* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
95 lines
2.6 KiB
C++
95 lines
2.6 KiB
C++
#include "stdafx.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ScreenSizeCalculator.h"
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#include "..\..\Lighting.h"
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#include "XUI_Ctrl_SplashPulser.h"
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#include "..\..\Font.h"
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#include "..\..\..\Minecraft.World\Mth.h"
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#include "..\..\..\Minecraft.World\System.h"
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//-----------------------------------------------------------------------------
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// CXuiCtrlSplashPulser class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CXuiCtrlSplashPulser::CXuiCtrlSplashPulser() :
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m_bDirty(FALSE),
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m_fScale(1.0f),
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m_fAlpha(1.0f)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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}
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//-----------------------------------------------------------------------------
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HRESULT CXuiCtrlSplashPulser::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled)
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{
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HRESULT hr=S_OK;
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return hr;
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}
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HRESULT CXuiCtrlSplashPulser::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled )
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{
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#ifdef _XBOX
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HXUIDC hDC = pRenderData->hDC;
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Minecraft *pMinecraft=Minecraft::GetInstance();
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Font *font = pMinecraft->font;
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wstring splash( GetText() );
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// build and render with the game call
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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RenderManager.Set_matrixDirty();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, 1280.0f, 720.0f, 0, 1000, 3000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -2000);
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glColor4f(1.0f,1.0f,1.0f,1.0f);
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glPushMatrix();
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D3DXMATRIX matrix;
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CXuiControl xuiControl(m_hObj);
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xuiControl.GetFullXForm(&matrix);
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float bwidth,bheight;
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xuiControl.GetBounds(&bwidth,&bheight);
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float xo = (matrix._41 + (bwidth*matrix._11)/2 );
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float yo = (matrix._42 + (bheight*matrix._22) );
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glTranslatef(xo, yo, 0);
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glRotatef(-17, 0, 0, 1);
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float sss = 1.8f - Mth::abs(Mth::sin(System::currentTimeMillis() % 1000 / 1000.0f * PI * 2) * 0.1f);
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sss*=(m_fScreenWidth/m_fRawWidth);
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sss = sss * 100 / (font->width(splash) + 8 * 4);
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glScalef(sss, sss, sss);
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//drawCenteredString(font, splash, 0, -8, 0xffff00);
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font->drawShadow(splash, 0 - (font->width(splash)) / 2, -8, 0xffff00);
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glPopMatrix();
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glDisable(GL_RESCALE_NORMAL);
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glEnable(GL_DEPTH_TEST);
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XuiRenderRestoreState(hDC);
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bHandled = TRUE;
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#endif
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return S_OK;
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}
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