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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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9.2 kB · 346 lines
C++
at main
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\Minecraft.h"#include "..\..\ScreenSizeCalculator.h"#include "..\..\TileEntityRenderDispatcher.h"#include "..\..\EnchantTableRenderer.h"#include "..\..\Lighting.h"#include "..\..\LocalPlayer.h"
#include "XUI_Scene_Enchant.h"
#include "XUI_Ctrl_EnchantmentBook.h"#include "..\..\BookModel.h"#include "..\..\Options.h"
//-----------------------------------------------------------------------------// CXuiCtrlEnchantmentBook class//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------CXuiCtrlEnchantmentBook::CXuiCtrlEnchantmentBook() : m_bDirty(FALSE), m_fScale(1.0f), m_fAlpha(1.0f){ Minecraft *pMinecraft=Minecraft::GetInstance();
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys); m_fScreenWidth=(float)pMinecraft->width_phys; m_fRawWidth=(float)ssc.rawWidth; m_fScreenHeight=(float)pMinecraft->height_phys; m_fRawHeight=(float)ssc.rawHeight;
model = NULL;
time = 0; flip = oFlip = flipT = flipA = 0.0f; open = oOpen = 0.0f;}
CXuiCtrlEnchantmentBook::~CXuiCtrlEnchantmentBook(){ //if(model != NULL) delete model;}
//-----------------------------------------------------------------------------HRESULT CXuiCtrlEnchantmentBook::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled){ HRESULT hr=S_OK;
HXUIOBJ parent = m_hObj; HXUICLASS hcInventoryClass = XuiFindClass( L"CXuiSceneEnchant" ); HXUICLASS currentClass;
do { XuiElementGetParent(parent,&parent); currentClass = XuiGetObjectClass( parent ); } while (parent != NULL && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
assert( parent != NULL );
VOID *pObj; XuiObjectFromHandle( parent, &pObj ); m_containerScene = (CXuiSceneEnchant *)pObj;
last = nullptr;
m_iPad = m_containerScene->getPad();
return hr;}
HRESULT CXuiCtrlEnchantmentBook::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled ){#ifdef _XBOX HXUIDC hDC = pRenderData->hDC;
// build and render with the game call
RenderManager.Set_matrixDirty();
Minecraft *pMinecraft=Minecraft::GetInstance();
float alpha = 1.0f; //GetOpacity( &alpha );
D3DXMATRIX matrix; GetFullXForm(&matrix);
float bwidth,bheight; GetBounds(&bwidth,&bheight);
glColor4f(1, 1, 1, alpha);
// Annoyingly, XUI renders everything to a z of 0 so if we want to render anything that needs the z-buffer on top of it, then we need to clear it. // Clear just the region required for this control. D3DRECT clearRect; clearRect.x1 = (int)(matrix._41) - 2; clearRect.y1 = (int)(matrix._42) - 2; clearRect.x2 = (int)(matrix._41 + ( bwidth * matrix._11 )) + 2; clearRect.y2 = (int)(matrix._42 + ( bheight * matrix._22 )) + 2;
RenderManager.Clear(GL_DEPTH_BUFFER_BIT, &clearRect);
glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_fRawWidth, m_fRawHeight, 0, 1000, 3000); //gluPerspective(90, (float) (320 / 240.0f), 0.5f, 3000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -2000);
float xo = ( (matrix._41 + ( (bwidth*matrix._11)/2) ) / m_fScreenWidth ) * m_fRawWidth; float yo = ( (matrix._42 + ((bheight*matrix._22)/2) ) / m_fScreenHeight ) * m_fRawHeight;
glEnable(GL_RESCALE_NORMAL); glEnable(GL_COLOR_MATERIAL);
glPushMatrix(); glTranslatef(xo, yo, 50.0f); float ss;
// Base scale on height of this control // Potentially we might want separate x & y scales here ss = ( ( (bheight*matrix._22) / m_fScreenHeight ) * m_fRawHeight ) * 1.5f;
glScalef(-ss, ss, ss); //glRotatef(180, 0, 0, 1);
glRotatef(45 + 90, 0, 1, 0); Lighting::turnOn(); glRotatef(-45 - 90, 0, 1, 0);
//float sss = 4;
//glTranslatef(0, 3.3f, -16); //glScalef(sss, sss, sss);
int tex = pMinecraft->textures->loadTexture(TN_ITEM_BOOK); // 4J was L"/1_2_2/item/book.png" pMinecraft->textures->bind(tex);
glRotatef(20, 1, 0, 0);
float a = 1; float o = oOpen + (open - oOpen) * a; glTranslatef((1 - o) * 0.2f, (1 - o) * 0.1f, (1 - o) * 0.25f); glRotatef(-(1 - o) * 90 - 90, 0, 1, 0); glRotatef(180, 1, 0, 0);
float ff1 = oFlip + (flip - oFlip) * a + 0.25f; float ff2 = oFlip + (flip - oFlip) * a + 0.75f; ff1 = (ff1 - floor(ff1)) * 1.6f - 0.3f; ff2 = (ff2 - floor(ff2)) * 1.6f - 0.3f;
if (ff1 < 0) ff1 = 0; if (ff2 < 0) ff2 = 0; if (ff1 > 1) ff1 = 1; if (ff2 > 1) ff2 = 1;
glEnable(GL_CULL_FACE);
if(model == NULL) { // Share the model the the EnchantTableRenderer
EnchantTableRenderer *etr = (EnchantTableRenderer*)TileEntityRenderDispatcher::instance->getRenderer(eTYPE_ENCHANTMENTTABLEENTITY); if(etr != NULL) { model = etr->bookModel; } else { model = new BookModel(); } }
model->render(NULL, 0, ff1, ff2, o, 0, 1 / 16.0f,true); glDisable(GL_CULL_FACE);
glPopMatrix(); Lighting::turnOff(); glDisable(GL_RESCALE_NORMAL);
XuiRenderRestoreState(hDC);
tickBook();
bHandled = TRUE;
#endif return S_OK;}
//HRESULT CXuiCtrlEnchantmentBook::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled )//{// HXUIDC hDC = pRenderData->hDC;// // RenderManager.Set_matrixDirty();//// Minecraft *minecraft = Minecraft::GetInstance();//// // 4J JEV: Inputs in the java, dunno what they are.// float a = 1;//// D3DXMATRIX matrix;// CXuiControl xuiControl(m_hObj);// xuiControl.GetFullXForm(&matrix);// float bwidth,bheight;// xuiControl.GetBounds(&bwidth,&bheight);//// D3DXVECTOR3 vec, vecP, vecPP;// xuiControl.GetPosition(&vec);//// CXuiElement parent, scene;// xuiControl.GetParent(&parent);// parent.GetPosition(&vecP);// parent.GetParent(&scene);// scene.GetPosition(&vecPP);//// float xo = ( (matrix._41 + ( (bwidth*matrix._11)/2) ) / m_fScreenWidth ) * m_fRawWidth;// float yo = ( (matrix._42 + (bheight*matrix._22) ) / m_fScreenHeight ) * m_fRawHeight;//// glColor4f(1, 1, 1, 1);//// glPushMatrix();// glMatrixMode(GL_PROJECTION);// glPushMatrix();// glLoadIdentity();//// ScreenSizeCalculator ssc = ScreenSizeCalculator(minecraft->options, minecraft->width, minecraft->height);//// //glViewport((int) (ssc.getWidth() - 320) / 2 * ssc.scale, (int) (ssc.getHeight() - 240) / 2 * ssc.scale, (int) (320 * ssc.scale), (int) (240 * ssc.scale));//// // 4J JEV: Trying to position it within the XUI element// float xPos, yPos;// xPos = (vec.x + vecP.x + vecPP.x) / (minecraft->width/2); xPos = xPos - 1; xPos = 2*xPos/3;// yPos = (vec.y + vecP.y + vecPP.y) / (minecraft->height/2); yPos = 1 - yPos; yPos = 2*yPos/3;// glTranslatef(xPos, yPos, 0);//// gluPerspective(90, (float) (320 / 240.0f), 9, 80);//// float sss = 1;// glMatrixMode(GL_MODELVIEW);// glLoadIdentity();// Lighting::turnOn();//// glTranslatef(0, 3.3f, -16);// glScalef(sss, sss, sss);//// float ss = 5;//// glScalef(ss, ss, ss);// glRotatef(180, 0, 0, 1);//// int tex = minecraft->textures->loadTexture(TN_ITEM_BOOK); // 4J was L"/1_2_2/item/book.png"// minecraft->textures->bind(tex);//// glRotatef(20, 1, 0, 0);//// float o = oOpen + (open - oOpen) * a;// glTranslatef((1 - o) * 0.2f, (1 - o) * 0.1f, (1 - o) * 0.25f);// glRotatef(-(1 - o) * 90 - 90, 0, 1, 0);// glRotatef(180, 1, 0, 0);//// float ff1 = oFlip + (flip - oFlip) * a + 0.25f;// float ff2 = oFlip + (flip - oFlip) * a + 0.75f;// ff1 = (ff1 - floor(ff1)) * 1.6f - 0.3f;// ff2 = (ff2 - floor(ff2)) * 1.6f - 0.3f;//// if (ff1 < 0) ff1 = 0;// if (ff2 < 0) ff2 = 0;// if (ff1 > 1) ff1 = 1;// if (ff2 > 1) ff2 = 1;//// glEnable(GL_RESCALE_NORMAL);//// model.render(NULL, 0, ff1, ff2, o, 0, 1 / 16.0f,true);//// glDisable(GL_RESCALE_NORMAL);// Lighting::turnOff();// glMatrixMode(GL_PROJECTION);// //glViewport(0, 0, minecraft->width, minecraft->height);// glPopMatrix();// glMatrixMode(GL_MODELVIEW);// glPopMatrix();//// Lighting::turnOff();// glColor4f(1, 1, 1, 1);//// XuiRenderRestoreState(hDC);//// tickBook();//// bHandled = TRUE;//// return S_OK;//}
void CXuiCtrlEnchantmentBook::tickBook(){ EnchantmentMenu *menu = m_containerScene->getMenu(); shared_ptr<ItemInstance> current = menu->getSlot(0)->getItem(); if (!ItemInstance::matches(current, last)) { last = current;
do { flipT += random.nextInt(4) - random.nextInt(4); } while (flip <= flipT + 1 && flip >= flipT - 1); }
time++; oFlip = flip; oOpen = open;
bool shouldBeOpen = false; for (int i = 0; i < 3; i++) { if (menu->costs[i] != 0) { shouldBeOpen = true; } }
if (shouldBeOpen) open += 0.2f; else open -= 0.2f; if (open < 0) open = 0; if (open > 1) open = 1;
float diff = (flipT - flip) * 0.4f; float max = 0.2f; if (diff < -max) diff = -max; if (diff > +max) diff = +max; flipA += (diff - flipA) * 0.9f;
flip = flip + flipA;}