chore: cleanup function names & update gdraw resolution

This commit is contained in:
2026-09-05 01:17:52 -04:00
parent 1e37e0207c
commit 6800455166
19 changed files with 97 additions and 76 deletions
+1 -1
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@@ -248,7 +248,7 @@ void AbstractTexturePack::loadDefaultUI()
//CXuiSceneBase::GetInstance()->SetVisualPrefix(L"TexturePack");
CXuiSceneBase::GetInstance()->SkinChanged(CXuiSceneBase::GetInstance()->m_hObj);
#else
ui.ReloadSkin();
ui.ReloadSkins();
#endif
}
+2 -2
View File
@@ -4039,8 +4039,8 @@ void CMinecraftApp::HandleXuiActions(void)
ui.SetTooltips(i, -1);
ui.ReloadSkin();
ui.StartReloadSkinThread();
ui.ReloadSkins();
ui.StartReloadSkinsThread();
ui.setCleanupOnReload();
#endif
@@ -418,8 +418,8 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, LPVOID lpParame
// 4J Stu - We were ticking this way too fast which could cause the connection to time out
// The connections should tick at 20 per second
Sleep(50);
} while ( (IsInSession() && !connection->isStarted() && !connection->isClosed() && !g_NetworkManager.IsLeavingGame()) || tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) );
ui.CleanUpSkinReload();
} while ( (IsInSession() && !connection->isStarted() && !connection->isClosed() && !g_NetworkManager.IsLeavingGame()) || tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkins()) );
ui.CleanUpSkinsReload();
// 4J Stu - Fix for #11279 - CRASH: TCR 001: BAS Game Stability: Signing out of game will cause title to crash
// We need to break out of the above loop if m_bLeavingGame is set, and close the connection
@@ -900,11 +900,11 @@ int CGameNetworkManager::RunNetworkGameThreadProc( void* lpParameter )
if( !success)
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
while ( tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) )
while ( tPack->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkins()) )
{
Sleep(1);
}
ui.CleanUpSkinReload();
ui.CleanUpSkinsReload();
if(app.GetDisconnectReason() == DisconnectPacket::eDisconnect_None)
{
app.SetDisconnectReason( DisconnectPacket::eDisconnect_ConnectionCreationFailed );
@@ -937,7 +937,7 @@ int CGameNetworkManager::ServerThreadProc( void* lpParameter )
// 4J Stu - If we are loading a DLC save that's separate from the texture pack, load
if( param->levelGen != NULL && (param->texturePackId == 0 || param->levelGen->getRequiredTexturePackId() != param->texturePackId) )
{
while((Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()))
while((Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkins()))
{
Sleep(1);
}
+3 -3
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@@ -9,9 +9,9 @@ class IUIController
public:
virtual void tick() = 0;
virtual void render() = 0;
virtual void StartReloadSkinThread() = 0;
virtual bool IsReloadingSkin() = 0;
virtual void CleanUpSkinReload() = 0;
virtual void StartReloadSkinsThread() = 0;
virtual bool IsReloadingSkins() = 0;
virtual void CleanUpSkinsReload() = 0;
virtual bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD) = 0;
virtual bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT) = 0;
virtual void CloseUIScenes(int iPad, bool forceIPad = false) = 0;
@@ -82,7 +82,7 @@ void UIComponent_PressStartToPlay::handleTimerComplete(int id)
void UIComponent_PressStartToPlay::showPressStart(int iPad, bool show)
{
m_showingPressStart[iPad] = show;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_controlPressStartPanel.setVisible(show);
@@ -103,7 +103,7 @@ void UIComponent_PressStartToPlay::showPressStart(int iPad, bool show)
void UIComponent_PressStartToPlay::setTrialTimer(const wstring &label)
{
m_trialTimer = label;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_labelTrialTimer.setLabel(label);
}
@@ -112,7 +112,7 @@ void UIComponent_PressStartToPlay::setTrialTimer(const wstring &label)
void UIComponent_PressStartToPlay::showTrialTimer(bool show)
{
m_showingTrialTimer = show;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_labelTrialTimer.setVisible(show);
}
@@ -121,7 +121,7 @@ void UIComponent_PressStartToPlay::showTrialTimer(bool show)
void UIComponent_PressStartToPlay::setAutosaveTimer(const wstring &label)
{
m_autosaveTimer = label;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_labelTrialTimer.setLabel(label);
}
@@ -130,7 +130,7 @@ void UIComponent_PressStartToPlay::setAutosaveTimer(const wstring &label)
void UIComponent_PressStartToPlay::showAutosaveTimer(bool show)
{
m_showingAutosaveTimer = show;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_labelTrialTimer.setVisible(show);
}
@@ -139,7 +139,7 @@ void UIComponent_PressStartToPlay::showAutosaveTimer(bool show)
void UIComponent_PressStartToPlay::showSaveIcon(bool show)
{
m_showingSaveIcon = show;
if(!ui.IsExpectingOrReloadingSkin() && hasMovie())
if(!ui.IsExpectingOrReloadingSkins() && hasMovie())
{
m_controlSaveIcon.setVisible(show);
}
@@ -181,7 +181,7 @@ void UIComponent_Tooltips::tick()
bool layoutChanges = false;
for (int i = 0; i < eToolTipNumButtons; i++)
{
if ( !ui.IsReloadingSkin() && m_tooltipValues[i].show && m_tooltipValues[i].label.needsUpdating() )
if ( !ui.IsReloadingSkins() && m_tooltipValues[i].show && m_tooltipValues[i].label.needsUpdating() )
{
layoutChanges = true;
_SetTooltip(i, m_tooltipValues[i].label, m_tooltipValues[i].show, true);
+42 -32
View File
@@ -15,7 +15,6 @@
#include <message_dialog.h>
#elif _WINDOWS64
#include "Windows64\Windows64_Minecraft.h"
string m_LastControllerType = "mrow";
#endif
// 4J Stu - Enable this to override the Iggy Allocator
@@ -50,8 +49,12 @@ string m_LastControllerType = "mrow";
#endif
CRITICAL_SECTION UIController::ms_reloadSkinCS;
bool UIController::ms_bReloadSkinCSInitialised = false;
#ifdef _WINDOWS64
string m_LastControllerType = "mrow";
#endif
CRITICAL_SECTION UIController::ms_reloadSkinsCS;
bool UIController::ms_bReloadSkinsCSInitialised = false;
DWORD UIController::m_dwTrialTimerLimitSecs=DYNAMIC_CONFIG_DEFAULT_TRIAL_TIME;
@@ -165,7 +168,7 @@ static void RADLINK DeallocateFunction ( void * alloc_callback_user_data , void
UIController::UIController()
{
m_uiDebugConsole = NULL;
m_reloadSkinThread = NULL;
m_reloadSkinsThread = NULL;
m_navigateToHomeOnReload = false;
@@ -230,11 +233,11 @@ UIController::UIController()
m_bTouchscreenPressed=false;
#endif
if(!ms_bReloadSkinCSInitialised)
if(!ms_bReloadSkinsCSInitialised)
{
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
InitializeCriticalSection(&ms_reloadSkinCS);
ms_bReloadSkinCSInitialised = true;
InitializeCriticalSection(&ms_reloadSkinsCS);
ms_bReloadSkinsCSInitialised = true;
}
}
@@ -336,13 +339,13 @@ UITTFFont *UIController::createFont(EFont fontLanguage)
{
switch(fontLanguage)
{
#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
#if !(defined _DURANGO || _WINDOWS64)
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DF-DotDotGothic16.ttf", 0x203B); // JPN
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFTT_R5.TTC", 0x203B); // CHT
case eFont_Korean: return new UITTFFont("Mojangles_TTF_koKR", "Common/Media/font/KOR/candadite2.ttf", 0x203B); // KOR
#else
case eFont_Japanese: return new UITTFFont("Mojangles_TTF_jaJP", "Common/Media/font/JPN/DFGMaruGothic-Md.ttf", 0x2022); // JPN
#if defined(_DURANGO) || defined(_WINDOWS64)
#if (defined _DURANGO || _WINDOWS64)
case eFont_SimpChinese: return new UITTFFont("Mojangled_TTF_cnCN", "Common/Media/font/CHS/MSYH.ttf", 0x2022); // CHS
#endif
case eFont_TradChinese: return new UITTFFont("Mojangles_TTF_cnTD", "Common/Media/font/CHT/DFHeiMedium-B5.ttf", 0x2022); // CHT
@@ -442,9 +445,9 @@ void UIController::tick()
{
SetupFont(); // If necessary, change font.
if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkin() )
if ( (m_navigateToHomeOnReload || m_bCleanupOnReload) && !ui.IsReloadingSkins() )
{
ui.CleanUpSkinReload();
ui.CleanUpSkinsReload();
if (m_navigateToHomeOnReload || !g_NetworkManager.IsInSession())
{
@@ -501,6 +504,7 @@ void UIController::tick()
#endif
}
#ifdef _WINDOWS64
//str1k3r - this is what actually does all the autoswitching
void UIController::GetControllerType()
{
@@ -532,7 +536,7 @@ void UIController::GetControllerType()
controlTooltipsPath = (ui.getScreenWidth() >= 1920) ? L"ControlTooltips\\HD\\Windows64HDControls.swf" : L"ControlTooltips\\Windows64Controls.swf";
}
//ReloadSingleSkin(eLibrary_ControlTooltips, controlTooltipsPath, (m_fScreenHeight >= 1080.0f) ? L"skinControlTooltipsHD.swf" : L"skinControlTooltips.swf");
//ReloadSkin(eLibrary_ControlTooltips, controlTooltipsPath, (m_fScreenHeight >= 1080.0f) ? L"skinControlTooltipsHD.swf" : L"skinControlTooltips.swf");
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
{
@@ -575,9 +579,13 @@ wstring UIController::GetTooltipSkinPath()
}
}
#endif
void UIController::loadSkins()
{
#ifdef _WINDOWS64
wstring tooltipsSkinPath = L"";
#endif
wstring platformSkinPath = L"";
#ifdef __PS3__
@@ -632,7 +640,7 @@ void UIController::loadSkins()
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinHDGraphicsTooltips.swf", L"skinHDGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinHDGraphicsLabels.swf", L"skinHDGraphicsLabels.swf");
#ifdef _WINDOWS64
//m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
#endif
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinHDLabels.swf", L"skinHDLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinHDInGame.swf", L"skinHDInGame.swf");
@@ -649,7 +657,7 @@ void UIController::loadSkins()
m_iggyLibraries[eLibrary_GraphicsTooltips] = loadSkin(L"skinGraphicsTooltips.swf", L"skinGraphicsTooltips.swf");
m_iggyLibraries[eLibrary_GraphicsLabels] = loadSkin(L"skinGraphicsLabels.swf", L"skinGraphicsLabels.swf");
#ifdef _WINDOWS64
//m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltipsHD.swf");
m_iggyLibraries[eLibrary_ControlTooltips] = loadSkin(tooltipsSkinPath, L"skinControlTooltips.swf");
#endif
m_iggyLibraries[eLibrary_Labels] = loadSkin(L"skinLabels.swf", L"skinLabels.swf");
m_iggyLibraries[eLibrary_InGame] = loadSkin(L"skinInGame.swf", L"skinInGame.swf");
@@ -692,7 +700,8 @@ IggyLibrary UIController::loadSkin(const wstring &skinPath, const wstring &skinN
return lib;
}
void UIController::ReloadSingleSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName)
//str1k3r - reloads a single skin
void UIController::ReloadSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName)
{
if(m_iggyLibraries[lib] != IGGY_INVALID_LIBRARY)
{
@@ -703,7 +712,8 @@ void UIController::ReloadSingleSkin(ELibraries lib, const wstring &skinPath, con
m_iggyLibraries[lib] = loadSkin(skinPath, skinName);
}
void UIController::ReloadSkin()
//str1k3r - reloads every skin
void UIController::ReloadSkins()
{
// Destroy all scene swf
for(unsigned int i = 0; i < eUIGroup_COUNT; ++i)
@@ -720,8 +730,8 @@ void UIController::ReloadSkin()
m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
}
m_reloadSkinThread = new C4JThread(reloadSkinThreadProc, (void*)this, "Reload skin thread");
m_reloadSkinThread->SetProcessor(CPU_CORE_UI_SCENE);
m_reloadSkinsThread = new C4JThread(reloadSkinsThreadProc, (void*)this, "Reload skin thread");
m_reloadSkinsThread->SetProcessor(CPU_CORE_UI_SCENE);
// Navigate to the timer scene so that we can display something while the loading is happening
// str1k3r - Exclude this from windows64 as its not needed
@@ -731,7 +741,7 @@ void UIController::ReloadSkin()
// str1k3r - Fixes 4J's issue with the screen staying on the timer scene if on another thread on windows64
#ifdef _WINDOWS64
m_reloadSkinThread->Run();
m_reloadSkinsThread->Run();
#endif
//// Load new skin
@@ -747,14 +757,14 @@ void UIController::ReloadSkin()
//m_groups[eUIGroup_Fullscreen]->ReloadAll();
}
void UIController::StartReloadSkinThread()
void UIController::StartReloadSkinsThread()
{
if(m_reloadSkinThread) m_reloadSkinThread->Run();
if(m_reloadSkinsThread) m_reloadSkinsThread->Run();
}
int UIController::reloadSkinThreadProc(void* lpParam)
int UIController::reloadSkinsThreadProc(void* lpParam)
{
EnterCriticalSection(&ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
EnterCriticalSection(&ms_reloadSkinsCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
UIController *controller = (UIController *)lpParam;
// Load new skin
controller->loadSkins();
@@ -772,25 +782,25 @@ int UIController::reloadSkinThreadProc(void* lpParam)
#ifndef _WINDOW64
controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
#endif
LeaveCriticalSection(&ms_reloadSkinCS);
LeaveCriticalSection(&ms_reloadSkinsCS);
return 0;
}
bool UIController::IsReloadingSkin()
bool UIController::IsReloadingSkins()
{
return m_reloadSkinThread && (!m_reloadSkinThread->hasStarted() || m_reloadSkinThread->isRunning());
return m_reloadSkinsThread && (!m_reloadSkinsThread->hasStarted() || m_reloadSkinsThread->isRunning());
}
bool UIController::IsExpectingOrReloadingSkin()
bool UIController::IsExpectingOrReloadingSkins()
{
return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkin() || PendingFontChange();
return Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || Minecraft::GetInstance()->skins->needsUIUpdate() || IsReloadingSkins() || PendingFontChange();
}
void UIController::CleanUpSkinReload()
void UIController::CleanUpSkinsReload()
{
delete m_reloadSkinThread;
m_reloadSkinThread = NULL;
delete m_reloadSkinsThread;
m_reloadSkinsThread = NULL;
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
@@ -2645,7 +2655,7 @@ C4JStorage::EMessageResult UIController::RequestMessageBox(UINT uiTitle, UINT ui
EUILayer layer = bIsError?eUILayer_Error:eUILayer_Alert;
bool completed = false;
if(ui.IsReloadingSkin())
if(ui.IsReloadingSkins())
{
// Queue this message box
QueuedMessageBoxData *queuedData = new QueuedMessageBoxData();
+11 -11
View File
@@ -18,8 +18,8 @@ public:
static __int64 iggyAllocCount;
// MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
static CRITICAL_SECTION ms_reloadSkinCS;
static bool ms_bReloadSkinCSInitialised;
static CRITICAL_SECTION ms_reloadSkinsCS;
static bool ms_bReloadSkinsCSInitialised;
protected:
UIComponent_DebugUIConsole *m_uiDebugConsole;
@@ -92,7 +92,7 @@ private:
eLibrary_GraphicsTooltips,
eLibrary_GraphicsLabels,
#ifdef _WINDOWS64
//eLibrary_ControlTooltips,
eLibrary_ControlTooltips,
#endif
eLibrary_Labels,
eLibrary_InGame,
@@ -146,7 +146,7 @@ private:
unsigned int m_winUserIndex;
//bool m_bSysUIShowing;
bool m_bSystemUIShowing;
C4JThread *m_reloadSkinThread;
C4JThread *m_reloadSkinsThread;
bool m_navigateToHomeOnReload;
int m_accumulatedTicks;
__uint64 m_lastUiSfx; // Tracks time (ms) of last UI sound effect
@@ -210,15 +210,15 @@ private:
IggyLibrary loadSkin(const wstring &skinPath, const wstring &skinName);
public:
void ReloadSingleSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName);
void ReloadSkin();
virtual void StartReloadSkinThread();
virtual bool IsReloadingSkin();
virtual bool IsExpectingOrReloadingSkin();
virtual void CleanUpSkinReload();
void ReloadSkin(ELibraries lib, const wstring &skinPath, const wstring &skinName);
void ReloadSkins();
virtual void StartReloadSkinsThread();
virtual bool IsReloadingSkins();
virtual bool IsExpectingOrReloadingSkins();
virtual void CleanUpSkinsReload();
private:
static int reloadSkinThreadProc(void* lpParam);
static int reloadSkinsThreadProc(void* lpParam);
public:
byteArray getMovieData(const wstring &filename);
+2 -2
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@@ -66,7 +66,7 @@ void UILayer::tick()
void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
{
if(!ui.IsExpectingOrReloadingSkin())
if(!ui.IsExpectingOrReloadingSkins())
{
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
{
@@ -92,7 +92,7 @@ void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
if(lowestRenderable < 0) lowestRenderable = 0;
for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
{
if(m_sceneStack[lowestRenderable]->isVisible() && (!ui.IsExpectingOrReloadingSkin() || m_sceneStack[lowestRenderable]->getSceneType()==eUIScene_Timer))
if(m_sceneStack[lowestRenderable]->isVisible() && (!ui.IsExpectingOrReloadingSkins() || m_sceneStack[lowestRenderable]->getSceneType()==eUIScene_Timer))
{
PIXBeginNamedEvent(0, "Rendering scene %d", m_sceneStack[lowestRenderable]->getSceneType() );
m_sceneStack[lowestRenderable]->render(width, height,viewport);
+3 -3
View File
@@ -267,7 +267,7 @@ bool UIScene::mapElementsAndNames()
extern CRITICAL_SECTION s_loadSkinCS;
void UIScene::loadMovie()
{
EnterCriticalSection(&UIController::ms_reloadSkinCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
EnterCriticalSection(&UIController::ms_reloadSkinsCS); // MGH - added to prevent crash loading Iggy movies while the skins were being reloaded
wstring moviePath = getMoviePath();
#ifdef __PS3__
@@ -408,7 +408,7 @@ void UIScene::loadMovie()
app.DebugPrintf(app.USER_SR, "%ls - Total: %d, Expected: %d, Diff: %d\n", moviePath.c_str(), totalStatic + totalDynamic, afterTick - beforeLoad, (afterTick - beforeLoad) - (totalStatic + totalDynamic));
#endif
LeaveCriticalSection(&UIController::ms_reloadSkinCS);
LeaveCriticalSection(&UIController::ms_reloadSkinsCS);
}
@@ -911,7 +911,7 @@ void UIScene::handleGainFocus(bool navBack)
void UIScene::updateTooltips()
{
if(!ui.IsReloadingSkin())
if(!ui.IsReloadingSkins())
ui.SetTooltips(m_iPad, -1);
}
@@ -1675,7 +1675,7 @@ void UIScene_LoadOrJoinMenu::UpdateGamesList()
if (m_bIgnoreInput) return;
// If a texture pack is loading, or will be loading, then ignore this ( we are going to be destroyed anyway)
if( Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkin()) ) return;
if( Minecraft::GetInstance()->skins->getSelected()->isLoadingData() || (Minecraft::GetInstance()->skins->needsUIUpdate() || ui.IsReloadingSkins()) ) return;
// if we're retrieving save info, don't show the list yet as we will be ignoring press events
if(!m_bSavesDisplayed)
+2 -2
View File
@@ -538,7 +538,7 @@ void DLCTexturePack::loadUI()
#else
if(m_archiveFile && m_archiveFile->hasFile(L"skin.swf"))
{
ui.ReloadSkin();
ui.ReloadSkins();
bUILoaded = true;
}
#endif
@@ -550,7 +550,7 @@ void DLCTexturePack::loadUI()
AbstractTexturePack::loadUI();
#ifndef _XBOX
if(hasAudio()==false && !ui.IsReloadingSkin())
if(hasAudio()==false && !ui.IsReloadingSkins())
{
#if (defined _DURANGO || _WINDOWS64)
StorageManager.UnmountInstalledDLC(L"TPACK");
+1 -1
View File
@@ -3329,7 +3329,7 @@ void Minecraft::tick(bool bFirst, bool bUpdateTextures)
}
// 4J-JEV: Don't set tooltips when we're reloading the skin, it'll crash.
if (!ui.IsReloadingSkin()) ui.SetTooltips( iPad, iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS);
if (!ui.IsReloadingSkins()) ui.SetTooltips( iPad, iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS);
int wheel = 0;
if (InputManager.GetValue(iPad, MINECRAFT_ACTION_LEFT_SCROLL, true) > 0 && gameMode->isInputAllowed(MINECRAFT_ACTION_LEFT_SCROLL) )
+1 -1
View File
@@ -425,7 +425,7 @@ void TexturePackRepository::updateUI()
lastSelected->unloadUI();
selected->loadUI();
Minimap::reloadColours();
ui.StartReloadSkinThread();
ui.StartReloadSkinsThread();
lastSelected = NULL;
}
}
@@ -878,8 +878,9 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
ui.tick();
ui.render();
//str1k3r - now set the resolution a FUCK ton of times to tell 4J to fuck off with their hardcoded shit
//str1k3r - update RenderManager's & gdraw's resolution
RenderManager.setResolution(g_iScreenWidth, g_iScreenHeight);
ui.updateResolution(g_iScreenWidth, g_iScreenHeight);
// Present the frame.
RenderManager.Present();
@@ -95,6 +95,14 @@ void ConsoleUIController::render()
#endif
}
//str1k3r - update gdraw resolution
void ConsoleUIController::updateResolution(S32 w, S32 h)
{
#ifdef _ENABLEIGGY
gdraw_D3D11_SetRendertargetSize(w, h);
#endif
}
void ConsoleUIController::beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion)
{
PIXBeginNamedEvent(0,"Starting Iggy custom draw\n");
@@ -11,6 +11,8 @@ public:
void init(ID3D11Device *dev, ID3D11DeviceContext *ctx, ID3D11RenderTargetView* pRenderTargetView, ID3D11DepthStencilView* pDepthStencilView, S32 w, S32 h);
void render();
//str1k3r - updateResolution is a Windows64 exlusive thingy :3
void updateResolution(S32 w, S32 h);
void beginIggyCustomDraw4J(IggyCustomDrawCallbackRegion *region, CustomDrawData *customDrawRegion);
virtual CustomDrawData *setupCustomDraw(UIScene *scene, IggyCustomDrawCallbackRegion *region);
virtual CustomDrawData *calculateCustomDraw(IggyCustomDrawCallbackRegion *region);
+2 -2
View File
@@ -17,11 +17,11 @@ void ConsoleUIController::render()
{
}
void ConsoleUIController::StartReloadSkinThread()
void ConsoleUIController::StartReloadSkinsThread()
{
}
bool ConsoleUIController::IsReloadingSkin()
bool ConsoleUIController::IsReloadingSkins()
{
return false;
}
+2 -2
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@@ -8,8 +8,8 @@ public:
virtual void init();
virtual void tick();
virtual void render();
virtual void StartReloadSkinThread();
virtual bool IsReloadingSkin();
virtual void StartReloadSkinsThread();
virtual bool IsReloadingSkins();
virtual void CleanUpSkinReload();
virtual bool NavigateToScene(int iPad, EUIScene scene, void *initData = NULL, EUILayer layer = eUILayer_Scene, EUIGroup group = eUIGroup_PAD);
virtual bool NavigateBack(int iPad, bool forceUsePad = false, EUIScene eScene = eUIScene_COUNT, EUILayer eLayer = eUILayer_COUNT);