#include "app/common/UI/Controls/UIControl_MinecraftHorse.h" #include #include #include "platform/renderer/renderer.h" #include "app/common/UI/Controls/UIControl.h" #include "app/common/UI/Scenes/In-Game Menu Screens/Containers/UIScene_HorseInventoryMenu.h" #include "app/linux/Iggy/include/iggy.h" #ifndef _ENABLEIGGY #include "app/linux/Stubs/iggy_stubs.h" #endif #include "minecraft/client/Lighting.h" #include "minecraft/client/Minecraft.h" #include "minecraft/client/Options.h" #include "minecraft/client/gui/ScreenSizeCalculator.h" #include "minecraft/client/renderer/entity/EntityRenderDispatcher.h" #include "minecraft/world/entity/LivingEntity.h" #include "minecraft/world/entity/animal/EntityHorse.h" // #include // "../../../minecraft/net.minecraft.world.entity.animal.EntityHorse.h" UIControl_MinecraftHorse::UIControl_MinecraftHorse() { UIControl::setControlType(UIControl::eMinecraftHorse); 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; } void UIControl_MinecraftHorse::render(IggyCustomDrawCallbackRegion* region) { Minecraft* pMinecraft = Minecraft::GetInstance(); glEnable(GL_RESCALE_NORMAL); glEnable(GL_COLOR_MATERIAL); glPushMatrix(); float width = region->x1 - region->x0; float height = region->y1 - region->y0; float xo = width / 2; float yo = height; // dynamic y offset according to region height glTranslatef(xo, yo - (height / 7.5f), 50.0f); // UIScene_InventoryMenu *containerMenu = (UIScene_InventoryMenu // *)m_parentScene; UIScene_HorseInventoryMenu* containerMenu = (UIScene_HorseInventoryMenu*)m_parentScene; std::shared_ptr entityHorse = containerMenu->m_horse; // Base scale on height of this control // Potentially we might want separate x & y scales here float ss = width / (m_fScreenWidth / m_fScreenHeight) * 0.71f; glScalef(-ss, ss, ss); glRotatef(180, 0, 0, 1); float oybr = entityHorse->yBodyRot; float oyr = entityHorse->yRot; float oxr = entityHorse->xRot; float oyhr = entityHorse->yHeadRot; // float xd = ( matrix._41 + ( (bwidth*matrix._11)/2) ) - m_pointerPos.x; float xd = (m_x + m_width / 2) - containerMenu->m_pointerPos.x; // Need to base Y on head position, not centre of mass // float yd = ( matrix._42 + ( (bheight*matrix._22) / 2) - 40 ) - // m_pointerPos.y; float yd = (m_y + m_height / 2 - 40) - containerMenu->m_pointerPos.y; glRotatef(45 + 90, 0, 1, 0); Lighting::turnOn(); glRotatef(-45 - 90, 0, 1, 0); glRotatef(-(float)atan(yd / 40.0f) * 20, 1, 0, 0); entityHorse->yBodyRot = (float)atan(xd / 40.0f) * 20; entityHorse->yRot = (float)atan(xd / 40.0f) * 40; entityHorse->xRot = -(float)atan(yd / 40.0f) * 20; entityHorse->yHeadRot = entityHorse->yRot; // entityHorse->glow = 1; glTranslatef(0, entityHorse->heightOffset, 0); EntityRenderDispatcher::instance->playerRotY = 180; // 4J Stu - Turning on hideGui while we do this stops the name rendering in // split-screen bool wasHidingGui = pMinecraft->options->hideGui; pMinecraft->options->hideGui = true; EntityRenderDispatcher::instance->render(entityHorse, 0, 0, 0, 0, 1, false, false); pMinecraft->options->hideGui = wasHidingGui; // entityHorse->glow = 0; entityHorse->yBodyRot = oybr; entityHorse->yRot = oyr; entityHorse->xRot = oxr; entityHorse->yHeadRot = oyhr; glPopMatrix(); Lighting::turnOff(); glDisable(GL_RESCALE_NORMAL); }