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