Files
mcpe/source/client/gui/components/ScrolledSelectionList.cpp
2023-12-02 21:04:21 +03:00

278 lines
7.1 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
// @TODO: Add keyboard based control
#include "ScrolledSelectionList.hpp"
#define C_ITEM_WIDTH C_SCROLLED_LIST_ITEM_WIDTH
ScrolledSelectionList::ScrolledSelectionList(Minecraft* minecraft, int a3, int a4, int a5, int a6, int a7) :
m_pMinecraft(minecraft),
field_C(float(a5)),
field_10(float(a6)),
m_itemHeight(a7),
field_18(a3),
field_1C(a4),
field_20(float(a3)),
field_24(0.0f),
field_2C(-2),
field_30(0.0f),
field_34(0.0f),
field_38(0.0f),
field_3C(-1),
field_40(0),
m_bRenderSelection(true),
field_45(false),
field_48(0)
{
}
void ScrolledSelectionList::setRenderSelection(bool b)
{
m_bRenderSelection = b;
}
int ScrolledSelectionList::getMaxPosition()
{
return field_48 + m_itemHeight * getNumberOfItems();
}
void ScrolledSelectionList::renderHeader(int a, int b, Tesselator& t)
{
}
void ScrolledSelectionList::renderDecorations(int a, int b)
{
}
void ScrolledSelectionList::clickedHeader(int x, int y)
{
}
int ScrolledSelectionList::getItemAtPosition(int x, int y)
{
if (x < field_18 / 2 - C_ITEM_WIDTH / 2)
return -1;
if (x > field_18 / 2 + C_ITEM_WIDTH / 2)
return -1;
return getItemAtYPositionRaw(transformY(y));
}
void ScrolledSelectionList::capYPosition()
{
float maxY = float(getMaxPosition()) - (float(field_10 - field_C) - 4.0f);
if (maxY < 0.0f)
maxY *= 0.5f;
if (field_34 < 0.0f)
field_34 = 0.0f;
if (field_34 > maxY)
field_34 = maxY;
}
void ScrolledSelectionList::onClickItem(int index, int mouseX, int mouseY)
{
selectItem(index, false);
}
void ScrolledSelectionList::renderScrollBackground()
{
Tesselator& t = Tesselator::instance;
t.begin();
t.color(0x202020);
t.vertexUV(field_24, field_10, 0.0f, field_24 / 32.0f, (field_10 + float(int(field_34))) / 32.0f);
t.vertexUV(field_20, field_10, 0.0f, field_20 / 32.0f, (field_10 + float(int(field_34))) / 32.0f);
t.vertexUV(field_20, field_C, 0.0f, field_20 / 32.0f, (field_C + float(int(field_34))) / 32.0f);
t.vertexUV(field_24, field_C, 0.0f, field_24 / 32.0f, (field_C + float(int(field_34))) / 32.0f);
t.draw();
}
void ScrolledSelectionList::checkInput(int mouseX, int mouseY)
{
if (Mouse::isButtonDown(BUTTON_LEFT))
{
if (float(mouseY) >= field_C && float(mouseY) <= field_10 && abs(mouseY - field_28) > 5)
{
int field_2C_old = field_2C;
if (field_2C == -1)
{
field_2C = 1;
}
else if (field_2C == 1)
{
field_3C = mouseY;
field_40 = getTimeMs();
}
else if (field_2C == 0)
{
float diff = float(mouseY) - field_30;
field_34 -= diff;
field_38 += diff;
}
if (field_2C_old >= 0)
field_2C = 0;
field_28 = -1;
}
}
else
{
if (field_2C >= 0)
{
if (fabsf(field_38) < 2.0f)
field_38 = 0.0f;
if (getTimeMs() - field_40 < 300)
{
if (transformY(mouseY) / m_itemHeight >= 0 && m_itemHeight > abs(field_3C - mouseY))
{
onClickItem(transformY(mouseY) / m_itemHeight, mouseX, mouseY);
field_38 = 0.0f;
}
}
}
field_2C = -1;
field_34 -= field_38;
}
}
void ScrolledSelectionList::render(int mouseX, int mouseY, float f)
{
renderBackground(f);
int nItems = getNumberOfItems();
Tesselator& t = Tesselator::instance;
checkInput(mouseX, mouseY);
field_30 = float(mouseY);
field_38 *= 0.75f;
capYPosition();
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
m_pMinecraft->m_pTextures->loadAndBindTexture("gui/background.png");
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
renderScrollBackground();
int itemX = field_18 / 2 - (C_ITEM_WIDTH - 4) / 2;
int scrollY = int(field_C + 4 - float(int(field_34)));
if (field_45)
renderHeader(itemX, scrollY, t);
// Note, X/Y are the lower left's X/Y coordinates, not the upper left's.
int lowerY = Minecraft::height - int(field_10 / Gui::InvGuiScale);
int upperY = Minecraft::height - int(field_C / Gui::InvGuiScale);
glScissor(0, lowerY, Minecraft::width, upperY - lowerY);
glEnable(GL_SCISSOR_TEST);
for (int i = 0; i < nItems; i++)
{
float itemY = float(field_48 + scrollY + i * m_itemHeight);
if (field_10 < itemY)
continue;
float lowerY = itemY + m_itemHeight - 4;
if (lowerY < field_C)
continue;
if (m_bRenderSelection && isSelectedItem(i))
{
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_TEXTURE_2D);
t.begin();
t.color(0x808080);
t.vertexUV(float(field_18) / 2.0f - C_ITEM_WIDTH / 2.0f, lowerY + 2.0f, 0.0f, 0.0f, 1.0f);
t.vertexUV(float(field_18) / 2.0f + C_ITEM_WIDTH / 2.0f, lowerY + 2.0f, 0.0f, 1.0f, 1.0f);
t.vertexUV(float(field_18) / 2.0f + C_ITEM_WIDTH / 2.0f, itemY - 2.0f, 0.0f, 1.0f, 0.0f);
t.vertexUV(float(field_18) / 2.0f - C_ITEM_WIDTH / 2.0f, itemY - 2.0f, 0.0f, 0.0f, 0.0f);
t.color(0x000000);
t.vertexUV(float(field_18) / 2.0f - C_ITEM_WIDTH / 2.0f + 1, lowerY + 1.0f, 0.0f, 0.0f, 1.0f);
t.vertexUV(float(field_18) / 2.0f + C_ITEM_WIDTH / 2.0f - 1, lowerY + 1.0f, 0.0f, 1.0f, 1.0f);
t.vertexUV(float(field_18) / 2.0f + C_ITEM_WIDTH / 2.0f - 1, itemY - 1.0f, 0.0f, 1.0f, 0.0f);
t.vertexUV(float(field_18) / 2.0f - C_ITEM_WIDTH / 2.0f + 1, itemY - 1.0f, 0.0f, 0.0f, 0.0f);
t.draw();
glEnable(GL_TEXTURE_2D);
}
renderItem(i, itemX, int(itemY), int(m_itemHeight - 4.0f), t);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
renderHoleBackground(0.0f, field_C, 255, 255);
renderHoleBackground(field_10, float(field_1C), 255, 255);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_ALPHA_TEST);
glShadeModel(GL_SMOOTH);
glDisable(GL_TEXTURE_2D);
t.begin();
t.color(0, 0);
t.vertexUV(field_24, field_C + 4.0f, 0.0f, 0.0f, 1.0f);
t.vertexUV(field_20, field_C + 4.0f, 0.0f, 1.0f, 1.0f);
t.color(0, 255);
t.vertexUV(field_20, field_C, 0.0f, 1.0f, 0.0f);
t.vertexUV(field_24, field_C, 0.0f, 0.0f, 0.0f);
t.draw();
t.begin();
t.color(0, 255);
t.vertexUV(field_24, field_10, 0.0f, 0.0f, 1.0f);
t.vertexUV(field_20, field_10, 0.0f, 1.0f, 1.0f);
t.color(0, 0);
t.vertexUV(field_20, field_10 - 4.0f, 0.0f, 1.0f, 0.0f);
t.vertexUV(field_24, field_10 - 4.0f, 0.0f, 0.0f, 0.0f);
t.draw();
renderDecorations(mouseX, mouseY);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
}
void ScrolledSelectionList::renderHoleBackground(float a, float b, int c, int d)
{
m_pMinecraft->m_pTextures->loadAndBindTexture("gui/background.png");
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
Tesselator& t = Tesselator::instance;
t.begin();
t.color(0x505050, d);
t.vertexUV(0.0f, b, 0.0f, 0.0f, b / 32.0f);
t.vertexUV(float(field_18), b, 0.0f, field_18 / 32.0f, b / 32.0f);
t.color(0x505050, c);
t.vertexUV(float(field_18), a, 0.0f, field_18 / 32.0f, a / 32.0f);
t.vertexUV(0.0f, a, 0.0f, 0.0f, a / 32.0f);
t.draw();
}
void ScrolledSelectionList::setRenderHeader(bool b, int i)
{
field_45 = b;
if (!b)
i = 0;
field_48 = i;
}