chore: realign hud & x360 stuff
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@@ -28,11 +28,7 @@
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#include "..\Minecraft.World\LevelChunk.h"
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#include "..\Minecraft.World\Biome.h"
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#define RENDER_HUD 0
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#ifndef _XBOX
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#undef RENDER_HUD
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#define RENDER_HUD 1
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#endif
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float Gui::currentGuiBlendFactor = 1.0f; // 4J added
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float Gui::currentGuiScaleFactor = 1.0f; // 4J added
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@@ -307,21 +303,17 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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shared_ptr<Inventory> inventory = minecraft->player->inventory;
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if(bTwoPlayerSplitscreen)
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{
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// need to apply scale factors depending on the mode
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{
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const int splitscreenQuickSelectX = iWidthOffset + screenWidth / 2 - quickSelectWidth / 2 - 1;
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// 4J Stu - Moved this push and scale further up as we still need to do it for the few HUD components not replaced by xui
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//glPushMatrix();
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//glScalef(fScaleFactorWidth, fScaleFactorHeight, fScaleFactorWidth);
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// 4J-PB - move into the safe zone, and account for 2 player splitscreen
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blit(iWidthOffset + (screenWidth - quickSelectWidth)/2, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset , 0, 0, 182, 22);
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blit(iWidthOffset + (screenWidth - quickSelectWidth)/2 - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
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blit(splitscreenQuickSelectX, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset , 0, 0, 182, 22);
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blit(splitscreenQuickSelectX - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
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}
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else
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{
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blit(iWidthOffset + screenWidth / 2 - quickSelectWidth / 2, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset , 0, 0, 182, 22);
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blit(iWidthOffset + screenWidth / 2 - quickSelectWidth / 2 - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
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blit(iWidthOffset + screenWidth / 2 - quickSelectWidth / 2 - 1 + inventory->selected * 20, iHeightOffset + screenHeight - iSafezoneYHalf - iTooltipsYOffset - 1, 0, 22, 24, 22);
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}
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@@ -335,11 +327,11 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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// 4J Stu - We don't want to adjust the cursor by the safezone, we want it centred
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if(bTwoPlayerSplitscreen)
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{
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blit(iWidthOffset + screenWidth / 2 - 7, (iHeightOffset + screenHeight) / 2 - 7, 0, 0, 16, 16);
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blit(iWidthOffset + screenWidth / 2 - 8, (iHeightOffset + screenHeight) / 2 - 8, 0, 0, 16, 16);
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}
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else
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{
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blit(screenWidth / 2 - 7, screenHeight / 2 - 7, 0, 0, 16, 16);
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blit(screenWidth / 2 - 8, screenHeight / 2 - 8, 0, 0, 16, 16);
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}
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// if(bTwoPlayerSplitscreen)
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@@ -375,12 +367,12 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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// 4J Stu - TODO Work out proper positioning for splitscreen
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if(bTwoPlayerSplitscreen)
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{
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xLeft = iWidthOffset + (screenWidth - quickSelectWidth)/2;
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xRight = iWidthOffset + (screenWidth + quickSelectWidth)/2;
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xLeft = iWidthOffset + (screenWidth - quickSelectWidth) / 2 - 1;
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xRight = iWidthOffset + (screenWidth + quickSelectWidth) / 2;
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}
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else
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{
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xLeft = (screenWidth - quickSelectWidth)/2;
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xLeft = (screenWidth - quickSelectWidth) / 2;
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xRight = (screenWidth + quickSelectWidth) / 2;
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}
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@@ -500,7 +492,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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// 4J - do render of crouched player. This code is largely taken from the inventory render of the player, with some special hard-coded positions
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// worked out by hand from the xui implementation of the crouch icon
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if(app.GetGameSettings(iPad,eGameSetting_AnimatedCharacter) && !minecraft->options->renderDebug) //str1k3r - disable paperdoll if "F3" is on screen
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if(!minecraft->options->renderDebug) //str1k3r - disable paperdoll if "F3" is on screen
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{
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//int playerIdx = minecraft->player->GetXboxPad();
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@@ -756,7 +748,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_ALPHA_TEST);
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#if RENDER_HUD
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#ifndef _XBOX //#if RENDER_HUD
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glPushMatrix();
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// 4J-PB we need to move this up a bit because we've moved the quick select
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//glTranslatef(0, ((float)screenHeight) - 48, 0);
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