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https://github.com/4jcraft/4jcraft.git
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144 lines
5.3 KiB
C++
144 lines
5.3 KiB
C++
#include "../Platform/stdafx.h"
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#include "GuiComponent.h"
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#include "../Rendering/Tesselator.h"
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void GuiComponent::hLine(int x0, int x1, int y, int col) {
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if (x1 < x0) {
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int tmp = x0;
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x0 = x1;
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x1 = tmp;
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}
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fill(x0, y, x1 + 1, y + 1, col);
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}
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void GuiComponent::vLine(int x, int y0, int y1, int col) {
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if (y1 < y0) {
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int tmp = y0;
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y0 = y1;
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y1 = tmp;
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}
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fill(x, y0 + 1, x + 1, y1, col);
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}
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void GuiComponent::fill(int x0, int y0, int x1, int y1, int col) {
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if (x0 < x1) {
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int tmp = x0;
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x0 = x1;
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x1 = tmp;
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}
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if (y0 < y1) {
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int tmp = y0;
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y0 = y1;
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y1 = tmp;
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}
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float a = ((col >> 24) & 0xff) / 255.0f;
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float r = ((col >> 16) & 0xff) / 255.0f;
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float g = ((col >> 8) & 0xff) / 255.0f;
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float b = ((col) & 0xff) / 255.0f;
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Tesselator* t = Tesselator::getInstance();
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(r, g, b, a);
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t->begin();
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t->vertex((float)(x0), (float)(y1), (float)(0));
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t->vertex((float)(x1), (float)(y1), (float)(0));
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t->vertex((float)(x1), (float)(y0), (float)(0));
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t->vertex((float)(x0), (float)(y0), (float)(0));
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t->end();
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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void GuiComponent::fillGradient(int x0, int y0, int x1, int y1, int col1,
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int col2) {
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float a1 = ((col1 >> 24) & 0xff) / 255.0f;
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float r1 = ((col1 >> 16) & 0xff) / 255.0f;
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float g1 = ((col1 >> 8) & 0xff) / 255.0f;
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float b1 = ((col1) & 0xff) / 255.0f;
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float a2 = ((col2 >> 24) & 0xff) / 255.0f;
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float r2 = ((col2 >> 16) & 0xff) / 255.0f;
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float g2 = ((col2 >> 8) & 0xff) / 255.0f;
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float b2 = ((col2) & 0xff) / 255.0f;
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glShadeModel(GL_SMOOTH);
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Tesselator* t = Tesselator::getInstance();
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t->begin();
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t->color(r1, g1, b1, a1);
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t->vertex((float)(x1), (float)(y0), blitOffset);
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t->vertex((float)(x0), (float)(y0), blitOffset);
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t->color(r2, g2, b2, a2);
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t->vertex((float)(x0), (float)(y1), blitOffset);
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t->vertex((float)(x1), (float)(y1), blitOffset);
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t->end();
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glShadeModel(GL_FLAT);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_TEXTURE_2D);
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}
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GuiComponent::GuiComponent() { blitOffset = 0; }
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void GuiComponent::drawCenteredString(Font* font, const std::wstring& str,
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int x, int y, int color) {
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font->drawShadow(str, x - (font->width(str)) / 2, y, color);
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}
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void GuiComponent::drawString(Font* font, const std::wstring& str, int x, int y,
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int color) {
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font->drawShadow(str, x, y, color);
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}
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void GuiComponent::blit(int x, int y, int sx, int sy, int w, int h) {
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float us = 1 / 256.0f;
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float vs = 1 / 256.0f;
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Tesselator* t = Tesselator::getInstance();
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t->begin();
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// This is a bit of a mystery. In general this ought to be 0.5 to match the
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// centre of texels & pixels in the DX9 version of things. However, when
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// scaling the GUI by a factor of 1.5, I'm really not sure how exactly point
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// sampled rasterisation works, but when shifting by 0.5 we get a
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// discontinuity down the diagonal of quads. Setting this shift to 0.75 in
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// all cases seems to work fine.
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const float extraShift = 0.75f;
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// 4J - subtracting extraShift (actual screen pixels, so need to compensate
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// for physical & game width) from each x & y coordinate to compensate for
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// centre of pixels in directx vs openGL
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float dx = (extraShift * (float)Minecraft::GetInstance()->width) /
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(float)Minecraft::GetInstance()->width_phys;
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// 4J - Also factor in the scaling from gui coordinate space to the screen.
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// This varies based on user-selected gui scale, and whether we are in a
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// viewport mode or not
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dx /= Gui::currentGuiScaleFactor;
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float dy = extraShift / Gui::currentGuiScaleFactor;
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// Ensure that the x/y, width and height are actually pixel aligned at our
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// current scale factor - in particular, for split screen mode with the
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// default (3X) scale, we have an overall scale factor of 3 * 0.5 = 1.5, and
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// so any odd pixels won't align
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float fx = (floorf((float)x * Gui::currentGuiScaleFactor)) /
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Gui::currentGuiScaleFactor;
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float fy = (floorf((float)y * Gui::currentGuiScaleFactor)) /
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Gui::currentGuiScaleFactor;
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float fw = (floorf((float)w * Gui::currentGuiScaleFactor)) /
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Gui::currentGuiScaleFactor;
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float fh = (floorf((float)h * Gui::currentGuiScaleFactor)) /
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Gui::currentGuiScaleFactor;
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t->vertexUV(fx + 0 - dx, fy + fh - dy, (float)(blitOffset),
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(float)((sx + 0) * us), (float)((sy + h) * vs));
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t->vertexUV(fx + fw - dx, fy + fh - dy, (float)(blitOffset),
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(float)((sx + w) * us), (float)((sy + h) * vs));
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t->vertexUV(fx + fw - dx, fy + 0 - dy, (float)(blitOffset),
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(float)((sx + w) * us), (float)((sy + 0) * vs));
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t->vertexUV(fx + 0 - dx, fy + 0 - dy, (float)(blitOffset),
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(float)((sx + 0) * us), (float)((sy + 0) * vs));
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t->end();
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} |