Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_Ctrl_SplashPulser.cpp
Loki Rautio 087b7e7abf 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.
2026-03-07 21:12:22 -06:00

95 lines
2.5 KiB
C++

#include "stdafx.h"
#include "..\..\Minecraft.h"
#include "..\..\ScreenSizeCalculator.h"
#include "..\..\Lighting.h"
#include "XUI_Ctrl_SplashPulser.h"
#include "..\..\Font.h"
#include "..\..\..\Minecraft.World\Mth.h"
#include "..\..\..\Minecraft.World\System.h"
//-----------------------------------------------------------------------------
// CXuiCtrlSplashPulser class
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CXuiCtrlSplashPulser::CXuiCtrlSplashPulser() :
m_bDirty(FALSE),
m_fScale(1.0f),
m_fAlpha(1.0f)
{
Minecraft *pMinecraft=Minecraft::GetInstance();
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
m_fScreenWidth=(float)pMinecraft->width_phys;
m_fRawWidth=(float)ssc.rawWidth;
m_fScreenHeight=(float)pMinecraft->height_phys;
m_fRawHeight=(float)ssc.rawHeight;
}
//-----------------------------------------------------------------------------
HRESULT CXuiCtrlSplashPulser::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled)
{
HRESULT hr=S_OK;
return hr;
}
HRESULT CXuiCtrlSplashPulser::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled )
{
#ifdef _XBOX
HXUIDC hDC = pRenderData->hDC;
Minecraft *pMinecraft=Minecraft::GetInstance();
Font *font = pMinecraft->font;
wstring splash( GetText() );
// build and render with the game call
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
RenderManager.Set_matrixDirty();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1280.0f, 720.0f, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glColor4f(1.0f,1.0f,1.0f,1.0f);
glPushMatrix();
D3DXMATRIX matrix;
CXuiControl xuiControl(m_hObj);
xuiControl.GetFullXForm(&matrix);
float bwidth,bheight;
xuiControl.GetBounds(&bwidth,&bheight);
float xo = (matrix._41 + (bwidth*matrix._11)/2 );
float yo = (matrix._42 + (bheight*matrix._22) );
glTranslatef(xo, yo, 0);
glRotatef(-17, 0, 0, 1);
float sss = 1.8f - Mth::abs(Mth::sin(System::currentTimeMillis() % 1000 / 1000.0f * PI * 2) * 0.1f);
sss*=(m_fScreenWidth/m_fRawWidth);
sss = sss * 100 / (font->width(splash) + 8 * 4);
glScalef(sss, sss, sss);
//drawCenteredString(font, splash, 0, -8, 0xffff00);
font->drawShadow(splash, 0 - (font->width(splash)) / 2, -8, 0xffff00);
glPopMatrix();
glDisable(GL_RESCALE_NORMAL);
glEnable(GL_DEPTH_TEST);
XuiRenderRestoreState(hDC);
bHandled = TRUE;
#endif
return S_OK;
}