#include "stdafx.h" #include "SignRenderer.h" #include "SignModel.h" #include "ModelPart.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\Entity.h" #include "..\Minecraft.World\Level.h" SignRenderer::SignRenderer() { signModel = new SignModel(); } void SignRenderer::render(shared_ptr _sign, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled) { // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr sign = dynamic_pointer_cast(_sign); Tile *tile = sign->getTile(); glPushMatrix(); float size = 16 / 24.0f; if (tile == Tile::sign) { glTranslatef((float) x + 0.5f, (float) y + 0.75f * size, (float) z + 0.5f); float rot = sign->getData() * 360 / 16.0f; glRotatef(-rot, 0, 1, 0); signModel->cube2->visible = true; } else { int face = sign->getData(); float rot = 0; if (face == 2) rot = 180; if (face == 4) rot = 90; if (face == 5) rot = -90; glTranslatef((float) x + 0.5f, (float) y + 0.75f * size, (float) z + 0.5f); glRotatef(-rot, 0, 1, 0); glTranslatef(0, -5 / 16.0f, -7 / 16.0f); signModel->cube2->visible = false; } bindTexture(TN_ITEM_SIGN); // 4J was L"/item/sign.png" glPushMatrix(); glScalef(size, -size, -size); signModel->render(true); glPopMatrix(); Font *font = getFont(); float s = 1 / 60.0f * size; glTranslatef(0, 0.5f * size, 0.07f * size); glScalef(s, -s, s); glNormal3f(0, 0, -1 * s); glDepthMask(false); int col = Minecraft::GetInstance()->getColourTable()->getColor(eMinecraftColour_Sign_Text); wstring msg; // need to send the new data // Get the current language setting from the console DWORD dwLanguage = XGetLanguage( ); for (int i = 0; i < MAX_SIGN_LINES; i++) // 4J - was sign.messages.length { if(sign->IsVerified()) { if(sign->IsCensored()) { switch(dwLanguage) { case XC_LANGUAGE_KOREAN: case XC_LANGUAGE_JAPANESE: case XC_LANGUAGE_TCHINESE: msg = L"Censored";// In-game font, so English only break; default: msg = app.GetString(IDS_STRINGVERIFY_CENSORED); break; } } else { msg = sign->GetMessage(i); } } else { switch(dwLanguage) { case XC_LANGUAGE_KOREAN: case XC_LANGUAGE_JAPANESE: case XC_LANGUAGE_TCHINESE: msg = L"Awaiting Approval";// In-game font, so English only break; default: msg = app.GetString(IDS_STRINGVERIFY_AWAITING_APPROVAL); break; } } if (i == sign->GetSelectedLine()) { msg = L"> " + msg + L" <"; font->draw(msg, -font->width(msg) / 2, i * 10 - (MAX_SIGN_LINES) * 5, col); // 4J - (MAX_SIGN_LINES) was sign.messages.length } else { font->draw(msg, -font->width(msg) / 2, i * 10 - (MAX_SIGN_LINES) * 5, col); // 4J - (MAX_SIGN_LINES) was sign.messages.length } } glDepthMask(true); glColor4f(1, 1, 1, 1); glPopMatrix(); }