mirror of
https://github.com/ReMinecraftPE/mcpe.git
synced 2025-01-23 17:52:10 -05:00
90 lines
2.6 KiB
C++
90 lines
2.6 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "GuiComponent.hpp"
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#ifdef _WIN32
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#pragma warning (disable : 4244)
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#endif
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void GuiComponent::blit(int dx, int dy, int sx, int sy, int tw, int th, int sw, int sh)
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{
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auto& t = Tesselator::instance;
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if (!sh) sh = th;
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if (!sw) sw = tw;
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int width = sw, height = sh;
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t.begin();
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t.vertexUV(dx, dy + th, field_4, float(sx) / 256.0f, float(sy + sh) / 256.0f);
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t.vertexUV(dx + tw, dy + th, field_4, float(sx + sw) / 256.0f, float(sy + sh) / 256.0f);
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t.vertexUV(dx + tw, dy, field_4, float(sx + sw) / 256.0f, float(sy) / 256.0f);
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t.vertexUV(dx, dy, field_4, float(sx) / 256.0f, float(sy) / 256.0f);
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t.draw();
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}
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void GuiComponent::drawCenteredString(Font* pFont, const std::string& str, int cx, int cy, int color)
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{
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int width = pFont->width(str);
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int height = pFont->height(str);
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pFont->drawShadow(str, cx - width / 2, cy - height / 2, color);
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}
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void GuiComponent::drawString(Font* pFont, const std::string& str, int cx, int cy, int color)
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{
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pFont->drawShadow(str, cx, cy, color);
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}
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void GuiComponent::fill(int a2, int a3, int a4, int a5, int a6)
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{
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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(float(GET_RED(a6)) / 255.0f, float(GET_GREEN(a6)) / 255.0f, float(GET_BLUE(a6)) / 255.0f, float(GET_ALPHA(a6)) / 255.0f);
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Tesselator& t = Tesselator::instance;
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t.begin();
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t.vertex(a2, a5, 0.0f);
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t.vertex(a4, a5, 0.0f);
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t.vertex(a4, a3, 0.0f);
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t.vertex(a2, a3, 0.0f);
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t.draw();
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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 a2, int a3, int a4, int a5, int a6, int a7)
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{
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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::instance;
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t.begin();
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// note: for some stupid reason OG uses the float overload.
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t.color(float(GET_RED(a6)) / 255.0f, float(GET_GREEN(a6)) / 255.0f, float(GET_BLUE(a6)) / 255.0f, float(GET_ALPHA(a6)) / 255.0f);
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t.vertex(a2, a5, 0.0f);
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t.vertex(a4, a5, 0.0f);
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t.color(float(GET_RED(a7)) / 255.0f, float(GET_GREEN(a7)) / 255.0f, float(GET_BLUE(a7)) / 255.0f, float(GET_ALPHA(a7)) / 255.0f);
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t.vertex(a4, a3, 0.0f);
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t.vertex(a2, a3, 0.0f);
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t.draw();
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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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