Files
MinecraftConsoles/Minecraft.Client/Gui.cpp
rtm516 9cac3e0394 Change F3 rendering and add git version information (#836)
* Change F3 rendering and add git version information

* Change position, block, chunk and facing

* Limit position decimal places

* Move LCE unique to the bottom and add more java features

* Fix chunk information disappearing after y256

* Add chunk count information

* Move build number script to prebuild.ps1

* We dont need to specify vector and wstring are from std

* Restore build number to fix multiplayer

* Use short symbolic-ref

* Restore original BuildVer.h

---------

Co-authored-by: Loki <lokio.casebstv@gmail.com>
Co-authored-by: Loki Rautio <lokirautio@gmail.com>
2026-03-07 13:55:44 -06:00

1694 lines
53 KiB
C++

#include "stdafx.h"
#include "Gui.h"
#include "ItemRenderer.h"
#include "GameRenderer.h"
#include "Options.h"
#include "MultiplayerLocalPlayer.h"
#include "Textures.h"
#include "TextureAtlas.h"
#include "GameMode.h"
#include "Lighting.h"
#include "ChatScreen.h"
#include "MultiPlayerLevel.h"
#include "..\Minecraft.World\JavaMath.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.effect.h"
#include "..\Minecraft.World\net.minecraft.world.food.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\LevelData.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\System.h"
#include "..\Minecraft.World\Language.h"
#include "EntityRenderDispatcher.h"
#include "..\Minecraft.World\Dimension.h"
#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "EnderDragonRenderer.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "..\Minecraft.World\LevelChunk.h"
#include "..\Minecraft.World\Biome.h"
ResourceLocation Gui::PUMPKIN_BLUR_LOCATION = ResourceLocation(TN__BLUR__MISC_PUMPKINBLUR);
#define RENDER_HUD 0
//#ifndef _XBOX
//#undef RENDER_HUD
//#define RENDER_HUD 1
//#endif
float Gui::currentGuiBlendFactor = 1.0f; // 4J added
float Gui::currentGuiScaleFactor = 1.0f; // 4J added
ItemRenderer *Gui::itemRenderer = new ItemRenderer();
Gui::Gui(Minecraft *minecraft)
{
// 4J - initialisers added
random = new Random();
tickCount = 0;
overlayMessageTime = 0;
animateOverlayMessageColor = false;
progress = 0.0f;
tbr = 1.0f;
fAlphaIncrementPerCent=255.0f/100.0f;
this->minecraft = minecraft;
lastTickA = 0.0f;
}
void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
{
// 4J Stu - I have copied this code for XUI_BaseScene. If/when it gets changed it should be broken out
// 4J - altered to force full screen mode to 3X scaling, and any split screen modes to 2X scaling. This is so that the further scaling by 0.5 that
// happens in split screen modes results in a final scaling of 1 rather than 1.5.
int splitYOffset;// = 20; // This offset is applied when doing the 2X scaling above to move the gui out of the way of the tool tips
int guiScale;// = ( minecraft->player->m_iScreenSection == C4JRender::VIEWPORT_TYPE_FULLSCREEN ? 3 : 2 );
int iPad=minecraft->player->GetXboxPad();
int iWidthOffset=0,iHeightOffset=0; // used to get the interface looking right on a 2 player split screen game
// 4J-PB - selected the gui scale based on the slider settings
if(minecraft->player->m_iScreenSection == C4JRender::VIEWPORT_TYPE_FULLSCREEN)
{
guiScale=app.GetGameSettings(iPad,eGameSetting_UISize) + 2;
}
else
{
guiScale=app.GetGameSettings(iPad,eGameSetting_UISizeSplitscreen) + 2;
}
ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height, guiScale );
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
int iSafezoneXHalf=0,iSafezoneYHalf=0,iSafezoneTopYHalf=0;
int iTooltipsYOffset=0;
int quickSelectWidth=182;
int quickSelectHeight=22;
float fScaleFactorWidth=1.0f,fScaleFactorHeight=1.0f;
bool bTwoPlayerSplitscreen=false;
currentGuiScaleFactor = (float) guiScale; // Keep static copy of scale so we know how gui coordinates map to physical pixels - this is also affected by the viewport
switch(guiScale)
{
case 3:
splitYOffset = 0;
break;
case 4:
splitYOffset = -5;
break;
default: // 2
splitYOffset = 10;
break;
}
// Check which screen section this player is in
switch(minecraft->player->m_iScreenSection)
{
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
// single player
iSafezoneXHalf = screenWidth/20; // 5%
iSafezoneYHalf = screenHeight/20; // 5%
iSafezoneTopYHalf = iSafezoneYHalf;
iTooltipsYOffset=40+splitYOffset;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
iSafezoneXHalf = screenWidth/10; // 5% (need to treat the whole screen is 2x this screen)
iSafezoneYHalf = splitYOffset;
iSafezoneTopYHalf = screenHeight/10;
fScaleFactorWidth=0.5f;
iWidthOffset=(int)((float)screenWidth*(1.0f - fScaleFactorWidth));
iTooltipsYOffset=44;
bTwoPlayerSplitscreen=true;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
iSafezoneXHalf = screenWidth/10; // 5% (need to treat the whole screen is 2x this screen)
iSafezoneYHalf = splitYOffset + screenHeight/10;// 5% (need to treat the whole screen is 2x this screen)
iSafezoneTopYHalf = 0;
fScaleFactorWidth=0.5f;
iWidthOffset=(int)((float)screenWidth*(1.0f - fScaleFactorWidth));
iTooltipsYOffset=44;
bTwoPlayerSplitscreen=true;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
iSafezoneXHalf = screenWidth/10; // 5% (the whole screen is 2x this screen)
iSafezoneYHalf = splitYOffset + screenHeight/10;// 5% (need to treat the whole screen is 2x this screen)
iSafezoneTopYHalf = screenHeight/10;
fScaleFactorHeight=0.5f;
iHeightOffset=screenHeight;
iTooltipsYOffset=44;
bTwoPlayerSplitscreen=true;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
iSafezoneXHalf = 0;
iSafezoneYHalf = splitYOffset + screenHeight/10;// 5% (need to treat the whole screen is 2x this screen)
iSafezoneTopYHalf = splitYOffset + screenHeight/10;
fScaleFactorHeight=0.5f;
iHeightOffset=screenHeight;
iTooltipsYOffset=44;
bTwoPlayerSplitscreen=true;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
iSafezoneXHalf = screenWidth/10; // 5% (the whole screen is 2x this screen)
iSafezoneYHalf = splitYOffset;
iSafezoneTopYHalf = screenHeight/10;
iTooltipsYOffset=44;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
iSafezoneXHalf = 0;
iSafezoneYHalf = splitYOffset; // 5%
iSafezoneTopYHalf = screenHeight/10;
iTooltipsYOffset=44;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
iSafezoneXHalf = screenWidth/10; // 5% (the whole screen is 2x this screen)
iSafezoneYHalf = splitYOffset + screenHeight/10; // 5% (the whole screen is 2x this screen)
iSafezoneTopYHalf = 0;
iTooltipsYOffset=44;
currentGuiScaleFactor *= 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
iSafezoneXHalf = 0;
iSafezoneYHalf = splitYOffset + screenHeight/10; // 5% (the whole screen is 2x this screen)
iSafezoneTopYHalf = 0;
iTooltipsYOffset=44;
currentGuiScaleFactor *= 0.5f;
break;
}
// 4J-PB - turn off the slot display if a xui menu is up, or if we're autosaving
bool bDisplayGui=!ui.GetMenuDisplayed(iPad) && !(app.GetXuiAction(iPad)==eAppAction_AutosaveSaveGameCapturedThumbnail);
// if tooltips are off, set the y offset to zero
if(app.GetGameSettings(iPad,eGameSetting_Tooltips)==0 && bDisplayGui)
{
switch(minecraft->player->m_iScreenSection)
{
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
iTooltipsYOffset=screenHeight/10;
break;
default:
//iTooltipsYOffset=screenHeight/10;
switch(guiScale)
{
case 3:
iTooltipsYOffset=28;//screenHeight/10;
break;
case 4:
iTooltipsYOffset=28;//screenHeight/10;
break;
default: // 2
iTooltipsYOffset=14;//screenHeight/10;
break;
}
break;
}
}
// 4J-PB - Turn off interface if eGameSetting_DisplayHUD is off - for screen shots/videos.
if ( app.GetGameSettings(iPad,eGameSetting_DisplayHUD)==0 )
{
bDisplayGui = false;
}
Font *font = minecraft->font;
minecraft->gameRenderer->setupGuiScreen(guiScale);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // 4J - added - this did actually get set in renderVignette but that code is currently commented out
if (Minecraft::useFancyGraphics())
{
renderVignette(minecraft->player->getBrightness(a), screenWidth, screenHeight);
}
/////////////////////////////////////////////////////////////////////////////////////
// Display the pumpkin screen effect
/////////////////////////////////////////////////////////////////////////////////////
shared_ptr<ItemInstance> headGear = minecraft->player->inventory->getArmor(3);
// 4J-PB - changing this to be per player
//if (!minecraft->options->thirdPersonView && headGear != NULL && headGear->id == Tile::pumpkin_Id) renderPumpkin(screenWidth, screenHeight);
if ((minecraft->player->ThirdPersonView()==0) && headGear != NULL && headGear->id == Tile::pumpkin_Id) renderPumpkin(screenWidth, screenHeight);
if (!minecraft->player->hasEffect(MobEffect::confusion))
{
float pt = minecraft->player->oPortalTime + (minecraft->player->portalTime - minecraft->player->oPortalTime) * a;
if (pt > 0)
{
renderTp(pt, screenWidth, screenHeight);
}
}
if (!minecraft->gameMode->isCutScene())
{
if(bDisplayGui && bTwoPlayerSplitscreen)
{
// need to apply scale factors depending on the mode
glPushMatrix();
glScalef(fScaleFactorWidth, fScaleFactorHeight, fScaleFactorWidth);
}
#if RENDER_HUD
/////////////////////////////////////////////////////////////////////////////////////
// Display the quick select background, the quick select selection, and the crosshair
/////////////////////////////////////////////////////////////////////////////////////
glColor4f(1, 1, 1, 1);
// 4J - this is where to set the blend factor for gui things
// use the primary player's settings
unsigned char ucAlpha=app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_InterfaceOpacity);
// If the user has started to navigate their quickselect bar, ignore the alpha setting, and display at default value
float fVal=fAlphaIncrementPerCent*(float)ucAlpha;
if(ucAlpha<80)
{
// check if we have the timer running for the opacity
unsigned int uiOpacityTimer=app.GetOpacityTimer(iPad);
if(uiOpacityTimer!=0)
{
if(uiOpacityTimer<10)
{
float fStep=(80.0f-(float)ucAlpha)/10.0f;
fVal=fAlphaIncrementPerCent*(80.0f-((10.0f-(float)uiOpacityTimer)*fStep));
}
else
{
fVal=fAlphaIncrementPerCent*80.0f;
}
}
else
{
fVal=fAlphaIncrementPerCent*(float)ucAlpha;
}
}
else
{
fVal=fAlphaIncrementPerCent*(float)ucAlpha;
}
RenderManager.StateSetBlendFactor(0xffffff |(((unsigned int)fVal)<<24));
currentGuiBlendFactor = fVal / 255.0f;
// RenderManager.StateSetBlendFactor(0x40ffffff);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
blitOffset = -90;
/////////////////////////////////////////////////////////////////////////////////////
// Display the quick select background, the quick select selection, and the crosshair
/////////////////////////////////////////////////////////////////////////////////////
if(bDisplayGui)
{
MemSect(31);
minecraft->textures->bindTexture(TN_GUI_GUI); // 4J was L"/gui/gui.png"
MemSect(0);
shared_ptr<Inventory> inventory = minecraft->player->inventory;
if(bTwoPlayerSplitscreen)
{
// need to apply scale factors depending on the mode
// 4J Stu - Moved this push and scale further up as we still need to do it for the few HUD components not replaced by xui
//glPushMatrix();
//glScalef(fScaleFactorWidth, fScaleFactorHeight, fScaleFactorWidth);
// 4J-PB - move into the safe zone, and account for 2 player splitscreen
blit(iWidthOffset + (screenWidth - quickSelectWidth)/2, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset , 0, 0, 182, 22);
blit(iWidthOffset + (screenWidth - quickSelectWidth)/2 - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
}
else
{
blit(iWidthOffset + screenWidth / 2 - quickSelectWidth / 2, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset , 0, 0, 182, 22);
blit(iWidthOffset + screenWidth / 2 - quickSelectWidth / 2 - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
}
MemSect(31);
minecraft->textures->bindTexture(TN_GUI_ICONS);//L"/gui/icons.png"));
MemSect(0);
glEnable(GL_BLEND);
RenderManager.StateSetBlendFactor(0xffffff |(((unsigned int)fVal)<<24));
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
//glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
// 4J Stu - We don't want to adjust the cursor by the safezone, we want it centred
if(bTwoPlayerSplitscreen)
{
blit(iWidthOffset + screenWidth / 2 - 7, (iHeightOffset + screenHeight) / 2 - 7, 0, 0, 16, 16);
}
else
{
blit(screenWidth / 2 - 7, screenHeight / 2 - 7, 0, 0, 16, 16);
}
glDisable(GL_BLEND);
// if(bTwoPlayerSplitscreen)
// {
// glPopMatrix();
// }
}
bool blink = minecraft->player->invulnerableTime / 3 % 2 == 1;
if (minecraft->player->invulnerableTime < 10) blink = false;
int iHealth = minecraft->player->getHealth();
int iLastHealth = minecraft->player->lastHealth;
random->setSeed(tickCount * 312871);
bool foodBlink = false;
FoodData *foodData = minecraft->player->getFoodData();
int food = foodData->getFoodLevel();
int oldFood = foodData->getLastFoodLevel();
// if (false) //(true)
// {
// renderBossHealth();
// }
/////////////////////////////////////////////////////////////////////////////////////
// Display the experience, food, armour, health and the air bubbles
/////////////////////////////////////////////////////////////////////////////////////
if(bDisplayGui)
{
// 4J - added blend for fading gui
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
if (minecraft->gameMode->canHurtPlayer())
{
int xLeft, xRight;
// 4J Stu - TODO Work out proper positioning for splitscreen
if(bTwoPlayerSplitscreen)
{
xLeft = iWidthOffset + (screenWidth - quickSelectWidth)/2;
xRight = iWidthOffset + (screenWidth + quickSelectWidth)/2;
}
else
{
xLeft = (screenWidth - quickSelectWidth)/2;
xRight = (screenWidth + quickSelectWidth) / 2;
}
// render experience bar
int xpNeededForNextLevel = minecraft->player->getXpNeededForNextLevel();
if (xpNeededForNextLevel > 0)
{
int w = 182;
int progress = (int) (minecraft->player->experienceProgress * (float) (w + 1));
int yo = screenHeight - iSafezoneYHalf - iTooltipsYOffset - 8;
if(bTwoPlayerSplitscreen)
{
yo+=iHeightOffset;
}
blit(xLeft, yo, 0, 64, w, 5);
if (progress > 0)
{
blit(xLeft, yo, 0, 69, progress, 5);
}
}
int yLine1, yLine2;
if(bTwoPlayerSplitscreen)
{
//yo = iHeightOffset + screenHeight - 10 - iSafezoneYHalf - iTooltipsYOffset;
yLine1 = iHeightOffset + screenHeight - 18 - iSafezoneYHalf - iTooltipsYOffset;
yLine2 = yLine1 - 10;
}
else
{
//yo = screenHeight - 10 - iSafezoneYHalf - iTooltipsYOffset;
yLine1 = screenHeight - 18 - iSafezoneYHalf - iTooltipsYOffset;
yLine2 = yLine1 - 10;
}
double maxHealth = minecraft->localplayers[iPad]->getAttribute(SharedMonsterAttributes.MAX_HEALTH);
double totalAbsorption = minecraft->localplayers[iPad]->getAbsorptionAmount();
int numHealthRows = Mth.ceil((maxHealth + totalAbsorption) / 2 / (float) NUM_HEARTS_PER_ROW);
int healthRowHeight = Math.max(10 - (numHealthRows - 2), 3);
int yLine2 = yLine1 - (numHealthRows - 1) * healthRowHeight - 10;
absorption = totalAbsorption;
int armor = minecraft->player->getArmorValue();
int heartOffsetIndex = -1;
if (minecraft->player->hasEffect(MobEffect::regeneration))
{
heartOffsetIndex = tickCount % (int) ceil(maxHealth + 5);
}
// render health and armor
//minecraft.profiler.push("armor");
for (int i = 0; i < Player::MAX_HEALTH / 2; i++)
{
if (armor > 0)
{
int xo = xLeft + i * 8;
if (i * 2 + 1 < armor) blit(xo, yLine2, 16 + 2 * 9, 9, 9, 9);
if (i * 2 + 1 == armor) blit(xo, yLine2, 16 + 1 * 9, 9, 9, 9);
if (i * 2 + 1 > armor) blit(xo, yLine2, 16 + 0 * 9, 9, 9, 9);
}
}
//minecraft.profiler.popPush("health");
for (int i = Mth.ceil((maxHealth + totalAbsorption) / 2) - 1; i >= 0; i--)
{
int healthTexBaseX = 16;
if (minecraft.player.hasEffect(MobEffect.poison))
{
healthTexBaseX += 4 * 9;
}
else if (minecraft.player.hasEffect(MobEffect.wither))
{
healthTexBaseX += 8 * 9;
}
int bg = 0;
if (blink) bg = 1;
int rowIndex = Mth.ceil((i + 1) / (float) NUM_HEARTS_PER_ROW) - 1;
int xo = xLeft + (i % NUM_HEARTS_PER_ROW) * 8;
int yo = yLine1 - rowIndex * healthRowHeight;
if (currentHealth <= 4)
{
yo += random.nextInt(2);
}
if (i == heartOffsetIndex)
{
yo -= 2;
}
int y0 = 0;
// No hardcore on console
/*if (minecraft->level.getLevelData().isHardcore())
{
y0 = 5;
}*/
blit(xo, yo, 16 + bg * 9, 9 * y0, 9, 9);
if (blink)
{
if (i * 2 + 1 < oldHealth) blit(xo, yo, healthTexBaseX + 6 * 9, 9 * y0, 9, 9);
if (i * 2 + 1 == oldHealth) blit(xo, yo, healthTexBaseX + 7 * 9, 9 * y0, 9, 9);
}
if (absorption > 0)
{
if (absorption == totalAbsorption && totalAbsorption % 2 == 1)
{
blit(xo, yo, healthTexBaseX + 17 * 9, 9 * y0, 9, 9);
}
else
{
blit(xo, yo, healthTexBaseX + 16 * 9, 9 * y0, 9, 9);
}
absorption -= 2;
}
else
{
if (i * 2 + 1 < currentHealth) blit(xo, yo, healthTexBaseX + 4 * 9, 9 * y0, 9, 9);
if (i * 2 + 1 == currentHealth) blit(xo, yo, healthTexBaseX + 5 * 9, 9 * y0, 9, 9);
}
}
std::shared_ptr<Entity> riding = minecraft->localplayers[iPad].get()->riding;
std::shared_ptr<LivingEntity> living = dynamic_pointer_cast<LivingEntity>(riding);
if (riding == NULL)
{
// render food
for (int i = 0; i < FoodConstants::MAX_FOOD / 2; i++)
{
int yo = yLine1;
int texBaseX = 16;
int bg = 0;
if (minecraft->player->hasEffect(MobEffect::hunger))
{
texBaseX += 4 * 9;
bg = 13;
}
if (minecraft->player->getFoodData()->getSaturationLevel() <= 0)
{
if ((tickCount % (food * 3 + 1)) == 0)
{
yo += random->nextInt(3) - 1;
}
}
if (foodBlink) bg = 1;
int xo = xRight - i * 8 - 9;
blit(xo, yo, 16 + bg * 9, 9 * 3, 9, 9);
if (foodBlink)
{
if (i * 2 + 1 < oldFood) blit(xo, yo, texBaseX + 6 * 9, 9 * 3, 9, 9);
if (i * 2 + 1 == oldFood) blit(xo, yo, texBaseX + 7 * 9, 9 * 3, 9, 9);
}
if (i * 2 + 1 < food) blit(xo, yo, texBaseX + 4 * 9, 9 * 3, 9, 9);
if (i * 2 + 1 == food) blit(xo, yo, texBaseX + 5 * 9, 9 * 3, 9, 9);
}
}
else if (living != nullptr)
{
// Render mount health
int riderCurrentHealth = (int) ceil(living.get()->GetHealth());
float maxRiderHealth = living->GetMaxHealth();
int hearts = (int) (maxRiderHealth + .5f) / 2;
if (hearts > 30)
{
hearts = 30;
}
int yo = yLine1;
int baseHealth = 0;
while (hearts > 0)
{
int rowHearts = min(hearts, 10);
hearts -= rowHearts;
for (int i = 0; i < rowHearts; i++)
{
int texBaseX = 52;
int bg = 0;
if (foodBlink) bg = 1;
int xo = xRight - i * 8 - 9;
blit(xo, yo, texBaseX + bg * 9, 9 * 1, 9, 9);
if (i * 2 + 1 + baseHealth < riderCurrentHealth) blit(xo, yo, texBaseX + 4 * 9, 9 * 1, 9, 9);
if (i * 2 + 1 + baseHealth == riderCurrentHealth) blit(xo, yo, texBaseX + 5 * 9, 9 * 1, 9, 9);
}
yo -= 10;
baseHealth += 20;
}
}
// render air bubbles
if (minecraft->player->isUnderLiquid(Material::water))
{
int count = (int) ceil((minecraft->player->getAirSupply() - 2) * 10.0f / Player::TOTAL_AIR_SUPPLY);
int extra = (int) ceil((minecraft->player->getAirSupply()) * 10.0f / Player::TOTAL_AIR_SUPPLY) - count;
for (int i = 0; i < count + extra; i++)
{
// Air bubbles
if (i < count) blit(xRight - i * 8 - 9, yLine2, 16, 9 * 2, 9, 9);
else blit(xRight - i * 8 - 9, yLine2, 16 + 9, 9 * 2, 9, 9);
}
}
}
}
// 4J-PB - turn off the slot display if a xui menu is up
////////////////////////////
// render the slot contents
////////////////////////////
if(bDisplayGui)
{
// glDisable(GL_BLEND); 4J - removed - we want to be able to fade our gui
glEnable(GL_RESCALE_NORMAL);
Lighting::turnOnGui();
int x,y;
for (int i = 0; i < 9; i++)
{
if(bTwoPlayerSplitscreen)
{
x = iWidthOffset + screenWidth / 2 - 9 * 10 + i * 20 + 2;
y = iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 16 - 3 + 22;
}
else
{
x = screenWidth / 2 - 9 * 10 + i * 20 + 2;
y = screenHeight - iSafezoneYHalf - iTooltipsYOffset - 16 - 3 + 22;
}
this->renderSlot(i, x, y, a);
}
Lighting::turnOff();
glDisable(GL_RESCALE_NORMAL);
}
#endif // RENDER_HUD
// 4J - do render of crouched player. This code is largely taken from the inventory render of the player, with some special hard-coded positions
// worked out by hand from the xui implementation of the crouch icon
if(app.GetGameSettings(iPad,eGameSetting_AnimatedCharacter))
{
//int playerIdx = minecraft->player->GetXboxPad();
static int characterDisplayTimer[4] = {0};
if( !bDisplayGui )
{
characterDisplayTimer[iPad] = 0;
}
else if( minecraft->player->isSneaking() )
{
characterDisplayTimer[iPad] = 30;
}
else if( minecraft->player->isSprinting() )
{
characterDisplayTimer[iPad] = 30;
}
else if( minecraft->player->abilities.flying)
{
characterDisplayTimer[iPad] = 5; // quickly get rid of the player display if they stop flying
}
else if( characterDisplayTimer[iPad] > 0 )
{
--characterDisplayTimer[iPad];
}
bool displayCrouch = minecraft->player->isSneaking() || ( characterDisplayTimer[iPad] > 0 );
bool displaySprint = minecraft->player->isSprinting() || ( characterDisplayTimer[iPad] > 0 );
bool displayFlying = minecraft->player->abilities.flying || ( characterDisplayTimer[iPad] > 0 );
if( bDisplayGui && (displayCrouch || displaySprint || displayFlying) )
{
EntityRenderDispatcher::instance->prepare(minecraft->level, minecraft->textures, minecraft->font, minecraft->cameraTargetPlayer, minecraft->crosshairPickMob, minecraft->options, a);
glEnable(GL_RESCALE_NORMAL);
glEnable(GL_COLOR_MATERIAL);
// 4J - TomK now using safe zone values directly instead of the magic number calculation that lived here before (which only worked for medium scale, the other two were off!)
int xo = iSafezoneXHalf + 10;
int yo = iSafezoneTopYHalf + 10;
#ifdef __PSVITA__
// align directly with corners, there are no safe zones on vita
xo = 10;
yo = 10;
#endif
glPushMatrix();
glTranslatef((float)xo, (float)yo, 50);
float ss = 12;
glScalef(-ss, ss, ss);
glRotatef(180, 0, 0, 1);
float oyr = minecraft->player->yRot;
float oyrO = minecraft->player->yRotO;
float oxr = minecraft->player->xRot;
int ofire = minecraft->player->onFire;
bool ofireflag = minecraft->player->getSharedFlag(Entity::FLAG_ONFIRE);
float xd = -40;
float yd = 10;
// 4J Stu - This is all based on the inventory player renderer, with changes to ensure that capes render correctly
// by minimising the changes to member variables of the player which are all related
glRotatef(45 + 90, 0, 1, 0);
Lighting::turnOn();
glRotatef(-45 - 90, 0, 1, 0);
glRotatef(-(float) atan(yd / 40.0f ) * 20, 1, 0, 0);
float bodyRot = (minecraft->player->yBodyRotO + (minecraft->player->yBodyRot - minecraft->player->yBodyRotO));
// Fixed rotation angle of degrees, adjusted by bodyRot to negate the rotation that occurs in the renderer
// bodyRot in the rotation below is a simplification of "180 - (180 - bodyRot)" where the first 180 is EntityRenderDispatcher::instance->playerRotY that we set below
// and (180 - bodyRot) is the angle of rotation that is performed within the mob renderer
glRotatef( bodyRot - ( (float) atan(xd / 40.0f) * 20), 0, 1, 0);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Set head rotation to body rotation to make head static
minecraft->player->yRot = bodyRot;
minecraft->player->yRotO = minecraft->player->yRot;
minecraft->player->xRot = -(float) atan(yd / 40.0f) * 20;
minecraft->player->onFire = 0;
minecraft->player->setSharedFlag(Entity::FLAG_ONFIRE, false);
// 4J - TomK don't offset the player. it's easier to align it with the safe zones that way!
//glTranslatef(0, minecraft->player->heightOffset, 0);
glTranslatef(0, 0, 0);
EntityRenderDispatcher::instance->playerRotY = 180;
EntityRenderDispatcher::instance->isGuiRender = true;
EntityRenderDispatcher::instance->render(minecraft->player, 0, 0, 0, 0, 1);
EntityRenderDispatcher::instance->isGuiRender = false;
minecraft->player->yRot = oyr;
minecraft->player->yRotO = oyrO;
minecraft->player->xRot = oxr;
minecraft->player->onFire = ofire;
minecraft->player->setSharedFlag(Entity::FLAG_ONFIRE,ofireflag);
glPopMatrix();
Lighting::turnOff();
glDisable(GL_RESCALE_NORMAL);
}
}
}
#if RENDER_HUD
// Moved so the opacity blend is applied to it
if (bDisplayGui && minecraft->gameMode->hasExperience() && minecraft->player->experienceLevel > 0)
{
if (true)
{
bool blink = false;
int col = blink ? 0xffffff : 0x80ff20;
wchar_t formatted[10];
swprintf(formatted, 10, L"%d",minecraft->player->experienceLevel);
wstring str = formatted;
int x = iWidthOffset + (screenWidth - font->width(str)) / 2;
int y = screenHeight - iSafezoneYHalf - iTooltipsYOffset;
// If we're in creative mode, we don't need to offset the XP display so much
if (minecraft->gameMode->canHurtPlayer())
{
y-=18;
}
else
{
y-=13;
}
if(bTwoPlayerSplitscreen)
{
y+=iHeightOffset;
}
//int y = screenHeight - 31 - 4;
font->draw(str, x + 1, y, 0x000000);
font->draw(str, x - 1, y, 0x000000);
font->draw(str, x, y + 1, 0x000000);
font->draw(str, x, y - 1, 0x000000);
// font->draw(str, x + 1, y + 1, 0x000000);
// font->draw(str, x - 1, y + 1, 0x000000);
// font->draw(str, x + 1, y - 1, 0x000000);
// font->draw(str, x - 1, y - 1, 0x000000);
font->draw(str, x, y, col);
}
}
#endif // RENDER_HUD
// 4J - added to disable blends, which we have enabled previously to allow gui fading
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// if the player is falling asleep we render a dark overlay
if (minecraft->player->getSleepTimer() > 0)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
int timer = minecraft->player->getSleepTimer();
float amount = (float) timer / (float) Player::SLEEP_DURATION;
if (amount > 1)
{
// waking up
amount = 1.0f - ((float) (timer - Player::SLEEP_DURATION) / (float) Player::WAKE_UP_DURATION);
}
int color = (int) (220.0f * amount) << 24 | (0x101020);
fill(0, 0, screenWidth/fScaleFactorWidth, screenHeight/fScaleFactorHeight, color);
glEnable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
// 4J-PB - Request from Mojang to have a red death screen
if (!minecraft->player->isAlive())
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
int timer = minecraft->player->getDeathFadeTimer();
float amount = (float) timer / (float) Player::DEATHFADE_DURATION;
int color = (int) (220.0f * amount) << 24 | (0x200000);
fill(0, 0, screenWidth/fScaleFactorWidth, screenHeight/fScaleFactorHeight, color);
glEnable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
// {
// String str = "" + minecraft.player.getFoodData().getExhaustionLevel() + ", " + minecraft.player.getFoodData().getSaturationLevel();
// int x = (screenWidth - font.width(str)) / 2;
// int y = screenHeight - 64;
// font.draw(str, x + 1, y, 0xffffff);
// }
#ifndef _FINAL_BUILD
MemSect(31);
if (minecraft->options->renderDebug)
{
const int debugLeft = 1;
const int debugTop = 1;
const float maxContentWidth = 1200.f;
const float maxContentHeight = 420.f;
float scale = (float)(screenWidth - debugLeft - 8) / maxContentWidth;
float scaleV = (float)(screenHeight - debugTop - 80) / maxContentHeight;
if (scaleV < scale) scale = scaleV;
if (scale > 1.f) scale = 1.f;
if (scale < 0.5f) scale = 0.5f;
glPushMatrix();
glTranslatef((float)debugLeft, (float)debugTop, 0.f);
glScalef(scale, scale, 1.f);
glTranslatef((float)-debugLeft, (float)-debugTop, 0.f);
vector<wstring> lines;
lines.push_back(ClientConstants::VERSION_STRING);
lines.push_back(minecraft->fpsString);
lines.push_back(L"E: " + std::to_wstring(minecraft->level->getAllEntities().size())); // Could maybe use entity::shouldRender to work out how many are rendered but thats like expensive
// TODO Add server information with packet counts - once multiplayer is more stable
int renderDistance = app.GetGameSettings(iPad, eGameSetting_RenderDistance);
// Calculate the chunk sections using 16 * (2n + 1)^2
lines.push_back(L"C: " + std::to_wstring(16 * (2 * renderDistance + 1) * (2 * renderDistance + 1)) + L" D: " + std::to_wstring(renderDistance));
lines.push_back(minecraft->gatherStats4()); // Chunk Cache
// Dimension
wstring dimension = L"unknown";
switch (minecraft->player->dimension)
{
case -1:
dimension = L"minecraft:the_nether";
break;
case 0:
dimension = L"minecraft:overworld";
break;
case 1:
dimension = L"minecraft:the_end";
break;
}
lines.push_back(dimension);
lines.push_back(L""); // Spacer
// Players block pos
int xBlockPos = Mth::floor(minecraft->player->x);
int yBlockPos = Mth::floor(minecraft->player->y);
int zBlockPos = Mth::floor(minecraft->player->z);
// Chunk player is in
int xChunkPos = minecraft->player->xChunk;
int yChunkPos = minecraft->player->yChunk;
int zChunkPos = minecraft->player->zChunk;
// Players offset within the chunk
int xChunkOffset = xBlockPos - xChunkPos * 16;
int yChunkOffset = yBlockPos - yChunkPos * 16;
int zChunkOffset = zBlockPos - zChunkPos * 16;
// Format the position like java with limited decumal places
WCHAR posString[44]; // Allows upto 7 digit positions (+-9_999_999)
swprintf(posString, 44, L"%.3f / %.5f / %.3f", minecraft->player->x, minecraft->player->y, minecraft->player->z);
lines.push_back(L"XYZ: " + std::wstring(posString));
lines.push_back(L"Block: " + std::to_wstring(static_cast<int>(xBlockPos)) + L" " + std::to_wstring(static_cast<int>(yBlockPos)) + L" " + std::to_wstring(static_cast<int>(zBlockPos)));
lines.push_back(L"Chunk: " + std::to_wstring(xChunkOffset) + L" " + std::to_wstring(yChunkOffset) + L" " + std::to_wstring(zChunkOffset) + L" in " + std::to_wstring(xChunkPos) + L" " + std::to_wstring(yChunkPos) + L" " + std::to_wstring(zChunkPos));
// Wrap the yRot to 360 then adjust to (-180 to 180) range to match java
float yRotDisplay = fmod(minecraft->player->yRot, 360.0f);
if (yRotDisplay > 180.0f)
{
yRotDisplay -= 360.0f;
}
if (yRotDisplay < -180.0f)
{
yRotDisplay += 360.0f;
}
// Generate the angle string in the format "yRot / xRot" with one decimal place, similar to java edition
WCHAR angleString[16];
swprintf(angleString, 16, L"%.1f / %.1f", yRotDisplay, minecraft->player->xRot);
// Work out the named direction
int direction = Mth::floor(minecraft->player->yRot * 4.0f / 360.0f + 0.5) & 0x3;
wstring cardinalDirection;
switch (direction)
{
case 0:
cardinalDirection = L"south";
break;
case 1:
cardinalDirection = L"west";
break;
case 2:
cardinalDirection = L"north";
break;
case 3:
cardinalDirection = L"east";
break;
}
lines.push_back(L"Facing: " + cardinalDirection + L" (" + angleString + L")");
// We have to limit y to 256 as we don't get any information past that
if (minecraft->level != NULL && minecraft->level->hasChunkAt(xBlockPos, fmod(yBlockPos, 256), zBlockPos))
{
LevelChunk *chunkAt = minecraft->level->getChunkAt(xBlockPos, zBlockPos);
int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
int blockLight = chunkAt->getBrightness(LightLayer::Block, xChunkOffset, yChunkOffset, zChunkOffset);
int maxLight = fmax(skyLight, blockLight);
lines.push_back(L"Light: " + std::to_wstring(maxLight) + L" (" + std::to_wstring(skyLight) + L" sky, " + std::to_wstring(blockLight) + L" block)");
lines.push_back(L"CH S: " + std::to_wstring(chunkAt->getHeightmap(xChunkOffset, zChunkOffset)));
Biome *biome = chunkAt->getBiome(xChunkOffset, zChunkOffset, minecraft->level->getBiomeSource());
lines.push_back(L"Biome: " + biome->m_name + L" (" + std::to_wstring(biome->id) + L")");
lines.push_back(L"Difficulty: " + std::to_wstring(minecraft->level->difficulty) + L" (Day " + std::to_wstring(minecraft->level->getGameTime() / Level::TICKS_PER_DAY) + L")");
}
// This is all LCE only stuff, it was never on java
lines.push_back(L""); // Spacer
lines.push_back(L"Seed: " + std::to_wstring(minecraft->level->getLevelData()->getSeed()));
lines.push_back(minecraft->gatherStats1()); // Time to autosave
lines.push_back(minecraft->gatherStats2()); // Empty currently - CPlatformNetworkManagerStub::GatherStats()
lines.push_back(minecraft->gatherStats3()); // RTT
#ifdef _DEBUG // Only show terrain features in debug builds not release
// TERRAIN FEATURES
if (minecraft->level->dimension->id == 0)
{
wstring wfeature[eTerrainFeature_Count];
wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
wfeature[eTerrainFeature_Village] = L"Village: ";
wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
float maxW = (float)(screenWidth - debugLeft - 8) / scale;
float maxWForContent = maxW - (float)font->width(L"...");
bool truncated[eTerrainFeature_Count] = {};
for (int i = 0; i < (int)app.m_vTerrainFeatures.size(); i++)
{
FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
int type = pFeatureData->eTerrainFeature;
if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine)
{
continue;
}
if (truncated[type])
{
continue;
}
wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
{
wfeature[type] += itemInfo;
}
else
{
wfeature[type] += L"...";
truncated[type] = true;
}
}
lines.push_back(L""); // Add a spacer line
for (int i = eTerrainFeature_Stronghold; i <= (int)eTerrainFeature_Ravine; i++)
{
lines.push_back(wfeature[i]);
}
lines.push_back(L"");
}
#endif
// Loop through the lines and draw them all on screen
int yPos = debugTop;
for (const auto &line : lines)
{
drawString(font, line, debugLeft, yPos, 0xffffff);
yPos += 10;
}
glPopMatrix();
}
MemSect(0);
#endif
lastTickA = a;
// 4J Stu - This is now displayed in a xui scene
#if 0
// Jukebox CD message
if (overlayMessageTime > 0)
{
float t = overlayMessageTime - a;
int alpha = (int) (t * 256 / 20);
if (alpha > 255) alpha = 255;
if (alpha > 0)
{
glPushMatrix();
if(bTwoPlayerSplitscreen)
{
glTranslatef((float)((screenWidth / 2)+iWidthOffset), ((float)(screenHeight+iHeightOffset)) - iTooltipsYOffset -12 -iSafezoneYHalf, 0);
}
else
{
glTranslatef(((float)screenWidth) / 2, ((float)screenHeight) - iTooltipsYOffset - 12 -iSafezoneYHalf, 0);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int col = 0xffffff;
if (animateOverlayMessageColor)
{
col = Color::HSBtoRGB(t / 50.0f, 0.7f, 0.6f) & 0xffffff;
}
// 4J-PB - this is the string displayed when cds are placed in a jukebox
font->draw(overlayMessageString,-font->width(overlayMessageString) / 2, -20, col + (alpha << 24));
glDisable(GL_BLEND);
glPopMatrix();
}
}
#endif
unsigned int max = 10;
bool isChatting = false;
if (dynamic_cast<ChatScreen *>(minecraft->screen) != NULL)
{
max = 20;
isChatting = true;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_ALPHA_TEST);
#if 0 // defined(_WINDOWS64) // Temporarily disable this chat in favor of iggy chat until we have better visual parity
glPushMatrix();
glTranslatef(0.0f, static_cast<float>(screenHeight - iSafezoneYHalf - iTooltipsYOffset - 16 - 3 + 22) - 24.0f, 0.0f);
if(bDisplayGui)
{
int iPad=minecraft->player->GetXboxPad();
for (unsigned int i = 0; i < guiMessages[iPad].size() && i < max; i++)
{
if (guiMessages[iPad][i].ticks < 20 * 10 || isChatting)
{
double t = guiMessages[iPad][i].ticks / (20 * 10.0);
t = 1 - t;
t = t * 10;
if (t < 0) t = 0;
if (t > 1) t = 1;
t = t * t;
int alpha = static_cast<int>(255 * t);
if (isChatting) alpha = 255;
if (alpha > 0)
{
int x = iSafezoneXHalf+2;
int y = -(static_cast<int>(i)) * 9;
if(bTwoPlayerSplitscreen)
{
y+= iHeightOffset;
}
wstring msg = guiMessages[iPad][i].string;
this->fill(0, y - 1, screenWidth/fScaleFactorWidth, y + 8, (alpha / 2) << 24);
glEnable(GL_BLEND);
font->drawShadow(msg, iSafezoneXHalf+4, y, 0xffffff + (alpha << 24));
}
}
}
}
glPopMatrix();
#endif
// 4J Stu - Copied over but not used
#if 0
if (minecraft.player instanceof MultiplayerLocalPlayer && minecraft.options.keyPlayerList.isDown)
{
ClientConnection connection = ((MultiplayerLocalPlayer) minecraft.player).connection;
List<PlayerInfo> playerInfos = connection.playerInfos;
int slots = connection.maxPlayers;
int rows = slots;
int cols = 1;
while (rows > 20) {
cols++;
rows = (slots + cols - 1) / cols;
}
/*
* int fakeCount = 39; while (playerInfos.size() > fakeCount)
* playerInfos.remove(playerInfos.size() - 1); while (playerInfos.size() <
* fakeCount) playerInfos.add(new PlayerInfo("fiddle"));
*/
int slotWidth = 300 / cols;
if (slotWidth > 150) slotWidth = 150;
int xxo = (screenWidth - cols * slotWidth) / 2;
int yyo = 10;
fill(xxo - 1, yyo - 1, xxo + slotWidth * cols, yyo + 9 * rows, 0x80000000);
for (int i = 0; i < slots; i++) {
int xo = xxo + i % cols * slotWidth;
int yo = yyo + i / cols * 9;
fill(xo, yo, xo + slotWidth - 1, yo + 8, 0x20ffffff);
glColor4f(1, 1, 1, 1);
glEnable(GL_ALPHA_TEST);
if (i < playerInfos.size()) {
PlayerInfo pl = playerInfos.get(i);
font.drawShadow(pl.name, xo, yo, 0xffffff);
minecraft.textures.bind(minecraft.textures.loadTexture("/gui/icons.png"));
int xt = 0;
int yt = 0;
xt = 0;
yt = 0;
if (pl.latency < 0) yt = 5;
else if (pl.latency < 150) yt = 0;
else if (pl.latency < 300) yt = 1;
else if (pl.latency < 600) yt = 2;
else if (pl.latency < 1000) yt = 3;
else yt = 4;
blitOffset += 100;
blit(xo + slotWidth - 12, yo, 0 + xt * 10, 176 + yt * 8, 10, 8);
blitOffset -= 100;
}
}
}
#endif
if(bDisplayGui && bTwoPlayerSplitscreen)
{
// pop the scaled matrix
glPopMatrix();
}
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
}
// Moved to the xui base scene
// void Gui::renderBossHealth(void)
// {
// if (EnderDragonRenderer::bossInstance == NULL) return;
//
// shared_ptr<EnderDragon> boss = EnderDragonRenderer::bossInstance;
// EnderDragonRenderer::bossInstance = NULL;
//
// Minecraft *pMinecraft=Minecraft::GetInstance();
//
// Font *font = pMinecraft->font;
//
// ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
// int screenWidth = ssc.getWidth();
//
// int w = 182;
// int xLeft = screenWidth / 2 - w / 2;
//
// int progress = (int) (boss->getSynchedHealth() / (float) boss->getMaxHealth() * (float) (w + 1));
//
// int yo = 12;
// blit(xLeft, yo, 0, 74, w, 5);
// blit(xLeft, yo, 0, 74, w, 5);
// if (progress > 0)
// {
// blit(xLeft, yo, 0, 79, progress, 5);
// }
//
// wstring msg = L"Boss health - NON LOCALISED";
// font->drawShadow(msg, screenWidth / 2 - font->width(msg) / 2, yo - 10, 0xff00ff);
// glColor4f(1, 1, 1, 1);
// glBindTexture(GL_TEXTURE_2D, pMinecraft->textures->loadTexture(TN_GUI_ICONS) );//"/gui/icons.png"));
//
// }
void Gui::renderPumpkin(int w, int h)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, 1);
glDisable(GL_ALPHA_TEST);
MemSect(31);
minecraft->textures->bindTexture(&PUMPKIN_BLUR_LOCATION);
MemSect(0);
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertexUV((float)(0), (float)( h), (float)( -90), (float)( 0), (float)( 1));
t->vertexUV((float)(w), (float)( h), (float)( -90), (float)( 1), (float)( 1));
t->vertexUV((float)(w), (float)( 0), (float)( -90), (float)( 1), (float)( 0));
t->vertexUV((float)(0), (float)( 0), (float)( -90), (float)( 0), (float)( 0));
t->end();
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
}
void Gui::renderVignette(float br, int w, int h)
{
br = 1 - br;
if (br < 0) br = 0;
if (br > 1) br = 1;
tbr += (br - tbr) * 0.01f;
#if 0 // 4J - removed - TODO put back when we have blend functions implemented
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glColor4f(tbr, tbr, tbr, 1);
glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(TN__BLUR__MISC_VIGNETTE));//L"%blur%/misc/vignette.png"));
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertexUV((float)(0), (float)( h), (float)( -90), (float)( 0), (float)( 1));
t->vertexUV((float)(w), (float)( h), (float)( -90), (float)( 1), (float)( 1));
t->vertexUV((float)(w), (float)( 0), (float)( -90), (float)( 1), (float)( 0));
t->vertexUV((float)(0), (float)( 0), (float)( -90), (float)( 0), (float)( 0));
t->end();
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glColor4f(1, 1, 1, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif
}
void Gui::renderTp(float br, int w, int h)
{
if (br < 1)
{
br = br * br;
br = br * br;
br = br * 0.8f + 0.2f;
}
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1, 1, 1, br);
MemSect(31);
minecraft->textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);
MemSect(0);
Icon *slot = Tile::portalTile->getTexture(Facing::UP);
float u0 = slot->getU0();
float v0 = slot->getV0();
float u1 = slot->getU1();
float v1 = slot->getV1();
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertexUV((float)(0), (float)( h), (float)( -90), (float)( u0), (float)( v1));
t->vertexUV((float)(w), (float)( h), (float)( -90), (float)( u1), (float)( v1));
t->vertexUV((float)(w), (float)( 0), (float)( -90), (float)( u1), (float)( v0));
t->vertexUV((float)(0), (float)( 0), (float)( -90), (float)( u0), (float)( v0));
t->end();
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
}
void Gui::renderSlot(int slot, int x, int y, float a)
{
shared_ptr<ItemInstance> item = minecraft->player->inventory->items[slot];
if (item == NULL) return;
float pop = item->popTime - a;
if (pop > 0)
{
glPushMatrix();
float squeeze = 1 + pop / (float) Inventory::POP_TIME_DURATION;
glTranslatef((float)(x + 8), (float)(y + 12), 0);
glScalef(1 / squeeze, (squeeze + 1) / 2, 1);
glTranslatef((float)-(x + 8), (float)-(y + 12), 0);
}
itemRenderer->renderAndDecorateItem(minecraft->font, minecraft->textures, item, x, y);
if (pop > 0)
{
glPopMatrix();
}
itemRenderer->renderGuiItemDecorations(minecraft->font, minecraft->textures, item, x, y);
}
void Gui::tick()
{
if (overlayMessageTime > 0) overlayMessageTime--;
tickCount++;
for(int iPad=0;iPad<XUSER_MAX_COUNT;iPad++)
{
// 4J Stu - Fix for #10929 - MP LAB: Network Disconnects: Host does not receive an error message stating the client left the game when viewing the Pause Menu.
// We don't show the guiMessages when a menu is up, so don't fade them out
if(!ui.GetMenuDisplayed(iPad))
{
for (auto& it : guiMessages[iPad])
{
it.ticks++;
}
}
}
}
void Gui::clearMessages(int iPad)
{
if(iPad==-1)
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
if(minecraft->localplayers[i])
{
guiMessages[i].clear();
}
}
}
else
{
guiMessages[iPad].clear();
}
}
void Gui::addMessage(const wstring& _string,int iPad,bool bIsDeathMessage)
{
wstring string = _string; // 4J - Take copy of input as it is const
//int iScale=1;
//if((minecraft->player->m_iScreenSection==C4JRender::VIEWPORT_TYPE_SPLIT_TOP) ||
// (minecraft->player->m_iScreenSection==C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM))
//{
// iScale=2;
//}
// while (minecraft->font->width(string) > (m_iMaxMessageWidth*iScale))
//{
// unsigned int i = 1;
// while (i < string.length() && minecraft->font->width(string.substr(0, i + 1)) <= (m_iMaxMessageWidth*iScale))
// {
// i++;
// }
// int iLast=string.find_last_of(L" ",i);
// // if a space was found, include the space on this line
// if(iLast!=i)
// {
// iLast++;
// }
// addMessage(string.substr(0, iLast), iPad);
// string = string.substr(iLast);
// }
int maximumChars;
switch(minecraft->player->m_iScreenSection)
{
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
if(RenderManager.IsHiDef())
{
maximumChars = 105;
}
else
{
maximumChars = 55;
}
#ifdef __PSVITA__
maximumChars = 90;
#endif
switch(XGetLanguage())
{
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_TCHINESE:
case XC_LANGUAGE_KOREAN:
if(RenderManager.IsHiDef())
{
maximumChars = 70;
}
else
{
maximumChars = 35;
}
#ifdef __PSVITA__
maximumChars = 55;
#endif
break;
}
break;
default:
maximumChars = 55;
switch(XGetLanguage())
{
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_TCHINESE:
case XC_LANGUAGE_KOREAN:
maximumChars = 35;
break;
}
break;
}
while (string.length() > maximumChars)
{
unsigned int i = 1;
while (i < string.length() && (i + 1) <= maximumChars)
{
i++;
}
int iLast=(int)string.find_last_of(L" ",i);
switch(XGetLanguage())
{
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_TCHINESE:
case XC_LANGUAGE_KOREAN:
iLast = maximumChars;
break;
default:
iLast=(int)string.find_last_of(L" ",i);
break;
}
// if a space was found, include the space on this line
if(iLast!=i)
{
iLast++;
}
addMessage(string.substr(0, iLast), iPad, bIsDeathMessage);
string = string.substr(iLast);
}
if(iPad==-1)
{
// add to all
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
if(minecraft->localplayers[i] && !(bIsDeathMessage && app.GetGameSettings(i,eGameSetting_DeathMessages)==0))
{
guiMessages[i].insert(guiMessages[i].begin(), GuiMessage(string));
while (guiMessages[i].size() > 50)
{
guiMessages[i].pop_back();
}
}
}
}
else if(!(bIsDeathMessage && app.GetGameSettings(iPad,eGameSetting_DeathMessages)==0))
{
guiMessages[iPad].insert(guiMessages[iPad].begin(), GuiMessage(string));
while (guiMessages[iPad].size() > 50)
{
guiMessages[iPad].pop_back();
}
}
}
// 4J Added
float Gui::getOpacity(int iPad, DWORD index)
{
float opacityPercentage = 0;
if (guiMessages[iPad].size() > index && guiMessages[iPad][index].ticks < 20 * 10)
{
double t = guiMessages[iPad][index].ticks / (20 * 10.0);
t = 1 - t;
t = t * 10;
if (t < 0) t = 0;
if (t > 1) t = 1;
t = t * t;
opacityPercentage = t;
}
return opacityPercentage;
}
float Gui::getJukeboxOpacity(int iPad)
{
float t = overlayMessageTime - lastTickA;
int alpha = (int) (t * 256 / 20);
if (alpha > 255) alpha = 255;
alpha /= 255;
return alpha;
}
void Gui::setNowPlaying(const wstring& string)
{
// overlayMessageString = L"Now playing: " + string;
overlayMessageString = app.GetString(IDS_NOWPLAYING) + string;
overlayMessageTime = 20 * 3;
animateOverlayMessageColor = true;
}
void Gui::displayClientMessage(int messageId, int iPad)
{
//Language *language = Language::getInstance();
wstring languageString = app.GetString(messageId);//language->getElement(messageId);
addMessage(languageString, iPad);
}
// 4J Added
void Gui::renderGraph(int dataLength, int dataPos, int64_t *dataA, float dataAScale, int dataAWarning, int64_t *dataB, float dataBScale, int dataBWarning)
{
int height = minecraft->height;
// This causes us to cover xScale*dataLength pixels in the horizontal
int xScale = 1;
if(dataA != NULL && dataB != NULL) xScale = 2;
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (float)minecraft->width, (float)height, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glLineWidth(1);
glDisable(GL_TEXTURE_2D);
Tesselator *t = Tesselator::getInstance();
t->begin(GL_LINES);
for (int i = 0; i < dataLength; i++)
{
int col = ((i - dataPos) & (dataLength - 1)) * 255 / dataLength;
int cc = col * col / 255;
cc = cc * cc / 255;
int cc2 = cc * cc / 255;
cc2 = cc2 * cc2 / 255;
if( dataA != NULL )
{
if (dataA[i] > dataAWarning)
{
t->color(0xff000000 + cc * 65536);
}
else
{
t->color(0xff000000 + cc * 256);
}
int64_t aVal = dataA[i] / dataAScale;
t->vertex((float)(xScale*i + 0.5f), (float)( height - aVal + 0.5f), (float)( 0));
t->vertex((float)(xScale*i + 0.5f), (float)( height + 0.5f), (float)( 0));
}
if( dataB != NULL )
{
if (dataB[i]>dataBWarning)
{
t->color(0xff000000 + cc * 65536 + cc * 256 + cc * 1);
}
else
{
t->color(0xff808080 + cc/2 * 256);
}
int64_t bVal = dataB[i] / dataBScale;
t->vertex((float)(xScale*i + (xScale - 1) + 0.5f), (float)( height - bVal + 0.5f), (float)( 0));
t->vertex((float)(xScale*i + (xScale - 1) + 0.5f), (float)( height + 0.5f), (float)( 0));
}
}
t->end();
glEnable(GL_TEXTURE_2D);
}
void Gui::renderStackedGraph(int dataPos, int dataLength, int dataSources, int64_t (*func)(unsigned int dataPos, unsigned int dataSource) )
{
int height = minecraft->height;
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (float)minecraft->width, (float)height, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glLineWidth(1);
glDisable(GL_TEXTURE_2D);
Tesselator *t = Tesselator::getInstance();
t->begin(GL_LINES);
int64_t thisVal = 0;
int64_t topVal = 0;
for (int i = 0; i < dataLength; i++)
{
thisVal = 0;
topVal = 0;
int col = ((i - dataPos) & (dataLength - 1)) * 255 / dataLength;
int cc = col * col / 255;
cc = cc * cc / 255;
int cc2 = cc * cc / 255;
cc2 = cc2 * cc2 / 255;
for(unsigned int source = 0; source < dataSources; ++source )
{
thisVal = func( i, source );
if( thisVal > 0 )
{
float vary = (float)source/dataSources;
int fColour = floor(vary * 0xffffff);
int colour = 0xff000000 + fColour;
//printf("Colour is %x\n", colour);
t->color(colour);
t->vertex((float)(i + 0.5f), (float)( height - topVal - thisVal + 0.5f), (float)( 0));
t->vertex((float)(i + 0.5f), (float)( height - topVal + 0.5f), (float)( 0));
topVal += thisVal;
}
}
// Draw some horizontals
for(unsigned int horiz = 1; horiz < 7; ++horiz )
{
t->color(0xff000000);
t->vertex((float)(0 + 0.5f), (float)( height - (horiz*100) + 0.5f), (float)( 0));
t->vertex((float)(dataLength + 0.5f), (float)( height - (horiz*100) + 0.5f), (float)( 0));
}
}
t->end();
glEnable(GL_TEXTURE_2D);
}