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https://github.com/ClassiCube/ClassiCube.git
synced 2025-01-24 10:02:08 -05:00
Inventory menu should use classic background colour when in classic mode, also bedrock should not be shown when in classic mode but hax is disabled. (Thanks FrostFox)
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parent
15d73ab7ac
commit
867e204825
3 changed files with 15 additions and 20 deletions
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@ -26,8 +26,10 @@ namespace ClassicalSharp.Gui {
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int TableWidth { get { return blocksPerRow * blockSize + 10 + 10; } }
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int TableHeight { get { return Math.Min( rows, maxRows ) * blockSize + 10 + 30; } }
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static FastColour backCol = new FastColour( 30, 30, 30, 200 );
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static FastColour normBackCol = new FastColour( 30, 30, 30, 200 );
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static FastColour classicBackCol = new FastColour( 48, 48, 96, 192 );
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public override void Render( double delta ) {
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FastColour backCol = game.ClassicMode ? classicBackCol : normBackCol;
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api.Draw2DQuad( TableX, TableY, TableWidth, TableHeight, backCol );
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if( rows > maxRows )
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DrawScrollbar();
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@ -220,7 +222,9 @@ namespace ClassicalSharp.Gui {
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}
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bool ShowTile( int tile ) {
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if( game.ClassicMode && (tile >= (byte)Block.Water && tile <= (byte)Block.StillLava) )
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bool hackBlocks = !game.ClassicMode || game.ClassicHacks;
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if( !hackBlocks && (tile == (byte)Block.Bedrock ||
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tile >= (byte)Block.Water && tile <= (byte)Block.StillLava) )
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return false;
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return tile < BlockInfo.CpeBlocksCount || game.BlockInfo.Name[tile] != "Invalid";
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}
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@ -36,13 +36,14 @@ namespace Launcher {
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public unsafe static void DrawTiledPixels( FastBitmap src, FastBitmap dst,
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Rectangle srcRect, Rectangle dstRect ) {
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int srcWidth = srcRect.Width, dstWidth = dstRect.Width;
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int srcHeight = srcRect.Height, dstHeight = dstRect.Height;
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int srcX = srcRect.X, dstX = dstRect.X;
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int srcY = srcRect.Y, dstY = dstRect.Y;
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int srcX = srcRect.X, srcWidth = srcRect.Width, srcHeight = srcRect.Height;
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int dstX, dstY, dstWidth, dstHeight;
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if( !CheckCoords( dst, dstRect, out dstX, out dstY, out dstWidth, out dstHeight ) )
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return;
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for( int yy = 0; yy < dstHeight; yy++ ) {
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int* srcRow = src.GetRowPtr( srcY + ((yy + dstY) % srcHeight) );
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// srcY is always 0 so we don't need to add
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int* srcRow = src.GetRowPtr( ((yy + dstY) % srcHeight) );
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int* dstRow = dst.GetRowPtr( dstY + yy );
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for( int xx = 0; xx < dstWidth; xx++ )
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@ -100,11 +101,5 @@ namespace Launcher {
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if( dstWidth < 0 || dstHeight < 0 ) return false;
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return true;
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}
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static float Noise( int x, int y ) {
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int n = x + y * 57;
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n = (n << 13) ^ n;
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return 1f - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824f;
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}
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}
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}
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@ -120,13 +120,9 @@ namespace Launcher {
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}
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void ClearTile( int x, int y, int width, int height, int srcX, FastBitmap dst ) {
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if( x >= Width || y >= Height ) return;
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Rectangle srcRect = new Rectangle( srcX, 0, tileSize, tileSize );
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Size size = new Size( tileSize, tileSize );
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Rectangle area = new Rectangle( x, y, width, height );
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area.Width = Math.Min( area.X + area.Width, dst.Width ) - area.X;
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area.Height = Math.Min( area.Y + area.Height, dst.Height ) - area.Y;
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Drawer2DExt.DrawTiledPixels( terrainPixels, dst, srcRect, area );
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Rectangle srcRect = new Rectangle( srcX, 0, tileSize, tileSize );
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Drawer2DExt.DrawTiledPixels( terrainPixels, dst, srcRect,
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new Rectangle( x, y, width, height ) );
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}
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}
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}
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