#include "../Platform/stdafx.h" #include "ScrolledSelectionList.h" #include "Button.h" #include "../Rendering/Tesselator.h" #include "../Textures/Textures.h" #include "../../Minecraft.World/Platform/System.h" ScrolledSelectionList::ScrolledSelectionList(Minecraft* minecraft, int width, int height, int y0, int y1, int itemHeight) { this->minecraft = minecraft; this->width = width; this->height = height; this->y0 = y0; this->y1 = y1; this->itemHeight = itemHeight; this->x0 = 0; this->x1 = width; // 4J Stu - Smoe default initialisers upId = 0; downId = 0; yDrag = 0.0f; yDragScale = 0.0f; yo = 0.0f; lastSelection = 0; lastSelectionTime = 0; renderSelection = false; _renderHeader = false; headerHeight = 0; // End } void ScrolledSelectionList::setRenderSelection(bool renderSelection) { this->renderSelection = renderSelection; } void ScrolledSelectionList::setRenderHeader(bool renderHeader, int headerHeight) { this->_renderHeader = renderHeader; this->headerHeight = headerHeight; if (!_renderHeader) { this->headerHeight = 0; } } int ScrolledSelectionList::getMaxPosition() { return getNumberOfItems() * itemHeight + headerHeight; } void ScrolledSelectionList::renderHeader(int x, int y, Tesselator* t) {} void ScrolledSelectionList::clickedHeader(int headerMouseX, int headerMouseY) {} void ScrolledSelectionList::renderDecorations(int mouseX, int mouseY) {} int ScrolledSelectionList::getItemAtPosition(int x, int y) { int x0 = width / 2 - (92 + 16 + 2); int x1 = width / 2 + (92 + 16 + 2); int clickSlotPos = (y - y0 - headerHeight + (int)yo - 4); int slot = clickSlotPos / itemHeight; if (x >= x0 && x <= x1 && slot >= 0 && clickSlotPos >= 0 && slot < getNumberOfItems()) { return slot; } return -1; } void ScrolledSelectionList::init(std::vector* buttons, int upButtonId, int downButtonId) { this->upId = upButtonId; this->downId = downButtonId; } void ScrolledSelectionList::capYPosition() { int max = getMaxPosition() - (y1 - y0 - 4); if (max < 0) max /= 2; if (yo < 0) yo = 0; if (yo > max) yo = (float)max; } void ScrolledSelectionList::buttonClicked(Button* button) { if (!button->active) return; if (button->id == upId) { yo -= (itemHeight * 2) / 3; yDrag = DRAG_OUTSIDE; capYPosition(); } else if (button->id == downId) { yo += (itemHeight * 2) / 3; yDrag = DRAG_OUTSIDE; capYPosition(); } } void ScrolledSelectionList::render(int xm, int ym, float a) { // 4J Unused #if 0 renderBackground(); int itemCount = getNumberOfItems(); int xx0 = width / 2 + 124; int xx1 = xx0 + 6; if (Mouse::isButtonDown(0)) { if (yDrag == NO_DRAG) { bool doDrag = true; if (ym >= y0 && ym <= y1) { int x0 = width / 2 - (92 + 16 + 2); int x1 = width / 2 + (92 + 16 + 2); int clickSlotPos = (ym - y0 - headerHeight + (int) yo - 4); int slot = clickSlotPos / itemHeight; if (xm >= x0 && xm <= x1 && slot >= 0 && clickSlotPos >= 0 && slot < itemCount) { bool doubleClick = slot == lastSelection && (System::currentTimeMillis() - lastSelectionTime) < 250; selectItem(slot, doubleClick); lastSelection = slot; lastSelectionTime = System::currentTimeMillis(); } else if (xm >= x0 && xm <= x1 && clickSlotPos < 0) { clickedHeader(xm - x0, ym - y0 + (int) yo - 4); doDrag = false; } if (xm >= xx0 && xm <= xx1) { yDragScale = -1; int max = getMaxPosition() - (y1 - y0 - 4); if (max < 1) max = 1; int barHeight = (int) ((y1 - y0) * (y1 - y0) / (float) getMaxPosition()); if (barHeight < 32) barHeight = 32; if (barHeight > (y1 - y0 - 8)) barHeight = (y1 - y0 - 8); // int yp = yo * (y1 - y0 - barHeight) / max + y0; // if (yp < y0) yp = y0; yDragScale /= (y1 - y0 - barHeight) / (float) max; } else { yDragScale = 1; } if (doDrag) { yDrag = (float)ym; } else { yDrag = DRAG_OUTSIDE; } } else { yDrag = DRAG_OUTSIDE; } } else if (yDrag >= 0) { yo -= (ym - yDrag) * yDragScale; yDrag = (float)ym; } } else { yDrag = NO_DRAG; } capYPosition(); glDisable(GL_LIGHTING); glDisable(GL_FOG); Tesselator *t = Tesselator::getInstance(); glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(L"/gui/background.png")); glColor4f(1.0f, 1, 1, 1); float s = 32; t->begin(); t->color(0x202020); t->vertexUV((float)(x0), (float)( y1), (float)( 0), (float)( x0 / s), (float)( (y1 + (int) yo) / s)); t->vertexUV((float)(x1), (float)( y1), (float)( 0), (float)( x1 / s), (float)( (y1 + (int) yo) / s)); t->vertexUV((float)(x1), (float)( y0), (float)( 0), (float)( x1 / s), (float)( (y0 + (int) yo) / s)); t->vertexUV((float)(x0), (float)( y0), (float)( 0), (float)( x0 / s), (float)( (y0 + (int) yo) / s)); t->end(); int rowX = width / 2 - 92 - 16; int rowBaseY = y0 + 4 - (int) yo; if (_renderHeader) { renderHeader(rowX, rowBaseY, t); } for (int i = 0; i < itemCount; i++) { int y = rowBaseY + (i) * itemHeight + headerHeight; int h = itemHeight - 4; if (y > y1 || (y + h) < y0) { continue; } if (renderSelection && isSelectedItem(i)) { int x0 = width / 2 - (92 + 16 + 2); int x1 = width / 2 + (92 + 16 + 2); glColor4f(1, 1, 1, 1); glDisable(GL_TEXTURE_2D); t->begin(); t->color(0x808080); t->vertexUV((float)(x0), (float)( y + h + 2), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(x1), (float)( y + h + 2), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(x1), (float)( y - 2), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(x0), (float)( y - 2), (float)( 0), (float)( 0), (float)( 0)); t->color(0x000000); t->vertexUV((float)(x0 + 1), (float)( y + h + 1), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(x1 - 1), (float)( y + h + 1), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(x1 - 1), (float)( y - 1), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(x0 + 1), (float)( y - 1), (float)( 0), (float)( 0), (float)( 0)); t->end(); glEnable(GL_TEXTURE_2D); } renderItem(i, rowX, y, h, t); } glDisable(GL_DEPTH_TEST); int d = 4; renderHoleBackground(0, y0, 255, 255); renderHoleBackground(y1, height, 255, 255); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_ALPHA_TEST); glShadeModel(GL_SMOOTH); glDisable(GL_TEXTURE_2D); t->begin(); t->color(0x000000, 0); t->vertexUV((float)(x0), (float)( y0 + d), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(x1), (float)( y0 + d), (float)( 0), (float)( 1), (float)( 1)); t->color(0x000000, 255); t->vertexUV((float)(x1), (float)( y0), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(x0), (float)( y0), (float)( 0), (float)( 0), (float)( 0)); t->end(); t->begin(); t->color(0x000000, 255); t->vertexUV((float)(x0), (float)( y1), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(x1), (float)( y1), (float)( 0), (float)( 1), (float)( 1)); t->color(0x000000, 0); t->vertexUV((float)(x1), (float)( y1 - d), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(x0), (float)( y1 - d), (float)( 0), (float)( 0), (float)( 0)); t->end(); { int max = getMaxPosition() - (y1 - y0 - 4); if (max > 0) { int barHeight = (int) (y1 - y0) * (y1 - y0) / (getMaxPosition()); if (barHeight < 32) barHeight = 32; if (barHeight > (y1 - y0 - 8)) barHeight = (y1 - y0 - 8); int yp = (int) yo * (y1 - y0 - barHeight) / max + y0; if (yp < y0) yp = y0; t->begin(); t->color(0x000000, 255); t->vertexUV((float)(xx0), (float)( y1), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(xx1), (float)( y1), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(xx1), (float)( y0), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(xx0), (float)( y0), (float)( 0), (float)( 0), (float)( 0)); t->end(); t->begin(); t->color(0x808080, 255); t->vertexUV((float)(xx0), (float)( yp + barHeight), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(xx1), (float)( yp + barHeight), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(xx1), (float)( yp), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(xx0), (float)( yp), (float)( 0), (float)( 0), (float)( 0)); t->end(); t->begin(); t->color(0xc0c0c0, 255); t->vertexUV((float)(xx0), (float)( yp + barHeight - 1), (float)( 0), (float)( 0), (float)( 1)); t->vertexUV((float)(xx1 - 1), (float)( yp + barHeight - 1), (float)( 0), (float)( 1), (float)( 1)); t->vertexUV((float)(xx1 - 1), (float)( yp), (float)( 0), (float)( 1), (float)( 0)); t->vertexUV((float)(xx0), (float)( yp), (float)( 0), (float)( 0), (float)( 0)); t->end(); } } renderDecorations(xm, ym); glEnable(GL_TEXTURE_2D); glShadeModel(GL_FLAT); glEnable(GL_ALPHA_TEST); glDisable(GL_BLEND); #endif } void ScrolledSelectionList::renderHoleBackground(int y0, int y1, int a0, int a1) { // 4J Unused #if 0 Tesselator *t = Tesselator::getInstance(); glBindTexture(GL_TEXTURE_2D, minecraft->textures->loadTexture(L"/gui/background.png")); glColor4f(1.0f, 1, 1, 1); float s = 32; t->begin(); t->color(0x404040, a1); t->vertexUV((float)(0), (float)( y1), (float)( 0), (float)( 0), (float)( y1 / s)); t->vertexUV((float)(width), (float)( y1), (float)( 0), (float)( width / s), (float)( y1 / s)); t->color(0x404040, a0); t->vertexUV((float)(width), (float)( y0), (float)( 0), (float)( width / s), (float)( y0 / s)); t->vertexUV((float)(0), (float)( y0), (float)( 0), (float)( 0), (float)( y0 / s)); t->end(); #endif }