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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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6.1 kB · 214 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215#include "stdafx.h"#include "Tesselator.h"#include "Textures.h"#include "ProgressRenderer.h"#include "..\Minecraft.World\System.h"
CRITICAL_SECTION ProgressRenderer::s_progress;
ProgressRenderer::ProgressRenderer(Minecraft *minecraft){ status = -1; title = -1; lastTime = System::currentTimeMillis(); noAbort = false; this->minecraft = minecraft; this->m_eType=eProgressStringType_ID;}
void ProgressRenderer::progressStart(int title){ noAbort = false; _progressStart(title);}
void ProgressRenderer::progressStartNoAbort(int string){ noAbort = true; _progressStart(string);}
void ProgressRenderer::_progressStart(int title){ // 4J Stu - Removing all progressRenderer rendering. This will be replaced on the xbox if (!minecraft->running) { if (noAbort) return;// throw new StopGameException(); // 4J - removed } EnterCriticalSection( &ProgressRenderer::s_progress ); lastPercent = 0; this->title = title; LeaveCriticalSection( &ProgressRenderer::s_progress );
#if 0 ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height);
glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 100, 300); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -200);#endif}
void ProgressRenderer::progressStage(int status){ if (!minecraft->running) { if (noAbort) return;// throw new StopGameException(); // 4J - removed }
lastTime = 0; EnterCriticalSection( &ProgressRenderer::s_progress ); setType(eProgressStringType_ID); this->status = status; LeaveCriticalSection( &ProgressRenderer::s_progress ); progressStagePercentage(-1); lastTime = 0;}
void ProgressRenderer::progressStagePercentage(int i){ // 4J Stu - Removing all progressRenderer rendering. This will be replaced on the xbox EnterCriticalSection( &ProgressRenderer::s_progress ); lastPercent = i; LeaveCriticalSection( &ProgressRenderer::s_progress );
#if 0 if (!minecraft->running) { if (noAbort) return;// throw new StopGameException(); // 4J - removed }
__int64 now = System::currentTimeMillis(); if (now - lastTime < 20) return; lastTime = now;
ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height); int screenWidth = ssc.getWidth(); int screenHeight = ssc.getHeight();
glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 100, 300); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -200);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Tesselator *t = Tesselator::getInstance(); int id = minecraft->textures->loadTexture(L"/gui/background.png"); glBindTexture(GL_TEXTURE_2D, id); float s = 32; t->begin(); t->color(0x404040); t->vertexUV((float)(0), (float)( screenHeight), (float)( 0), (float)( 0), (float)( screenHeight / s)); t->vertexUV((float)(screenWidth), (float)( screenHeight), (float)( 0), (float)( screenWidth / s), (float)( screenHeight / s)); t->vertexUV((float)(screenWidth), (float)( 0), (float)( 0), (float)( screenWidth / s), (float)( 0)); t->vertexUV((float)(0), (float)( 0), (float)( 0), (float)( 0), (float)( 0)); t->end();
if (i >= 0) { int w = 100; int h = 2; int x = screenWidth / 2 - w / 2; int y = screenHeight / 2 + 16;
glDisable(GL_TEXTURE_2D); t->begin(); t->color(0x808080); t->vertex((float)(x), (float)( y), (float)( 0)); t->vertex((float)(x), (float)( y + h), (float)( 0)); t->vertex((float)(x + w), (float)( y + h), (float)( 0)); t->vertex((float)(x + w), (float)( y), (float)( 0));
t->color(0x80ff80); t->vertex((float)(x), (float)( y), (float)( 0)); t->vertex((float)(x), (float)( y + h), (float)( 0)); t->vertex((float)(x + i), (float)( y + h), (float)( 0)); t->vertex((float)(x + i), (float)( y), (float)( 0)); t->end(); glEnable(GL_TEXTURE_2D); }
minecraft->font->drawShadow(title, (screenWidth - minecraft->font->width(title)) / 2, screenHeight / 2 - 4 - 16, 0xffffff); minecraft->font->drawShadow(status, (screenWidth - minecraft->font->width(status)) / 2, screenHeight / 2 - 4 + 8, 0xffffff); Display::update();
/* // 4J - removed try { Thread.yield(); } catch (Exception e) { } */#endif}
int ProgressRenderer::getCurrentPercent(){ int returnValue = 0; EnterCriticalSection( &ProgressRenderer::s_progress ); returnValue = lastPercent; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue;}
int ProgressRenderer::getCurrentTitle(){ EnterCriticalSection( &ProgressRenderer::s_progress ); int returnValue = title; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue;}
int ProgressRenderer::getCurrentStatus(){ EnterCriticalSection( &ProgressRenderer::s_progress ); int returnValue = status; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue;}
ProgressRenderer::eProgressStringType ProgressRenderer::getType(){ EnterCriticalSection( &ProgressRenderer::s_progress ); eProgressStringType returnValue = m_eType; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue;}
void ProgressRenderer::setType(eProgressStringType eType){ EnterCriticalSection( &ProgressRenderer::s_progress ); m_eType=eType; LeaveCriticalSection( &ProgressRenderer::s_progress );}
void ProgressRenderer::progressStage(wstring &wstrText){ EnterCriticalSection( &ProgressRenderer::s_progress ); m_wstrText=wstrText; setType(eProgressStringType_String); LeaveCriticalSection( &ProgressRenderer::s_progress );}
wstring& ProgressRenderer::getProgressString(void){ EnterCriticalSection( &ProgressRenderer::s_progress ); wstring &temp=m_wstrText; LeaveCriticalSection( &ProgressRenderer::s_progress ); return temp;}