Files
mcpe/source/client/newui/Drawer.cpp

93 lines
2.9 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
********************************************************************/
#include "Drawer.hpp"
#include "client/renderer/Font.hpp"
#include "client/renderer/Tesselator.hpp"
Drawer::Drawer()
{
}
void Drawer::blit(int dstX, int dstY, int srcX, int srcY, int dstWidth, int dstHeight, int srcWidth, int srcHeight)
{
Tesselator& t = Tesselator::instance;
if (!srcHeight)
srcHeight = dstHeight;
if (!srcWidth)
srcWidth = dstWidth;
t.begin();
t.vertexUV(dstX, dstY + dstHeight, 0, float(srcX) / 256.0f, float(srcY + srcHeight) / 256.0f);
t.vertexUV(dstX + dstWidth, dstY + dstHeight, 0, float(srcX + srcWidth) / 256.0f, float(srcY + srcHeight) / 256.0f);
t.vertexUV(dstX + dstWidth, dstY, 0, float(srcX + srcWidth) / 256.0f, float(srcY) / 256.0f);
t.vertexUV(dstX, dstY, 0, float(srcX) / 256.0f, float(srcY) / 256.0f);
t.draw();
}
void Drawer::fill(int left, int top, int right, int bottom, int color)
{
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(float(GET_RED(color)) / 255.0f, float(GET_GREEN(color)) / 255.0f, float(GET_BLUE(color)) / 255.0f, float(GET_ALPHA(color)) / 255.0f);
Tesselator& t = Tesselator::instance;
t.begin();
t.vertex(left, bottom, 0.0f);
t.vertex(right, bottom, 0.0f);
t.vertex(right, top, 0.0f);
t.vertex(left, top, 0.0f);
t.draw();
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
void Drawer::fillGradient(int left, int top, int right, int bottom, int colorUp, int colorDown)
{
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
Tesselator& t = Tesselator::instance;
t.begin();
// note: for some stupid reason OG uses the float overload.
t.color(float(GET_RED(colorUp)) / 255.0f, float(GET_GREEN(colorUp)) / 255.0f, float(GET_BLUE(colorUp)) / 255.0f, float(GET_ALPHA(colorUp)) / 255.0f);
t.vertex(left, bottom, 0.0f);
t.vertex(right, bottom, 0.0f);
t.color(float(GET_RED(colorDown)) / 255.0f, float(GET_GREEN(colorDown)) / 255.0f, float(GET_BLUE(colorDown)) / 255.0f, float(GET_ALPHA(colorDown)) / 255.0f);
t.vertex(right, top, 0.0f);
t.vertex(left, top, 0.0f);
t.draw();
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_TEXTURE_2D);
}
void Drawer::drawCenteredText(Font* pFont, const std::string text, int cx, int cy, int color)
{
int width = pFont->width(text);
int height = pFont->height(text);
pFont->drawShadow(text, cx - width / 2, cy - height / 2, color);
}
void Drawer::drawText(Font* pFont, const std::string text, int cx, int cy, int color)
{
pFont->drawShadow(text, cx, cy, color);
}