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.
299 lines
6.8 KiB
C++
299 lines
6.8 KiB
C++
#pragma once
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const int GL_BYTE = 0;
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const int GL_FLOAT = 0;
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const int GL_UNSIGNED_BYTE = 0;
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const int GL_COLOR_ARRAY = 0;
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const int GL_VERTEX_ARRAY = 0;
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const int GL_NORMAL_ARRAY = 0;
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const int GL_TEXTURE_COORD_ARRAY = 0;
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const int GL_COMPILE = 0;
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const int GL_NORMALIZE = 0;
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const int GL_RESCALE_NORMAL = 0;
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const int GL_SMOOTH = 0;
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const int GL_FLAT = 0;
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const int GL_RGBA = 0;
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const int GL_BGRA = 1;
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const int GL_BGR = 0;
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const int GL_SAMPLES_PASSED_ARB = 0;
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const int GL_QUERY_RESULT_AVAILABLE_ARB = 0;
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const int GL_QUERY_RESULT_ARB = 0;
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const int GL_POLYGON_OFFSET_FILL = 0;
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const int GL_FRONT = 0;
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const int GL_BACK = 1;
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const int GL_FRONT_AND_BACK = 2;
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const int GL_COLOR_MATERIAL = 0;
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const int GL_AMBIENT_AND_DIFFUSE = 0;
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const int GL_TEXTURE1 = 0;
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const int GL_TEXTURE0 = 1;
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void glFlush();
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void glTexGeni(int,int,int);
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void glTexGen(int,int,FloatBuffer *);
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void glReadPixels(int,int, int, int, int, int, ByteBuffer *);
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void glClearDepth(double);
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void glCullFace(int);
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void glDeleteLists(int,int);
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void glGenTextures(IntBuffer *);
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int glGenTextures();
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int glGenLists(int);
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void glLight(int, int,FloatBuffer *);
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void glLightModel(int, FloatBuffer *);
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void glGetFloat(int a, FloatBuffer *b);
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void glTexCoordPointer(int, int, int, int);
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void glTexCoordPointer(int, int, FloatBuffer *);
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void glNormalPointer(int, int, int);
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void glNormalPointer(int, ByteBuffer *);
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void glEnableClientState(int);
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void glDisableClientState(int);
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void glColorPointer(int, bool, int, ByteBuffer *);
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void glColorPointer(int, int, int, int);
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void glVertexPointer(int, int, int, int);
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void glVertexPointer(int, int, FloatBuffer *);
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void glDrawArrays(int,int,int);
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void glTranslatef(float,float,float);
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void glRotatef(float,float,float,float);
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void glNewList(int,int);
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void glEndList(int vertexCount = 0);
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void glCallList(int);
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void glPopMatrix();
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void glPushMatrix();
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void glColor3f(float,float,float);
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void glScalef(float,float,float);
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void glMultMatrixf(float *);
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void glColor4f(float,float,float,float);
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void glDisable(int);
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void glEnable(int);
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void glBlendFunc(int,int);
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void glDepthMask(bool);
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void glNormal3f(float,float,float);
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void glDepthFunc(int);
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void glMatrixMode(int);
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void glLoadIdentity();
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void glBindTexture(int,int);
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void glTexParameteri(int,int,int);
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void glTexImage2D(int,int,int,int,int,int,int,int,ByteBuffer *);
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void glDeleteTextures(IntBuffer *);
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void glDeleteTextures(int);
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void glCallLists(IntBuffer *);
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void glGenQueriesARB(IntBuffer *);
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void glColorMask(bool,bool,bool,bool);
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void glBeginQueryARB(int,int);
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void glEndQueryARB(int);
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void glGetQueryObjectuARB(int,int,IntBuffer *);
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void glShadeModel(int);
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void glPolygonOffset(float,float);
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void glLineWidth(float);
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void glScaled(double,double,double);
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void gluPerspective(float,float,float,float);
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void glClear(int);
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void glViewport(int,int,int,int);
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void glAlphaFunc(int,float);
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void glOrtho(float,float,float,float,float,float);
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void glClearColor(float,float,float,float);
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void glFogi(int,int);
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void glFogf(int,float);
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void glFog(int,FloatBuffer *);
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void glColorMaterial(int,int);
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void glMultiTexCoord2f(int, float, float);
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//1.8.2
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void glClientActiveTexture(int);
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void glActiveTexture(int);
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class GL11
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{
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public:
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static const int GL_SMOOTH = 0;
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static const int GL_FLAT = 0;
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static void glShadeModel(int) {};
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};
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class ARBVertexBufferObject
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{
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public:
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static const int GL_ARRAY_BUFFER_ARB = 0;
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static const int GL_STREAM_DRAW_ARB = 0;
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static void glBindBufferARB(int, int) {}
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static void glBufferDataARB(int, ByteBuffer *, int) {}
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static void glGenBuffersARB(IntBuffer *) {}
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};
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class Level;
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class Player;
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class Textures;
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class Font;
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class MapItemSavedData;
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class Mob;
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class Particles
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{
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public:
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void render(float) {}
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void tick() {}
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};
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class BufferedImage;
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class Graphics
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{
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public:
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void drawImage(BufferedImage *, int, int, void *) {}
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void dispose() {}
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};
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class ZipEntry
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{
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};
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class InputStream;
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class File;
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class ZipFile
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{
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public:
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ZipFile(File *file) {}
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InputStream *getInputStream(ZipEntry *entry) { return NULL; }
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ZipEntry *getEntry(const wstring& name) {return NULL;}
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void close() {}
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};
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class ImageIO
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{
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public:
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static BufferedImage *read(InputStream *in) { return NULL; }
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};
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class Keyboard
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{
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public:
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static void create() {}
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static void destroy() {}
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#ifdef _WINDOWS64
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static bool isKeyDown(int keyCode);
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#else
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static bool isKeyDown(int) { return false; }
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#endif
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static wstring getKeyName(int) { return L"KEYNAME"; }
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static void enableRepeatEvents(bool) {}
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static const int KEY_A = 0;
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static const int KEY_B = 1;
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static const int KEY_C = 2;
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static const int KEY_D = 3;
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static const int KEY_E = 4;
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static const int KEY_F = 5;
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static const int KEY_G = 6;
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static const int KEY_H = 7;
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static const int KEY_I = 8;
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static const int KEY_J = 9;
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static const int KEY_K = 10;
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static const int KEY_L = 11;
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static const int KEY_M = 12;
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static const int KEY_N = 13;
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static const int KEY_O = 14;
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static const int KEY_P = 15;
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static const int KEY_Q = 16;
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static const int KEY_R = 17;
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static const int KEY_S = 18;
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static const int KEY_T = 19;
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static const int KEY_U = 20;
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static const int KEY_V = 21;
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static const int KEY_W = 22;
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static const int KEY_X = 23;
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static const int KEY_Y = 24;
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static const int KEY_Z = 25;
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static const int KEY_SPACE = 26;
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static const int KEY_LSHIFT = 27;
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static const int KEY_ESCAPE = 28;
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static const int KEY_BACK = 29;
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static const int KEY_RETURN = 30;
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static const int KEY_RSHIFT = 31;
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static const int KEY_UP = 32;
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static const int KEY_DOWN = 33;
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static const int KEY_TAB = 34;
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static const int KEY_1 = 35;
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static const int KEY_2 = 36;
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static const int KEY_3 = 37;
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static const int KEY_4 = 38;
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static const int KEY_5 = 39;
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static const int KEY_6 = 40;
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static const int KEY_7 = 41;
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static const int KEY_8 = 42;
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static const int KEY_9 = 43;
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static const int KEY_F1 = 44;
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static const int KEY_F3 = 45;
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static const int KEY_F4 = 46;
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static const int KEY_F5 = 47;
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static const int KEY_F6 = 48;
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static const int KEY_F8 = 49;
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static const int KEY_F9 = 50;
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static const int KEY_F11 = 51;
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static const int KEY_ADD = 52;
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static const int KEY_SUBTRACT = 53;
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static const int KEY_LEFT = 54;
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static const int KEY_RIGHT = 55;
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#ifdef _WINDOWS64
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// Map LWJGL-style key constant to Windows VK code
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static int toVK(int keyConst);
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#endif
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};
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class Mouse
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{
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public:
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static void create() {}
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static void destroy() {}
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#ifdef _WINDOWS64
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static int getX();
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static int getY();
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static bool isButtonDown(int button);
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#else
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static int getX() { return 0; }
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static int getY() { return 0; }
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static bool isButtonDown(int) { return false; }
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#endif
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};
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class Display
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{
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public:
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static bool isActive() {return true;}
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static void update();
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static void swapBuffers();
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static void destroy() {}
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};
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class BackgroundDownloader
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{
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public:
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BackgroundDownloader(File workDir, Minecraft* minecraft) {}
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void start() {}
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void halt() {}
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void forceReload() {}
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};
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class Color
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{
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public:
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static int HSBtoRGB(float,float,float) {return 0;}
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};
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