.
119 lines
2.5 KiB
C++
119 lines
2.5 KiB
C++
#include "stdafx.h"
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#include "Minecraft.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
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#include "MultiplayerLocalPlayer.h"
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#include "..\Minecraft.World\JavaMath.h"
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#include "Texture.h"
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#include "ClockTexture.h"
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ClockTexture::ClockTexture() : StitchedTexture(L"clock", L"clock")
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{
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rot = rota = 0.0;
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m_dataTexture = NULL;
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m_iPad = XUSER_INDEX_ANY;
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}
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ClockTexture::ClockTexture(int iPad, ClockTexture *dataTexture) : StitchedTexture(L"clock", L"clock")
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{
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rot = rota = 0.0;
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m_dataTexture = dataTexture;
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m_iPad = iPad;
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}
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void ClockTexture::cycleFrames()
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{
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Minecraft *mc = Minecraft::GetInstance();
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double rott = 0;
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if (m_iPad >= 0 && m_iPad < XUSER_MAX_COUNT && mc->level != NULL && mc->localplayers[m_iPad] != NULL)
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{
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float time = mc->localplayers[m_iPad]->level->getTimeOfDay(1);
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rott = time;
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if (!mc->localplayers[m_iPad]->level->dimension->isNaturalDimension())
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{
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rott = Math::random();
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}
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}
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else
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{
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// 4J Stu - For the static version, pretend we are already on a frame other than 0
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frame = 1;
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}
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double rotd = rott - rot;
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while (rotd < -.5)
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rotd += 1.0;
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while (rotd >= .5)
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rotd -= 1.0;
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if (rotd < -1) rotd = -1;
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if (rotd > 1) rotd = 1;
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rota += rotd * 0.1;
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rota *= 0.8;
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rot += rota;
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// 4J Stu - We share data with another texture
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if(m_dataTexture != NULL)
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{
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int newFrame = (int) ((rot + 1.0) * m_dataTexture->frames->size()) % m_dataTexture->frames->size();
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while (newFrame < 0)
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{
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newFrame = (newFrame + m_dataTexture->frames->size()) % m_dataTexture->frames->size();
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}
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if (newFrame != frame)
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{
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frame = newFrame;
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m_dataTexture->source->blit(x, y, m_dataTexture->frames->at(this->frame), rotated);
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}
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}
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else
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{
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int newFrame = (int) ((rot + 1.0) * frames->size()) % frames->size();
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while (newFrame < 0)
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{
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newFrame = (newFrame + frames->size()) % frames->size();
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}
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if (newFrame != frame)
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{
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frame = newFrame;
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source->blit(x, y, frames->at(this->frame), rotated);
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}
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}
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}
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int ClockTexture::getSourceWidth() const
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{
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return source->getWidth();
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}
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int ClockTexture::getSourceHeight() const
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{
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return source->getHeight();
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}
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int ClockTexture::getFrames()
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{
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if(m_dataTexture == NULL)
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{
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return StitchedTexture::getFrames();
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}
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else
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{
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return m_dataTexture->getFrames();
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}
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}
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void ClockTexture::freeFrameTextures()
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{
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if(m_dataTexture == NULL)
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{
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StitchedTexture::freeFrameTextures();
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}
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}
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bool ClockTexture::hasOwnData()
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{
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return m_dataTexture == NULL;
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} |