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* Initial commit.
:)
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218
source/Base/Utils.cpp
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218
source/Base/Utils.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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Utils.cpp
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The following code is licensed under the following license:
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< no license yet :( >
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********************************************************************/
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// note: not an official file name
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#include "Utils.hpp"
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#ifdef _WIN32
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#include <Windows.h>
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// Why are we not using GetTickCount64()? It's simple -- getTimeMs has the exact same problem as using regular old GetTickCount.
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#pragma warning(disable : 28159)
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#else
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#include <sys/time.h>
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#endif
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#include "compat/GL.hpp"
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int g_TimeSecondsOnInit = 0;
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const char* GetTerrainName()
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{
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return "terrain.png";
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}
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const char* GetItemsName()
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{
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return "gui/items.png";
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}
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const char* GetGUIBlocksName()
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{
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return "gui/gui_blocks.png";
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}
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// In regular mode, getTimeMs depends on getTimeS.
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// In Win32 mode, it's vice versa. Cool
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int getTimeMs();
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float getTimeS()
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{
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#ifdef _WIN32
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return float(getTimeMs()) / 1000.0f;
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#else
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// variant implemented by Mojang. This does not work on MSVC
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timeval tv;
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gettimeofday(&tv, NULL);
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if (g_TimeSecondsOnInit == 0)
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g_TimeSecondsOnInit = tv.tv_sec;
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return float(tv.tv_sec - g_TimeSecondsOnInit) + float(tv.tv_usec) / 1000000.0f;
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#endif
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}
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int getTimeMs()
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{
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#ifdef _WIN32
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// just return GetTickCount
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int time = GetTickCount();
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if (g_TimeSecondsOnInit == 0)
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g_TimeSecondsOnInit = time;
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return time - g_TimeSecondsOnInit;
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#else
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return int(getTimeS() * 1000.0f);
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#endif
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}
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time_t getRawTimeS()
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{
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#ifdef _WIN32
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return time_t(GetTickCount() / 1000);
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#else
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timeval tv;
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gettimeofday(&tv, NULL);
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return tv.tv_sec;
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#endif
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}
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time_t getEpochTimeS()
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{
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return time(0);
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}
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#ifdef _WIN32
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HINSTANCE g_hInstance = NULL;
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HWND g_hWnd = NULL;
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void SetInstance(HINSTANCE hinst)
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{
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g_hInstance = hinst;
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}
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HINSTANCE GetInstance()
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{
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return g_hInstance;
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}
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void SetHWND(HWND hwnd)
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{
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g_hWnd = hwnd;
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}
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HWND GetHWND()
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{
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return g_hWnd;
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}
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void CenterWindow(HWND hWnd)
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{
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RECT r, desk;
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GetWindowRect(hWnd, &r);
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GetWindowRect(GetDesktopWindow(), &desk);
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int wa, ha, wb, hb;
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wa = (r.right - r.left) / 2;
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ha = (r.bottom - r.top) / 2;
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wb = (desk.right - desk.left) / 2;
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hb = (desk.bottom - desk.top) / 2;
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SetWindowPos(hWnd, NULL, wb - wa, hb - ha, r.right - r.left, r.bottom - r.top, 0);
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}
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void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
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{
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PIXELFORMATDESCRIPTOR pfd;
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int iFormat;
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/* get the device context (DC) */
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*hDC = GetDC(hwnd);
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/* set the pixel format for the DC */
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ZeroMemory(&pfd, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW |
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PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 24;
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pfd.cDepthBits = 16;
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pfd.iLayerType = PFD_MAIN_PLANE;
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iFormat = ChoosePixelFormat(*hDC, &pfd);
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SetPixelFormat(*hDC, iFormat, &pfd);
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/* create and enable the render context (RC) */
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*hRC = wglCreateContext(*hDC);
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wglMakeCurrent(*hDC, *hRC);
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}
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void DisableOpenGL(HWND hwnd, HDC hDC, HGLRC hRC)
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{
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(hRC);
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ReleaseDC(hwnd, hDC);
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}
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void sleepMs(int ms)
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{
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#ifdef _WIN32
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Sleep(ms);
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#else
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usleep(1000 * ms);
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#endif
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}
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#endif
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void drawArrayVT(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FLOAT, stride, nullptr);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void drawArrayVTC(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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glVertexPointer(3, GL_FLOAT, stride, nullptr);
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glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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float Max(float a, float b)
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{
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if (a < b)
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a = b;
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return a;
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}
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