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https://git.huckle.dev/Huckles-Minecraft-Archive/LCE-Revelations.git
synced 2026-07-16 11:29:29 +00:00
Fix Gui.cpp merge and enhance hardcore mode visuals
This commit adds new `NamedFrame` entries and `KeyFrame` animations in `skin_Minecraft.xui` for various hardcore game modes, improving the UI representation (likely will get rid of this since it's dead code). A new `isHardcore` variable in `XUI_HUD.cpp` allows for conditional health icon animations based on the game mode. Additionally, commented-out code in `Gui.cpp` has been removed to streamline rendering logic. Several new PNG images for health states in hardcore mode have also been added to enhance the user experience. TL;DR: This commit is basically just prep for adding hardcore heathbar hearts while also fixing some breaking that occurred in Gui.cpp after a merge.
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@@ -499,11 +499,10 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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int y0 = 0;
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// No hardcore on console
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/*if (minecraft->level.getLevelData().isHardcore())
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{
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y0 = 5;
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}*/
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//if (minecraft->level->getLevelData()->isHardcore())
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//{
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// y0 = 5;
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//}
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blit(xo, yo, 16 + bg * 9, 9 * y0, 9, 9);
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if (blink)
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@@ -854,209 +853,6 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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// font.draw(str, x + 1, y, 0xffffff);
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// }
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#ifndef _FINAL_BUILD
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MemSect(31);
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// temporarily render overlay at all times so version is more obvious in bug reports
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// we can turn this off once things stabilize
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if (true)// minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
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{
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const int debugLeft = 1;
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const int debugTop = 1;
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const float maxContentWidth = 1200.f;
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const float maxContentHeight = 420.f;
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float scale = static_cast<float>(screenWidth - debugLeft - 8) / maxContentWidth;
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float scaleV = static_cast<float>(screenHeight - debugTop - 80) / maxContentHeight;
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if (scaleV < scale) scale = scaleV;
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if (scale > 1.f) scale = 1.f;
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if (scale < 0.5f) scale = 0.5f;
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glPushMatrix();
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glTranslatef(static_cast<float>(debugLeft), static_cast<float>(debugTop), 0.f);
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glScalef(scale, scale, 1.f);
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glTranslatef(static_cast<float>(-debugLeft), static_cast<float>(-debugTop), 0.f);
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vector<wstring> lines;
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// Only add version/branch lines if the watermark toggle is enabled
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if (ClientConstants::SHOW_VERSION_WATERMARK) {
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lines.push_back(ClientConstants::VERSION_STRING);
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lines.push_back(ClientConstants::BRANCH_STRING);
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}
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if (minecraft->options->renderDebug && minecraft->player != nullptr && minecraft->level != nullptr)
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{
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lines.push_back(minecraft->fpsString);
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lines.push_back(L"E: " + std::to_wstring(minecraft->level->getAllEntities().size())); // Could maybe use entity::shouldRender to work out how many are rendered but thats like expensive
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// TODO Add server information with packet counts - once multiplayer is more stable
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int renderDistance = app.GetGameSettings(iPad, eGameSetting_RenderDistance);
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// Calculate the chunk sections using 16 * (2n + 1)^2
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lines.push_back(L"C: " + std::to_wstring(16 * (2 * renderDistance + 1) * (2 * renderDistance + 1)) + L" D: " + std::to_wstring(renderDistance));
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lines.push_back(minecraft->gatherStats4()); // Chunk Cache
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// Dimension
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wstring dimension = L"unknown";
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switch (minecraft->player->dimension)
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{
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case -1:
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dimension = L"minecraft:the_nether";
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break;
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case 0:
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dimension = L"minecraft:overworld";
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break;
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case 1:
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dimension = L"minecraft:the_end";
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break;
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}
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lines.push_back(dimension);
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lines.push_back(L""); // Spacer
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// Players block pos
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int xBlockPos = Mth::floor(minecraft->player->x);
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int yBlockPos = Mth::floor(minecraft->player->y);
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int zBlockPos = Mth::floor(minecraft->player->z);
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// Chunk player is in
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int xChunkPos = xBlockPos >> 4;
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int yChunkPos = yBlockPos >> 4;
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int zChunkPos = zBlockPos >> 4;
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// Players offset within the chunk
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int xChunkOffset = xBlockPos & 15;
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int yChunkOffset = yBlockPos & 15;
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int zChunkOffset = zBlockPos & 15;
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// Format the position like java with limited decumal places
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WCHAR posString[44]; // Allows upto 7 digit positions (+-9_999_999)
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swprintf(posString, 44, L"%.3f / %.5f / %.3f", minecraft->player->x, minecraft->player->y, minecraft->player->z);
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lines.push_back(L"XYZ: " + std::wstring(posString));
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lines.push_back(L"Block: " + std::to_wstring(static_cast<int>(xBlockPos)) + L" " + std::to_wstring(static_cast<int>(yBlockPos)) + L" " + std::to_wstring(static_cast<int>(zBlockPos)));
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lines.push_back(L"Chunk: " + std::to_wstring(xChunkOffset) + L" " + std::to_wstring(yChunkOffset) + L" " + std::to_wstring(zChunkOffset) + L" in " + std::to_wstring(xChunkPos) + L" " + std::to_wstring(yChunkPos) + L" " + std::to_wstring(zChunkPos));
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// Wrap the yRot to 360 then adjust to (-180 to 180) range to match java
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float yRotDisplay = fmod(minecraft->player->yRot, 360.0f);
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if (yRotDisplay > 180.0f)
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{
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yRotDisplay -= 360.0f;
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}
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if (yRotDisplay < -180.0f)
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{
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yRotDisplay += 360.0f;
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}
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// Generate the angle string in the format "yRot / xRot" with one decimal place, similar to java edition
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WCHAR angleString[16];
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swprintf(angleString, 16, L"%.1f / %.1f", yRotDisplay, minecraft->player->xRot);
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// Work out the named direction
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int direction = Mth::floor(minecraft->player->yRot * 4.0f / 360.0f + 0.5) & 0x3;
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wstring cardinalDirection;
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switch (direction)
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{
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case 0:
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cardinalDirection = L"south";
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break;
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case 1:
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cardinalDirection = L"west";
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break;
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case 2:
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cardinalDirection = L"north";
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break;
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case 3:
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cardinalDirection = L"east";
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break;
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}
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lines.push_back(L"Facing: " + cardinalDirection + L" (" + angleString + L")");
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// We have to limit y to 256 as we don't get any information past that
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if (minecraft->level != NULL && minecraft->level->hasChunkAt(xBlockPos, fmod(yBlockPos, 256), zBlockPos))
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{
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LevelChunk *chunkAt = minecraft->level->getChunkAt(xBlockPos, zBlockPos);
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if (chunkAt != NULL)
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{
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int skyLight = chunkAt->getBrightness(LightLayer::Sky, xChunkOffset, yChunkOffset, zChunkOffset);
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int blockLight = chunkAt->getBrightness(LightLayer::Block, xChunkOffset, yChunkOffset, zChunkOffset);
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int maxLight = fmax(skyLight, blockLight);
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lines.push_back(L"Light: " + std::to_wstring(maxLight) + L" (" + std::to_wstring(skyLight) + L" sky, " + std::to_wstring(blockLight) + L" block)");
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lines.push_back(L"CH S: " + std::to_wstring(chunkAt->getHeightmap(xChunkOffset, zChunkOffset)));
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Biome *biome = chunkAt->getBiome(xChunkOffset, zChunkOffset, minecraft->level->getBiomeSource());
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lines.push_back(L"Biome: " + biome->m_name + L" (" + std::to_wstring(biome->id) + L")");
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lines.push_back(L"Difficulty: " + std::to_wstring(minecraft->level->difficulty) + L" (Day " + std::to_wstring(minecraft->level->getGameTime() / Level::TICKS_PER_DAY) + L")");
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}
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}
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// This is all LCE only stuff, it was never on java
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lines.push_back(L""); // Spacer
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lines.push_back(L"Seed: " + std::to_wstring(minecraft->level->getLevelData()->getSeed()));
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lines.push_back(minecraft->gatherStats1()); // Time to autosave
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lines.push_back(minecraft->gatherStats2()); // Empty currently - CPlatformNetworkManagerStub::GatherStats()
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lines.push_back(minecraft->gatherStats3()); // RTT
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}
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#ifdef _DEBUG // Only show terrain features in debug builds not release
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// TERRAIN FEATURES
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if (minecraft->level->dimension->id == 0)
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{
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wstring wfeature[eTerrainFeature_Count];
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wfeature[eTerrainFeature_Stronghold] = L"Stronghold: ";
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wfeature[eTerrainFeature_Mineshaft] = L"Mineshaft: ";
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wfeature[eTerrainFeature_Village] = L"Village: ";
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wfeature[eTerrainFeature_Ravine] = L"Ravine: ";
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float maxW = static_cast<float>(screenWidth - debugLeft - 8) / scale;
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float maxWForContent = maxW - static_cast<float>(font->width(L"..."));
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bool truncated[eTerrainFeature_Count] = {};
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for (size_t i = 0; i < app.m_vTerrainFeatures.size(); i++)
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{
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FEATURE_DATA *pFeatureData = app.m_vTerrainFeatures[i];
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int type = pFeatureData->eTerrainFeature;
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if (type < eTerrainFeature_Stronghold || type > eTerrainFeature_Ravine)
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{
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continue;
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}
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if (truncated[type])
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{
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continue;
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}
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wstring itemInfo = L"[" + std::to_wstring(pFeatureData->x * 16) + L", " + std::to_wstring(pFeatureData->z * 16) + L"] ";
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if (font->width(wfeature[type] + itemInfo) <= maxWForContent)
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{
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wfeature[type] += itemInfo;
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}
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else
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{
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wfeature[type] += L"...";
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truncated[type] = true;
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}
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}
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lines.push_back(L""); // Add a spacer line
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for (int i = eTerrainFeature_Stronghold; i <= static_cast<int>(eTerrainFeature_Ravine); i++)
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{
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lines.push_back(wfeature[i]);
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}
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lines.push_back(L"");
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}
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#endif
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// Loop through the lines and draw them all on screen
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int yPos = debugTop;
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for (const auto &line : lines)
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{
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drawString(font, line, debugLeft, yPos, 0xffffff);
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yPos += 10;
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}
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glPopMatrix();
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}
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MemSect(0);
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#endif
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lastTickA = a;
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// 4J Stu - This is now displayed in a xui scene
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@@ -1269,7 +1065,7 @@ void Gui::render(float a, bool mouseFree, int xMouse, int yMouse)
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vector<wstring> lines;
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// Only show version/branch for player 0 to avoid cluttering each splitscreen viewport
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if (iPad == 0)
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if (iPad == 0 && ClientConstants::SHOW_VERSION_WATERMARK)
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{
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lines.push_back(ClientConstants::VERSION_STRING);
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lines.push_back(ClientConstants::BRANCH_STRING);
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