mcpe/source/Base/Utils.cpp

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2023-07-30 22:22:02 +03:00
/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
Utils.cpp
The following code is licensed under the following license:
< no license yet :( >
********************************************************************/
// note: not an official file name
#include "Utils.hpp"
#ifdef _WIN32
#include <Windows.h>
// Why are we not using GetTickCount64()? It's simple -- getTimeMs has the exact same problem as using regular old GetTickCount.
#pragma warning(disable : 28159)
#else
#include <sys/time.h>
#endif
#include "compat/GL.hpp"
int g_TimeSecondsOnInit = 0;
const char* GetTerrainName()
{
return "terrain.png";
}
const char* GetItemsName()
{
return "gui/items.png";
}
const char* GetGUIBlocksName()
{
return "gui/gui_blocks.png";
}
// In regular mode, getTimeMs depends on getTimeS.
// In Win32 mode, it's vice versa. Cool
int getTimeMs();
float getTimeS()
{
#ifdef _WIN32
return float(getTimeMs()) / 1000.0f;
#else
// variant implemented by Mojang. This does not work on MSVC
timeval tv;
gettimeofday(&tv, NULL);
if (g_TimeSecondsOnInit == 0)
g_TimeSecondsOnInit = tv.tv_sec;
return float(tv.tv_sec - g_TimeSecondsOnInit) + float(tv.tv_usec) / 1000000.0f;
#endif
}
int getTimeMs()
{
#ifdef _WIN32
// just return GetTickCount
int time = GetTickCount();
if (g_TimeSecondsOnInit == 0)
g_TimeSecondsOnInit = time;
return time - g_TimeSecondsOnInit;
#else
return int(getTimeS() * 1000.0f);
#endif
}
time_t getRawTimeS()
{
#ifdef _WIN32
return time_t(GetTickCount() / 1000);
#else
timeval tv;
gettimeofday(&tv, NULL);
return tv.tv_sec;
#endif
}
time_t getEpochTimeS()
{
return time(0);
}
#ifdef _WIN32
HINSTANCE g_hInstance = NULL;
HWND g_hWnd = NULL;
void SetInstance(HINSTANCE hinst)
{
g_hInstance = hinst;
}
HINSTANCE GetInstance()
{
return g_hInstance;
}
void SetHWND(HWND hwnd)
{
g_hWnd = hwnd;
}
HWND GetHWND()
{
return g_hWnd;
}
void CenterWindow(HWND hWnd)
{
RECT r, desk;
GetWindowRect(hWnd, &r);
GetWindowRect(GetDesktopWindow(), &desk);
int wa, ha, wb, hb;
wa = (r.right - r.left) / 2;
ha = (r.bottom - r.top) / 2;
wb = (desk.right - desk.left) / 2;
hb = (desk.bottom - desk.top) / 2;
SetWindowPos(hWnd, NULL, wb - wa, hb - ha, r.right - r.left, r.bottom - r.top, 0);
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL(HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
void sleepMs(int ms)
{
#ifdef _WIN32
Sleep(ms);
#else
usleep(1000 * ms);
#endif
}
#endif
void drawArrayVT(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawArrayVTC(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
float Max(float a, float b)
{
if (a < b)
a = b;
return a;
}