mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-20 07:12:53 +00:00
Renamed all Alex skins and Developer Steve skin to match the official file names, reordered default skin to match the order in the official release of LCE, modified model type logic to be more optimized, added more anim flags to HumanoidModel.h, added code to show armor if the corresponding part is hidden but the "show armor" part anim flag is present, added code to handle extra skin box values of "hide with armor", "mirror skin box", and "scale", corrected player model second/overlay layer scale from 0.5 to 0.25, and fixed skin boxes not rendering on 64x64 DLC skins.
363 lines
7.7 KiB
C++
363 lines
7.7 KiB
C++
#pragma once
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#include "../Minecraft.World/ArrayWithLength.h"
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class DynamicTexture;
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class BufferedImage;
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class HttpTexture;
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class MemTexture;
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class TexturePackRepository;
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class HttpTextureProcessor;
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class MemTextureProcessor;
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class Options;
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using namespace std;
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class IntBuffer;
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class PreStitchedTextureMap;
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class ResourceLocation;
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typedef enum _TEXTURE_NAME
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{
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TN__BLUR__MISC_PUMPKINBLUR,
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// TN__BLUR__MISC_VIGNETTE, // Not currently used
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TN__CLAMP__MISC_SHADOW,
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// TN_ACHIEVEMENT_BG, // Not currently used
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TN_ART_KZ,
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TN_ENVIRONMENT_CLOUDS,
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TN_ENVIRONMENT_RAIN,
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TN_ENVIRONMENT_SNOW,
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TN_GUI_GUI,
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TN_GUI_ICONS,
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TN_ITEM_ARROWS,
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TN_ITEM_BOAT,
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TN_ITEM_CART,
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TN_ITEM_SIGN,
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TN_MISC_MAPBG,
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TN_MISC_MAPICONS,
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TN_MISC_WATER,
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TN_MISC_FOOTSTEP,
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TN_MOB_SADDLE,
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TN_MOB_SHEEP_FUR,
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TN_MOB_SPIDER_EYES,
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TN_PARTICLES,
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TN_MOB_CHICKEN,
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TN_MOB_COW,
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TN_MOB_PIG,
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TN_MOB_SHEEP,
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TN_MOB_SQUID,
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TN_MOB_WOLF,
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TN_MOB_WOLF_TAME,
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TN_MOB_WOLF_ANGRY,
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TN_MOB_CREEPER,
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TN_MOB_GHAST,
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TN_MOB_GHAST_FIRE,
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TN_MOB_ZOMBIE,
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TN_MOB_PIGZOMBIE,
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TN_MOB_SKELETON,
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TN_MOB_SLIME,
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TN_MOB_SPIDER,
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TN_MOB_CHAR,
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TN_MOB_CHAR1,
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TN_MOB_CHAR2,
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TN_MOB_CHAR3,
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TN_MOB_CHAR4,
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TN_MOB_CHAR5,
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TN_MOB_CHAR6,
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TN_MOB_CHAR7,
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TN_MOB_ALEX,
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TN_MOB_ALEX1,
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TN_MOB_ALEX2,
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TN_MOB_ALEX3,
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TN_MOB_ALEX4,
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TN_MOB_ALEX5,
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TN_MOB_ALEX6,
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TN_MOB_ALEX7,
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TN_MOB_DEVALEX,
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TN_MOB_DEVSTEVE,
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TN_TERRAIN_MOON,
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TN_TERRAIN_SUN,
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TN_POWERED_CREEPER,
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// 1.8.2
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TN_MOB_CAVE_SPIDER,
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TN_MOB_ENDERMAN,
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TN_MOB_SILVERFISH,
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TN_MOB_ENDERMAN_EYES,
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TN_MISC_EXPLOSION,
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TN_ITEM_EXPERIENCE_ORB,
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TN_TILE_CHEST,
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TN_TILE_LARGE_CHEST,
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// 1.3.2
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TN_TILE_ENDER_CHEST,
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// 1.0.1
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TN_MOB_RED_COW,
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TN_MOB_SNOWMAN,
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TN_MOB_ENDERDRAGON,
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TN_MOB_BLAZE,
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TN_MOB_LAVA,
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TN_MOB_VILLAGER_VILLAGER,
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TN_MOB_VILLAGER_FARMER,
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TN_MOB_VILLAGER_LIBRARIAN,
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TN_MOB_VILLAGER_PRIEST,
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TN_MOB_VILLAGER_SMITH,
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TN_MOB_VILLAGER_BUTCHER,
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TN_MOB_ENDERDRAGON_ENDERCRYSTAL,
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TN_MOB_ENDERDRAGON_SHUFFLE,
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TN_MOB_ENDERDRAGON_BEAM,
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TN_MOB_ENDERDRAGON_ENDEREYES,
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TN__BLUR__MISC_GLINT,
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TN_ITEM_BOOK,
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TN_MISC_TUNNEL,
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TN_MISC_PARTICLEFIELD,
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TN_TERRAIN_MOON_PHASES,
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// 1.2.3
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TN_MOB_OCELOT,
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TN_MOB_CAT_BLACK,
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TN_MOB_CAT_RED,
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TN_MOB_CAT_SIAMESE,
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TN_MOB_VILLAGER_GOLEM,
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TN_MOB_WITHER_SKELETON,
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// TU14
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TN_MOB_WOLF_COLLAR,
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TN_MOB_ZOMBIE_VILLAGER,
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// 1.6.4
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TN_ITEM_LEASHKNOT,
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TN_MISC_BEACON_BEAM,
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TN_MOB_BAT,
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TN_MOB_DONKEY,
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TN_MOB_HORSE_BLACK,
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TN_MOB_HORSE_BROWN,
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TN_MOB_HORSE_CHESTNUT,
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TN_MOB_HORSE_CREAMY,
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TN_MOB_HORSE_DARKBROWN,
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TN_MOB_HORSE_GRAY,
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TN_MOB_HORSE_MARKINGS_BLACKDOTS,
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TN_MOB_HORSE_MARKINGS_WHITE,
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TN_MOB_HORSE_MARKINGS_WHITEDOTS,
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TN_MOB_HORSE_MARKINGS_WHITEFIELD,
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TN_MOB_HORSE_SKELETON,
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TN_MOB_HORSE_WHITE,
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TN_MOB_HORSE_ZOMBIE,
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TN_MOB_MULE,
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TN_MOB_HORSE_ARMOR_DIAMOND,
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TN_MOB_HORSE_ARMOR_GOLD,
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TN_MOB_HORSE_ARMOR_IRON,
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TN_MOB_WITCH,
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TN_MOB_WITHER,
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TN_MOB_WITHER_ARMOR,
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TN_MOB_WITHER_INVULNERABLE,
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//TU31
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TN_MOB_RABBIT_BROWN,
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TN_MOB_RABBIT_WHITE,
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TN_MOB_RABBIT_BLACK,
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TN_MOB_RABBIT_GOLD,
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TN_MOB_RABBIT_SALT,
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TN_MOB_RABBIT_WHITE_SPLOTCHED,
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TN_MOB_RABBIT_TOAST,
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TN_MOB_RABBIT_CAERBANNOG,
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TN_TILE_TRAP_CHEST,
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TN_TILE_LARGE_TRAP_CHEST,
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TN_MOB_ARMORSTAND,
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//TN_TILE_XMAS_CHEST,
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//TN_TILE_LARGE_XMAS_CHEST,
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TN_MOB_ENDERMITE,
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TN_MOB_GUARDIAN,
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TN_MOB_GUARDIAN_ELDER,
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TN_MOB_GUARDIAN_BEAM,
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#ifdef _LARGE_WORLDS
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TN_MISC_ADDITIONALMAPICONS,
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#endif
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TN_DEFAULT_FONT,
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TN_ALT_FONT,
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/* TN_SP1,
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TN_SP2,
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TN_SP3,
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TN_SPF,
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TN_THST,
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TN_THIR,
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TN_THGO,
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TN_THDI,
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TN_GPAN,
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TN_GPCO,
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TN_GPEN,
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TN_GPFO,
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TN_GPTO,
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TN_GPBA,
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TN_GPFA,
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TN_GPME,
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TN_GPMF,
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TN_GPMM,
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TN_GPSE,
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TN_AH_0006,
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TN_AH_0003,
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TN_AH_0007,
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TN_AH_0005,
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TN_AH_0004,
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TN_AH_0001,
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TN_AH_0002,
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TN_AT_0001,
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TN_AT_0002,
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TN_AT_0003,
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TN_AT_0004,
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TN_AT_0005,
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TN_AT_0006,
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TN_AT_0007,
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TN_AT_0008,
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TN_AT_0009,
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TN_AT_0010,
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TN_AT_0011,
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TN_AT_0012,
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TN_AP_0001,
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TN_AP_0002,
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TN_AP_0003,
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TN_AP_0004,
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TN_AP_0005,
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TN_AP_0006,
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TN_AP_0007,
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TN_AP_0009,
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TN_AP_0010,
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TN_AP_0011,
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TN_AP_0012,
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TN_AP_0013,
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TN_AP_0014,
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TN_AP_0015,
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TN_AP_0016,
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TN_AP_0017,
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TN_AP_0018,
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TN_AA_0001,
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TN_AT_0013,
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TN_AT_0014,
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TN_AT_0015,
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TN_AT_0016,
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TN_AT_0017,
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TN_AT_0018,
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TN_AP_0019,
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TN_AP_0020,
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TN_AP_0021,
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TN_AP_0022,
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TN_AP_0023,
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TN_AH_0008,
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TN_AH_0009,*/
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TN_GUI_ITEMS,
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TN_TERRAIN,
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TN_COUNT,
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}
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TEXTURE_NAME;
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class Textures
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{
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public:
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static bool MIPMAP;
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static C4JRender::eTextureFormat TEXTURE_FORMAT;
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private:
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static const wchar_t *preLoaded[TN_COUNT];
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static int preLoadedIdx[TN_COUNT];
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unordered_map<wstring, int> idMap;
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unordered_map<wstring, intArray> pixelsMap;
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unordered_map<int, BufferedImage *> loadedImages;
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//IntBuffer *pixels; // 4J - removed so we don't have a permanent buffer kicking round using up 1MB
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unordered_map<wstring, HttpTexture *> httpTextures;
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// 4J-PB - Added for GTS textures
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unordered_map<wstring,MemTexture *> memTextures;
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Options *options;
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private:
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TexturePackRepository *skins;
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BufferedImage *missingNo;
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PreStitchedTextureMap *terrain;
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PreStitchedTextureMap *items;
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int lastBoundId;
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public:
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Textures(TexturePackRepository *skins, Options *options);
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private:
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void loadIndexedTextures(); // 4J Added
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public:
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intArray loadTexturePixels(TEXTURE_NAME texId, const wstring& resourceName);
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private:
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intArray loadTexturePixels(BufferedImage *img);
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intArray loadTexturePixels(BufferedImage *img, intArray pixels);
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void setTextureFormat(const wstring& resourceName); // 4J added
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public:
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void bindTexture(const wstring &resourceName);
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void bindTexture(ResourceLocation *resource); // 4J Added
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void bindTextureLayers(ResourceLocation *resource); // 4J added
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// 4J Made public for use in XUI controls
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void bind(int id);
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ResourceLocation *getTextureLocation(shared_ptr<Entity> entity);
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ResourceLocation *getTextureLocation(int iconType);
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public:
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void clearLastBoundId();
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private:
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int loadTexture(TEXTURE_NAME texId, const wstring& resourceName);
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public:
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int loadTexture(int idx); // 4J added
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int getTexture(BufferedImage *img, C4JRender::eTextureFormat format = C4JRender::TEXTURE_FORMAT_RxGyBzAw, bool mipmap = true);
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void loadTexture(BufferedImage *img, int id);
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void loadTexture(BufferedImage *img, int id, bool blur, bool clamp);
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private:
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intArray anaglyph(intArray rawPixels);
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public:
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void replaceTexture(intArray rawPixels, int w, int h, int id);
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void replaceTextureDirect(intArray rawPixels, int w, int h, int id); // 4J added as optimisation
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void replaceTextureDirect(shortArray rawPixels, int w, int h, int id); // 4J added as optimisation
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void releaseTexture(int id);
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int loadHttpTexture(const wstring& url, const wstring& backup);
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int loadHttpTexture(const wstring& url, int backup); // 4J added
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bool hasHttpTexture(const wstring &url);
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HttpTexture *addHttpTexture(const wstring& url, HttpTextureProcessor *processor);
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void removeHttpTexture(const wstring& url);
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// 4J-PB - for the GTS textures
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int loadMemTexture(const wstring& url, const wstring& backup);
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int loadMemTexture(const wstring& url, int backup);
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int getHeight(const wstring& url, int backup);
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int getHeight(ResourceLocation resource);
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MemTexture * addMemTexture(const wstring& url, MemTextureProcessor *processor);
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//MemTexture * getMemTexture(const wstring& url, MemTextureProcessor *processor);
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void removeMemTexture(const wstring& url);
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void tick(bool updateTextures, bool tickDynamics = true); // 4J added updateTextures parameter & tickDynamics
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public:
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void reloadAll();
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void stitch();
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Icon *getMissingIcon(int type);
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BufferedImage *readImage(TEXTURE_NAME texId, const wstring& name); // Moved this to public for Font.cpp access
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// check list of title update textures to see if we need to use the UPDATE: drive
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static bool IsTUImage(TEXTURE_NAME texId, const wstring& name);
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static bool IsOriginalImage(TEXTURE_NAME texId, const wstring& name);
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};
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