Files
MinecraftConsoles/Minecraft.Client/Durango/Durango_UIController.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

195 lines
6.5 KiB
C++

#include "stdafx.h"
#include "Durango_UIController.h"
#define _ENABLEIGGY
ConsoleUIController ui;
void ConsoleUIController::init(Microsoft::WRL::ComPtr<ID3D11Device> dev, Microsoft::WRL::ComPtr<ID3D11DeviceContext> ctx, Microsoft::WRL::ComPtr<ID3D11RenderTargetView> pRenderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> pDepthStencilView, S32 w, S32 h)
{
#ifdef _ENABLEIGGY
m_pRenderTargetView = pRenderTargetView;
m_pDepthStencilView = pDepthStencilView;
// Shared init
preInit(w,h);
gdraw_funcs = gdraw_D3D11_CreateContext(dev.Get(), ctx.Get(), w, h);
if(!gdraw_funcs)
{
app.DebugPrintf("Failed to initialise GDraw!\n");
#ifndef _CONTENT_PACKAGE
__debugbreak();
#endif
app.FatalLoadError();
}
/* For each of the resource types, we specify the size of the cache that
GDraw will use. We specify both the number of possible objects
(the number of "handles") of each type, and the maximum memory
to use for each one.
For some platforms, we would actually pass
in the memory to use, and the GDraw will strictly obey the resource
request. For D3D, storage is managed by D3D, and GDraw only
approximates the requested storage amount. In fact, you don't
even have to set these at all for D3D, which has some "reasonable" defaults,
but we'll set it here for clarity.
(The storage required for
the handles is separate, and always allocated through the global allocator
specified in IggyInit.)
The size that's actually needed here depends on the content of your
Flash file. There's more info in the documentation about how to
determine how big they should be. But for now, we'll just set them
really big so if you substitute a different file it should work. */
gdraw_D3D11_SetResourceLimits(GDRAW_D3D11_RESOURCE_vertexbuffer, 5000, 16 * 1024 * 1024);
gdraw_D3D11_SetResourceLimits(GDRAW_D3D11_RESOURCE_texture , 5000, 128 * 1024 * 1024);
gdraw_D3D11_SetResourceLimits(GDRAW_D3D11_RESOURCE_rendertarget, 10, 32 * 1024 * 1024);
gdraw_D3D11_SetResourceLimits(GDRAW_D3D11_RESOURCE_dynbuffer , 1, 2 * 1024 * 1024);
/* GDraw is all set, so we'll point Iggy at it. */
IggySetGDraw(gdraw_funcs);
// Initialize audio
// TODO: 4J Stu - Currently Iggy crashes if I have audio enabled. Disabling for now.
//IggyAudioUseDefault();
// Shared init
postInit();
#endif
}
void ConsoleUIController::render()
{
#ifdef _ENABLEIGGY
/* Now that we've cleared, we need to tell GDraw which
render target to use, what depth/stencil buffer to use,
and where the origin should be.
If we were using multisampling, we'd also need to give
GDraw a render target view for a non-multisampled texture
the size of main_rtv as a resolve target (this is the third
parameter). But since we're not using multisampling in this
example, no resolve targets are required. */
gdraw_D3D11_SetTileOrigin( m_pRenderTargetView.Get(),
m_pDepthStencilView.Get(),
NULL,
0,
0 );
renderScenes();
/* Finally we're ready to display the frame. We call GDraw to
let it know we're done rendering, so it can do any finalization
it needs to do. */
gdraw_D3D11_NoMoreGDrawThisFrame();
#endif
}
void ConsoleUIController::beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion)
{
PIXBeginNamedEvent(0,"Starting Iggy custom draw\n");
PIXBeginNamedEvent(0,"Gdraw setup");
// get the correct object-to-world matrix from GDraw, and set the render state to a normal state
gdraw_D3D11_BeginCustomDraw_4J(region, customDrawRegion->mat);
PIXEndNamedEvent();
}
CustomDrawData *ConsoleUIController::setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region)
{
CustomDrawData *customDrawRegion = new CustomDrawData();
customDrawRegion->x0 = region->x0;
customDrawRegion->x1 = region->x1;
customDrawRegion->y0 = region->y0;
customDrawRegion->y1 = region->y1;
PIXBeginNamedEvent(0,"Starting Iggy custom draw\n");
PIXBeginNamedEvent(0,"Setup");
PIXBeginNamedEvent(0,"Gdraw setup");
// get the correct object-to-world matrix from GDraw, and set the render state to a normal state
gdraw_D3D11_BeginCustomDraw_4J(region, customDrawRegion->mat);
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Our setup");
setupCustomDrawGameStateAndMatrices(scene, customDrawRegion);
PIXEndNamedEvent();
PIXEndNamedEvent();
return customDrawRegion;
}
CustomDrawData *ConsoleUIController::calculateCustomDraw(IggyCustomDrawCallbackRegion *region)
{
CustomDrawData *customDrawRegion = new CustomDrawData();
customDrawRegion->x0 = region->x0;
customDrawRegion->x1 = region->x1;
customDrawRegion->y0 = region->y0;
customDrawRegion->y1 = region->y1;
gdraw_D3D11_CalculateCustomDraw_4J(region, customDrawRegion->mat);
return customDrawRegion;
}
void ConsoleUIController::endCustomDraw(IggyCustomDrawCallbackRegion *region)
{
PIXBeginNamedEvent(0,"Teardown");
PIXBeginNamedEvent(0,"Our teardown");
endCustomDrawGameStateAndMatrices();
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Gdraw teardown");
gdraw_D3D11_EndCustomDraw(region);
PIXEndNamedEvent();
PIXEndNamedEvent();
PIXEndNamedEvent();
}
void ConsoleUIController::setTileOrigin(S32 xPos, S32 yPos)
{
gdraw_D3D11_SetTileOrigin( m_pRenderTargetView.Get(),
m_pDepthStencilView.Get(),
NULL,
xPos,
yPos );
}
GDrawTexture *ConsoleUIController::getSubstitutionTexture(int textureId)
{
/* Create a wrapped texture from a shader resource view.
A wrapped texture can be used to let Iggy draw using the contents of a texture
you create and manage on your own. For example, you might render to this texture,
or stream video into it. Wrapped textures take up a handle. They will never be
freed or otherwise modified by GDraw; nor will GDraw change any reference counts.
All this is up to the application. */
ID3D11ShaderResourceView *tex = RenderManager.TextureGetTexture(textureId);
ID3D11Resource *resource;
tex->GetResource(&resource);
ID3D11Texture2D *tex2d = (ID3D11Texture2D *)resource;
D3D11_TEXTURE2D_DESC desc;
tex2d->GetDesc(&desc);
GDrawTexture *gdrawTex = gdraw_D3D11_WrappedTextureCreate(tex);
return gdrawTex;
}
void ConsoleUIController::destroySubstitutionTexture(void *destroyCallBackData, GDrawTexture *handle)
{
/* Destroys the GDraw wrapper for a wrapped texture object. This will free up
a GDraw texture handle but not release the associated D3D texture; that is
up to you. */
gdraw_D3D11_WrappedTextureDestroy(handle);
}
void ConsoleUIController::shutdown()
{
#ifdef _ENABLEIGGY
/* Destroy the GDraw context. This frees all resources, shaders etc.
allocated by GDraw. Note this is only safe to call after all
active Iggy player have been destroyed! */
gdraw_D3D11_DestroyContext();
#endif
}