the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "GuiComponent.h"
3#include "Tesselator.h"
4
5void GuiComponent::hLine(int x0, int x1, int y, int col)
6{
7 if (x1 < x0)
8 {
9 int tmp = x0;
10 x0 = x1;
11 x1 = tmp;
12 }
13 fill(x0, y, x1 + 1, y + 1, col);
14}
15
16void GuiComponent::vLine(int x, int y0, int y1, int col)
17{
18 if (y1 < y0)
19 {
20 int tmp = y0;
21 y0 = y1;
22 y1 = tmp;
23 }
24 fill(x, y0 + 1, x + 1, y1, col);
25}
26
27void GuiComponent::fill(int x0, int y0, int x1, int y1, int col)
28{
29 if (x0 < x1)
30 {
31 int tmp = x0;
32 x0 = x1;
33 x1 = tmp;
34 }
35 if (y0 < y1)
36 {
37 int tmp = y0;
38 y0 = y1;
39 y1 = tmp;
40 }
41 float a = ((col >> 24) & 0xff) / 255.0f;
42 float r = ((col >> 16) & 0xff) / 255.0f;
43 float g = ((col >> 8) & 0xff) / 255.0f;
44 float b = ((col) & 0xff) / 255.0f;
45 Tesselator *t = Tesselator::getInstance();
46 glEnable(GL_BLEND);
47 glDisable(GL_TEXTURE_2D);
48 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
49 glColor4f(r, g, b, a);
50 t->begin();
51 t->vertex((float)(x0), (float)( y1), (float)( 0));
52 t->vertex((float)(x1), (float)( y1), (float)( 0));
53 t->vertex((float)(x1), (float)( y0), (float)( 0));
54 t->vertex((float)(x0), (float)( y0), (float)( 0));
55 t->end();
56 glEnable(GL_TEXTURE_2D);
57 glDisable(GL_BLEND);
58}
59
60void GuiComponent::fillGradient(int x0, int y0, int x1, int y1, int col1, int col2)
61{
62 float a1 = ((col1 >> 24) & 0xff) / 255.0f;
63 float r1 = ((col1 >> 16) & 0xff) / 255.0f;
64 float g1 = ((col1 >> 8) & 0xff) / 255.0f;
65 float b1 = ((col1) & 0xff) / 255.0f;
66
67 float a2 = ((col2 >> 24) & 0xff) / 255.0f;
68 float r2 = ((col2 >> 16) & 0xff) / 255.0f;
69 float g2 = ((col2 >> 8) & 0xff) / 255.0f;
70 float b2 = ((col2) & 0xff) / 255.0f;
71 glDisable(GL_TEXTURE_2D);
72 glEnable(GL_BLEND);
73 glDisable(GL_ALPHA_TEST);
74 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
75 glShadeModel(GL_SMOOTH);
76
77 Tesselator *t = Tesselator::getInstance();
78 t->begin();
79 t->color(r1, g1, b1, a1);
80 t->vertex((float)(x1), (float)( y0), blitOffset);
81 t->vertex((float)(x0), (float)( y0), blitOffset);
82 t->color(r2, g2, b2, a2);
83 t->vertex((float)(x0), (float)( y1), blitOffset);
84 t->vertex((float)(x1), (float)( y1), blitOffset);
85 t->end();
86
87 glShadeModel(GL_FLAT);
88 glDisable(GL_BLEND);
89 glEnable(GL_ALPHA_TEST);
90 glEnable(GL_TEXTURE_2D);
91}
92
93GuiComponent::GuiComponent()
94{
95 blitOffset = 0;
96}
97
98void GuiComponent::drawCenteredString(Font *font, const wstring& str, int x, int y, int color)
99{
100 font->drawShadow(str, x - (font->width(str)) / 2, y, color);
101}
102
103void GuiComponent::drawString(Font *font, const wstring& str, int x, int y, int color)
104{
105 font->drawShadow(str, x, y, color);
106}
107
108void GuiComponent::blit(int x, int y, int sx, int sy, int w, int h)
109{
110 float us = 1 / 256.0f;
111 float vs = 1 / 256.0f;
112 Tesselator *t = Tesselator::getInstance();
113 t->begin();
114
115 // This is a bit of a mystery. In general this ought to be 0.5 to match the centre of texels & pixels in the DX9 version of things. However, when scaling the GUI by a factor of 1.5, I'm
116 // really not sure how exactly point sampled rasterisation works, but when shifting by 0.5 we get a discontinuity down the diagonal of quads. Setting this shift to 0.75 in all cases seems to work fine.
117 const float extraShift = 0.75f;
118
119 // 4J - subtracting extraShift (actual screen pixels, so need to compensate for physical & game width) from each x & y coordinate to compensate for centre of pixels in directx vs openGL
120 float dx = ( extraShift * (float)Minecraft::GetInstance()->width ) / (float)Minecraft::GetInstance()->width_phys;
121 // 4J - Also factor in the scaling from gui coordinate space to the screen. This varies based on user-selected gui scale, and whether we are in a viewport mode or not
122 dx /= Gui::currentGuiScaleFactor;
123 float dy = extraShift / Gui::currentGuiScaleFactor;
124 // Ensure that the x/y, width and height are actually pixel aligned at our current scale factor - in particular, for split screen mode with the default (3X)
125 // scale, we have an overall scale factor of 3 * 0.5 = 1.5, and so any odd pixels won't align
126 float fx = (floorf((float)x * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor;
127 float fy = (floorf((float)y * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor;
128 float fw = (floorf((float)w * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor;
129 float fh = (floorf((float)h * Gui::currentGuiScaleFactor)) / Gui::currentGuiScaleFactor;
130
131 t->vertexUV(fx + 0 - dx, fy + fh - dy, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + h) * vs));
132 t->vertexUV(fx + fw - dx, fy + fh - dy, (float)( blitOffset), (float)( (sx + w) * us), (float)( (sy + h) * vs));
133 t->vertexUV(fx + fw - dx, fy + 0 - dy, (float)( blitOffset), (float)( (sx + w) * us), (float)( (sy + 0) * vs));
134 t->vertexUV(fx + 0 - dx, fy + 0 - dy, (float)( blitOffset), (float)( (sx + 0) * us), (float)( (sy + 0) * vs));
135 t->end();
136}