#include "stdafx.h" #include "Tesselator.h" #include "Textures.h" #include "ProgressRenderer.h" #include "..\Minecraft.World\System.h" CRITICAL_SECTION ProgressRenderer::s_progress; ProgressRenderer::ProgressRenderer(Minecraft *minecraft) { status = -1; title = -1; lastTime = System::currentTimeMillis(); noAbort = false; this->minecraft = minecraft; this->m_eType=eProgressStringType_ID; } void ProgressRenderer::progressStart(int title) { noAbort = false; _progressStart(title); } void ProgressRenderer::progressStartNoAbort(int string) { noAbort = true; _progressStart(string); } void ProgressRenderer::_progressStart(int title) { // 4J Stu - Removing all progressRenderer rendering. This will be replaced on the xbox if (!minecraft->running) { if (noAbort) return; // throw new StopGameException(); // 4J - removed } EnterCriticalSection( &ProgressRenderer::s_progress ); lastPercent = 0; this->title = title; LeaveCriticalSection( &ProgressRenderer::s_progress ); #if 0 ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height); glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 100, 300); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -200); #endif } void ProgressRenderer::progressStage(int status) { if (!minecraft->running) { if (noAbort) return; // throw new StopGameException(); // 4J - removed } lastTime = 0; EnterCriticalSection( &ProgressRenderer::s_progress ); setType(eProgressStringType_ID); this->status = status; LeaveCriticalSection( &ProgressRenderer::s_progress ); progressStagePercentage(-1); lastTime = 0; } void ProgressRenderer::progressStagePercentage(int i) { // 4J Stu - Removing all progressRenderer rendering. This will be replaced on the xbox EnterCriticalSection( &ProgressRenderer::s_progress ); lastPercent = i; LeaveCriticalSection( &ProgressRenderer::s_progress ); #if 0 if (!minecraft->running) { if (noAbort) return; // throw new StopGameException(); // 4J - removed } __int64 now = System::currentTimeMillis(); if (now - lastTime < 20) return; lastTime = now; ScreenSizeCalculator ssc(minecraft->options, minecraft->width, minecraft->height); int screenWidth = ssc.getWidth(); int screenHeight = ssc.getHeight(); glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 100, 300); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -200); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Tesselator *t = Tesselator::getInstance(); int id = minecraft->textures->loadTexture(L"/gui/background.png"); glBindTexture(GL_TEXTURE_2D, id); float s = 32; t->begin(); t->color(0x404040); t->vertexUV((float)(0), (float)( screenHeight), (float)( 0), (float)( 0), (float)( screenHeight / s)); t->vertexUV((float)(screenWidth), (float)( screenHeight), (float)( 0), (float)( screenWidth / s), (float)( screenHeight / s)); t->vertexUV((float)(screenWidth), (float)( 0), (float)( 0), (float)( screenWidth / s), (float)( 0)); t->vertexUV((float)(0), (float)( 0), (float)( 0), (float)( 0), (float)( 0)); t->end(); if (i >= 0) { int w = 100; int h = 2; int x = screenWidth / 2 - w / 2; int y = screenHeight / 2 + 16; glDisable(GL_TEXTURE_2D); t->begin(); t->color(0x808080); t->vertex((float)(x), (float)( y), (float)( 0)); t->vertex((float)(x), (float)( y + h), (float)( 0)); t->vertex((float)(x + w), (float)( y + h), (float)( 0)); t->vertex((float)(x + w), (float)( y), (float)( 0)); t->color(0x80ff80); t->vertex((float)(x), (float)( y), (float)( 0)); t->vertex((float)(x), (float)( y + h), (float)( 0)); t->vertex((float)(x + i), (float)( y + h), (float)( 0)); t->vertex((float)(x + i), (float)( y), (float)( 0)); t->end(); glEnable(GL_TEXTURE_2D); } minecraft->font->drawShadow(title, (screenWidth - minecraft->font->width(title)) / 2, screenHeight / 2 - 4 - 16, 0xffffff); minecraft->font->drawShadow(status, (screenWidth - minecraft->font->width(status)) / 2, screenHeight / 2 - 4 + 8, 0xffffff); Display::update(); /* // 4J - removed try { Thread.yield(); } catch (Exception e) { } */ #endif } int ProgressRenderer::getCurrentPercent() { int returnValue = 0; EnterCriticalSection( &ProgressRenderer::s_progress ); returnValue = lastPercent; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue; } int ProgressRenderer::getCurrentTitle() { EnterCriticalSection( &ProgressRenderer::s_progress ); int returnValue = title; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue; } int ProgressRenderer::getCurrentStatus() { EnterCriticalSection( &ProgressRenderer::s_progress ); int returnValue = status; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue; } ProgressRenderer::eProgressStringType ProgressRenderer::getType() { EnterCriticalSection( &ProgressRenderer::s_progress ); eProgressStringType returnValue = m_eType; LeaveCriticalSection( &ProgressRenderer::s_progress ); return returnValue; } void ProgressRenderer::setType(eProgressStringType eType) { EnterCriticalSection( &ProgressRenderer::s_progress ); m_eType=eType; LeaveCriticalSection( &ProgressRenderer::s_progress ); } void ProgressRenderer::progressStage(wstring &wstrText) { EnterCriticalSection( &ProgressRenderer::s_progress ); m_wstrText=wstrText; setType(eProgressStringType_String); LeaveCriticalSection( &ProgressRenderer::s_progress ); } wstring& ProgressRenderer::getProgressString(void) { EnterCriticalSection( &ProgressRenderer::s_progress ); wstring &temp=m_wstrText; LeaveCriticalSection( &ProgressRenderer::s_progress ); return temp; }