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190
Minecraft.Client/Common/XUI/XUI_Ctrl_MinecraftPlayer.cpp
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190
Minecraft.Client/Common/XUI/XUI_Ctrl_MinecraftPlayer.cpp
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#include "stdafx.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ScreenSizeCalculator.h"
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#include "..\..\EntityRenderDispatcher.h"
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#include "..\..\Lighting.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#include "XUI_Ctrl_MinecraftPlayer.h"
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#include "XUI_Scene_AbstractContainer.h"
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#include "XUI_Scene_Inventory.h"
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#include "..\..\Options.h"
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//-----------------------------------------------------------------------------
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// CXuiCtrlMinecraftPlayer class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CXuiCtrlMinecraftPlayer::CXuiCtrlMinecraftPlayer() :
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m_bDirty(FALSE),
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m_fScale(1.0f),
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m_fAlpha(1.0f)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=(float)pMinecraft->width_phys;
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m_fRawWidth=(float)ssc.rawWidth;
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m_fScreenHeight=(float)pMinecraft->height_phys;
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m_fRawHeight=(float)ssc.rawHeight;
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}
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//-----------------------------------------------------------------------------
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HRESULT CXuiCtrlMinecraftPlayer::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled)
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{
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HRESULT hr=S_OK;
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HXUIOBJ parent = m_hObj;
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HXUICLASS hcInventoryClass = XuiFindClass( L"CXuiSceneInventory" );
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HXUICLASS currentClass;
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do
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{
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XuiElementGetParent(parent,&parent);
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currentClass = XuiGetObjectClass( parent );
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} while (parent != NULL && !XuiClassDerivesFrom( currentClass, hcInventoryClass ) );
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assert( parent != NULL );
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VOID *pObj;
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XuiObjectFromHandle( parent, &pObj );
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m_containerScene = (CXuiSceneInventory *)pObj;
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m_iPad = m_containerScene->getPad();
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return hr;
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}
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HRESULT CXuiCtrlMinecraftPlayer::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled )
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{
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#ifdef _XBOX
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HXUIDC hDC = pRenderData->hDC;
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// build and render with the game call
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RenderManager.Set_matrixDirty();
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Minecraft *pMinecraft=Minecraft::GetInstance();
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glColor4f(1, 1, 1, 1);
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glClear(GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, m_fRawWidth, m_fRawHeight, 0, 1000, 3000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -2000);
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D3DXMATRIX matrix;
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CXuiControl xuiControl(m_hObj);
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xuiControl.GetFullXForm(&matrix);
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float bwidth,bheight;
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xuiControl.GetBounds(&bwidth,&bheight);
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float xo = ( (matrix._41 + ( (bwidth*matrix._11)/2) ) / m_fScreenWidth ) * m_fRawWidth;
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float yo = ( (matrix._42 + (bheight*matrix._22) ) / m_fScreenHeight ) * m_fRawHeight;
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix();
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glTranslatef(xo, yo - 3.5f, 50.0f);
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float ss;// = 26;
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if(!RenderManager.IsHiDef() && !RenderManager.IsWidescreen())
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{
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ss = 24;
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}
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else
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{
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if(app.GetLocalPlayerCount()>1)
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{
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ss = 13;
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}
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else
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{
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ss = 26;
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}
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}
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// Base scale on height of this control
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// Potentially we might want separate x & y scales here
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//ss = ( ( bheight / m_fScreenHeight ) * m_fRawHeight );
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// For testing split screen - this scale is correct for 4 player split screen
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// how many local players do we have?
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// int iPlayerC=0;
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//
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// for(int i=0;i<XUSER_MAX_COUNT;i++)
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// {
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// if(pMinecraft->localplayers[i] != NULL)
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// {
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// iPlayerC++;
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// }
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// }
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//
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// switch(iPlayerC)
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// {
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// case 1:
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// break;
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// case 2:
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// case 3:
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// case 4:
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// ss *= 0.5f;
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// break;
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// }
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glScalef(-ss, ss, ss);
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glRotatef(180, 0, 0, 1);
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float oybr = pMinecraft->localplayers[m_iPad]->yBodyRot;
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float oyr = pMinecraft->localplayers[m_iPad]->yRot;
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float oxr = pMinecraft->localplayers[m_iPad]->xRot;
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float oyhr = pMinecraft->localplayers[m_iPad]->yHeadRot;
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D3DXVECTOR3 pointerPosition = m_containerScene->GetCursorScreenPosition();
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//printf("Pointer screen position is x:%f, y:%f, z:%f\n",pointerPosition.x, pointerPosition.y, pointerPosition.z);
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float xd = ( matrix._41 + ( (bwidth*matrix._11)/2) ) - pointerPosition.x;
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// Need to base Y on head position, not centre of mass
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float yd = ( matrix._42 + ( (bheight*matrix._22) / 2) - 40 ) - pointerPosition.y;
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glRotatef(45 + 90, 0, 1, 0);
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Lighting::turnOn();
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glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-(float) atan(yd / 40.0f) * 20, 1, 0, 0);
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pMinecraft->localplayers[m_iPad]->yBodyRot = (float) atan(xd / 40.0f) * 20;
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pMinecraft->localplayers[m_iPad]->yRot = (float) atan(xd / 40.0f) * 40;
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pMinecraft->localplayers[m_iPad]->xRot = -(float) atan(yd / 40.0f) * 20;
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pMinecraft->localplayers[m_iPad]->yHeadRot = pMinecraft->localplayers[m_iPad]->yRot;
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//pMinecraft->localplayers[m_iPad]->glow = 1;
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glTranslatef(0, pMinecraft->localplayers[m_iPad]->heightOffset, 0);
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EntityRenderDispatcher::instance->playerRotY = 180;
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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pMinecraft->options->hideGui = true;
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EntityRenderDispatcher::instance->render(pMinecraft->localplayers[m_iPad], 0, 0, 0, 0, 1,false,false);
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pMinecraft->options->hideGui = wasHidingGui;
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//pMinecraft->localplayers[m_iPad]->glow = 0;
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pMinecraft->localplayers[m_iPad]->yBodyRot = oybr;
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pMinecraft->localplayers[m_iPad]->yRot = oyr;
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pMinecraft->localplayers[m_iPad]->xRot = oxr;
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pMinecraft->localplayers[m_iPad]->yHeadRot = oyhr;
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glPopMatrix();
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Lighting::turnOff();
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glDisable(GL_RESCALE_NORMAL);
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XuiRenderRestoreState(hDC);
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bHandled = TRUE;
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#endif
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return S_OK;
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}
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