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.
359 lines
11 KiB
C++
359 lines
11 KiB
C++
#include "stdafx.h"
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#include "ScrolledSelectionList.h"
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#include "Button.h"
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#include "Tesselator.h"
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#include "Textures.h"
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#include "..\Minecraft.World\System.h"
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ScrolledSelectionList::ScrolledSelectionList(Minecraft *minecraft, int width, int height, int y0, int y1, int itemHeight)
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{
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this->minecraft = minecraft;
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this->width = width;
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this->height = height;
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this->y0 = y0;
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this->y1 = y1;
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this->itemHeight = itemHeight;
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this->x0 = 0;
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this->x1 = width;
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// 4J Stu - Smoe default initialisers
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upId = 0;
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downId = 0;
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yDrag = 0.0f;
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yDragScale = 0.0f;
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yo = 0.0f;
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lastSelection = 0;
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lastSelectionTime = 0;
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renderSelection = false;
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_renderHeader = false;
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headerHeight = 0;
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//End
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}
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void ScrolledSelectionList::setRenderSelection(bool renderSelection)
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{
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this->renderSelection = renderSelection;
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}
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void ScrolledSelectionList::setRenderHeader(bool renderHeader, int headerHeight)
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{
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this->_renderHeader = renderHeader;
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this->headerHeight = headerHeight;
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if (!_renderHeader)
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{
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this->headerHeight = 0;
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}
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}
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int ScrolledSelectionList::getMaxPosition()
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{
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return getNumberOfItems() * itemHeight + headerHeight;
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}
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void ScrolledSelectionList::renderHeader(int x, int y, Tesselator *t)
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{
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}
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void ScrolledSelectionList::clickedHeader(int headerMouseX, int headerMouseY)
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{
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}
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void ScrolledSelectionList::renderDecorations(int mouseX, int mouseY)
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{
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}
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int ScrolledSelectionList::getItemAtPosition(int x, int y)
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{
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int x0 = width / 2 - (92 + 16 + 2);
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int x1 = width / 2 + (92 + 16 + 2);
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int clickSlotPos = (y - y0 - headerHeight + (int) yo - 4);
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int slot = clickSlotPos / itemHeight;
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if (x >= x0 && x <= x1 && slot >= 0 && clickSlotPos >= 0 && slot < getNumberOfItems())
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{
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return slot;
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}
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return -1;
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}
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void ScrolledSelectionList::init(vector<Button *> *buttons, int upButtonId, int downButtonId)
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{
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this->upId = upButtonId;
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this->downId = downButtonId;
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}
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void ScrolledSelectionList::capYPosition()
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{
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int max = getMaxPosition() - (y1 - y0 - 4);
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if (max < 0) max /= 2;
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if (yo < 0) yo = 0;
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if (yo > max) yo = (float)max;
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}
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void ScrolledSelectionList::buttonClicked(Button *button)
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{
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if (!button->active) return;
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if (button->id == upId)
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{
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yo -= (itemHeight * 2) / 3;
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yDrag = DRAG_OUTSIDE;
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capYPosition();
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} else if (button->id == downId)
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{
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yo += (itemHeight * 2) / 3;
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yDrag = DRAG_OUTSIDE;
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capYPosition();
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}
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}
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void ScrolledSelectionList::render(int xm, int ym, float a)
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{
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// 4J Unused
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#if 0
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renderBackground();
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int itemCount = getNumberOfItems();
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int xx0 = width / 2 + 124;
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int xx1 = xx0 + 6;
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if (Mouse::isButtonDown(0))
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{
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if (yDrag == NO_DRAG)
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{
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bool doDrag = true;
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if (ym >= y0 && ym <= y1)
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{
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int x0 = width / 2 - (92 + 16 + 2);
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int x1 = width / 2 + (92 + 16 + 2);
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int clickSlotPos = (ym - y0 - headerHeight + (int) yo - 4);
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int slot = clickSlotPos / itemHeight;
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if (xm >= x0 && xm <= x1 && slot >= 0 && clickSlotPos >= 0 && slot < itemCount)
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{
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bool doubleClick = slot == lastSelection && (System::currentTimeMillis() - lastSelectionTime) < 250;
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selectItem(slot, doubleClick);
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lastSelection = slot;
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lastSelectionTime = System::currentTimeMillis();
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}
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else if (xm >= x0 && xm <= x1 && clickSlotPos < 0)
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{
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clickedHeader(xm - x0, ym - y0 + (int) yo - 4);
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doDrag = false;
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}
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if (xm >= xx0 && xm <= xx1)
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{
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yDragScale = -1;
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int max = getMaxPosition() - (y1 - y0 - 4);
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if (max < 1) max = 1;
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int barHeight = (int) ((y1 - y0) * (y1 - y0) / (float) getMaxPosition());
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if (barHeight < 32) barHeight = 32;
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if (barHeight > (y1 - y0 - 8)) barHeight = (y1 - y0 - 8);
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// int yp = yo * (y1 - y0 - barHeight) / max + y0;
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// if (yp < y0) yp = y0;
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yDragScale /= (y1 - y0 - barHeight) / (float) max;
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}
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else
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{
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yDragScale = 1;
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}
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if (doDrag)
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{
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yDrag = (float)ym;
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}
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else
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{
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yDrag = DRAG_OUTSIDE;
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}
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}
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else
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{
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yDrag = DRAG_OUTSIDE;
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}
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}
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else if (yDrag >= 0)
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{
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yo -= (ym - yDrag) * yDragScale;
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yDrag = (float)ym;
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}
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}
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else
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{
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yDrag = NO_DRAG;
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}
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capYPosition();
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glDisable(GL_LIGHTING);
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glDisable(GL_FOG);
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Tesselator *t = Tesselator::getInstance();
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glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(L"/gui/background.png"));
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glColor4f(1.0f, 1, 1, 1);
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float s = 32;
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t->begin();
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t->color(0x202020);
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t->vertexUV((float)(x0), (float)( y1), (float)( 0), (float)( x0 / s), (float)( (y1 + (int) yo) / s));
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t->vertexUV((float)(x1), (float)( y1), (float)( 0), (float)( x1 / s), (float)( (y1 + (int) yo) / s));
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t->vertexUV((float)(x1), (float)( y0), (float)( 0), (float)( x1 / s), (float)( (y0 + (int) yo) / s));
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t->vertexUV((float)(x0), (float)( y0), (float)( 0), (float)( x0 / s), (float)( (y0 + (int) yo) / s));
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t->end();
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int rowX = width / 2 - 92 - 16;
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int rowBaseY = y0 + 4 - (int) yo;
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if (_renderHeader)
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{
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renderHeader(rowX, rowBaseY, t);
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}
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for (int i = 0; i < itemCount; i++)
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{
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int y = rowBaseY + (i) * itemHeight + headerHeight;
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int h = itemHeight - 4;
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if (y > y1 || (y + h) < y0)
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{
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continue;
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}
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if (renderSelection && isSelectedItem(i))
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{
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int x0 = width / 2 - (92 + 16 + 2);
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int x1 = width / 2 + (92 + 16 + 2);
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glColor4f(1, 1, 1, 1);
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glDisable(GL_TEXTURE_2D);
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t->begin();
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t->color(0x808080);
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t->vertexUV((float)(x0), (float)( y + h + 2), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(x1), (float)( y + h + 2), (float)( 0), (float)( 1), (float)( 1));
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t->vertexUV((float)(x1), (float)( y - 2), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(x0), (float)( y - 2), (float)( 0), (float)( 0), (float)( 0));
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t->color(0x000000);
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t->vertexUV((float)(x0 + 1), (float)( y + h + 1), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(x1 - 1), (float)( y + h + 1), (float)( 0), (float)( 1), (float)( 1));
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t->vertexUV((float)(x1 - 1), (float)( y - 1), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(x0 + 1), (float)( y - 1), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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glEnable(GL_TEXTURE_2D);
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}
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renderItem(i, rowX, y, h, t);
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}
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glDisable(GL_DEPTH_TEST);
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int d = 4;
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renderHoleBackground(0, y0, 255, 255);
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renderHoleBackground(y1, height, 255, 255);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_ALPHA_TEST);
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glShadeModel(GL_SMOOTH);
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glDisable(GL_TEXTURE_2D);
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t->begin();
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t->color(0x000000, 0);
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t->vertexUV((float)(x0), (float)( y0 + d), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(x1), (float)( y0 + d), (float)( 0), (float)( 1), (float)( 1));
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t->color(0x000000, 255);
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t->vertexUV((float)(x1), (float)( y0), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(x0), (float)( y0), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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t->begin();
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t->color(0x000000, 255);
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t->vertexUV((float)(x0), (float)( y1), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(x1), (float)( y1), (float)( 0), (float)( 1), (float)( 1));
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t->color(0x000000, 0);
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t->vertexUV((float)(x1), (float)( y1 - d), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(x0), (float)( y1 - d), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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{
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int max = getMaxPosition() - (y1 - y0 - 4);
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if (max > 0)
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{
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int barHeight = (int) (y1 - y0) * (y1 - y0) / (getMaxPosition());
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if (barHeight < 32) barHeight = 32;
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if (barHeight > (y1 - y0 - 8)) barHeight = (y1 - y0 - 8);
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int yp = (int) yo * (y1 - y0 - barHeight) / max + y0;
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if (yp < y0) yp = y0;
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t->begin();
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t->color(0x000000, 255);
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t->vertexUV((float)(xx0), (float)( y1), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(xx1), (float)( y1), (float)( 0), (float)( 1), (float)( 1));
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t->vertexUV((float)(xx1), (float)( y0), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(xx0), (float)( y0), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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t->begin();
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t->color(0x808080, 255);
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t->vertexUV((float)(xx0), (float)( yp + barHeight), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(xx1), (float)( yp + barHeight), (float)( 0), (float)( 1), (float)( 1));
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t->vertexUV((float)(xx1), (float)( yp), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(xx0), (float)( yp), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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t->begin();
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t->color(0xc0c0c0, 255);
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t->vertexUV((float)(xx0), (float)( yp + barHeight - 1), (float)( 0), (float)( 0), (float)( 1));
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t->vertexUV((float)(xx1 - 1), (float)( yp + barHeight - 1), (float)( 0), (float)( 1), (float)( 1));
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t->vertexUV((float)(xx1 - 1), (float)( yp), (float)( 0), (float)( 1), (float)( 0));
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t->vertexUV((float)(xx0), (float)( yp), (float)( 0), (float)( 0), (float)( 0));
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t->end();
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}
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}
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renderDecorations(xm, ym);
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_FLAT);
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glEnable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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#endif
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}
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void ScrolledSelectionList::renderHoleBackground(int y0, int y1, int a0, int a1)
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{
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// 4J Unused
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#if 0
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Tesselator *t = Tesselator::getInstance();
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glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(L"/gui/background.png"));
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glColor4f(1.0f, 1, 1, 1);
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float s = 32;
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t->begin();
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t->color(0x404040, a1);
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t->vertexUV((float)(0), (float)( y1), (float)( 0), (float)( 0), (float)( y1 / s));
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t->vertexUV((float)(width), (float)( y1), (float)( 0), (float)( width / s), (float)( y1 / s));
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t->color(0x404040, a0);
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t->vertexUV((float)(width), (float)( y0), (float)( 0), (float)( width / s), (float)( y0 / s));
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t->vertexUV((float)(0), (float)( y0), (float)( 0), (float)( 0), (float)( y0 / s));
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t->end();
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#endif
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}
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