UI Tweaks
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e2d32cad21
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@ -6,6 +6,7 @@
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extern "C" {
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extern "C" {
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int32_t misc_get_real_selected_slot(Player *player);
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int32_t misc_get_real_selected_slot(Player *player);
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void misc_render_background(int color, Minecraft *minecraft, int x, int y, int width, int height);
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typedef void (*misc_update_function_Minecraft_t)(Minecraft *obj);
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typedef void (*misc_update_function_Minecraft_t)(Minecraft *obj);
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void misc_run_on_update(misc_update_function_Minecraft_t function); // obj == Minecraft *
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void misc_run_on_update(misc_update_function_Minecraft_t function); // obj == Minecraft *
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@ -1,17 +1,13 @@
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// Config Needs To Load First
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#include <libreborn/libreborn.h>
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#include "game-mode-internal.h"
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// Game Mode UI Code Is Useless In Headless Mode
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#ifndef MCPI_HEADLESS_MODE
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#include <string>
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#include <string>
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#include <set>
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#include <set>
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#include <symbols/minecraft.h>
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#include <symbols/minecraft.h>
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#include <libreborn/libreborn.h>
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#include <mods/text-input-box/TextInputScreen.h>
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#include <mods/text-input-box/TextInputScreen.h>
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#include <mods/touch/touch.h>
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#include <mods/touch/touch.h>
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#include <mods/misc/misc.h>
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#include "game-mode-internal.h"
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// Strings
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// Strings
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#define GAME_MODE_STR(mode) ("Game Mode: " mode)
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#define GAME_MODE_STR(mode) ("Game Mode: " mode)
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@ -36,6 +32,9 @@ CUSTOM_VTABLE(create_world_screen, Screen) {
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static int inner_padding = 4;
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static int inner_padding = 4;
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static int description_padding = 4;
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static int description_padding = 4;
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static int title_padding = 8;
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static int title_padding = 8;
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static int button_height = 24;
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static int content_y_offset_top = (title_padding * 2) + line_height;
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static int content_y_offset_bottom = button_height + (bottom_padding * 2);
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// Init
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// Init
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static Screen_init_t original_init = vtable->init;
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static Screen_init_t original_init = vtable->init;
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vtable->init = [](Screen *super) {
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vtable->init = [](Screen *super) {
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@ -79,7 +78,8 @@ CUSTOM_VTABLE(create_world_screen, Screen) {
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static Screen_render_t original_render = vtable->render;
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static Screen_render_t original_render = vtable->render;
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vtable->render = [](Screen *super, int x, int y, float param_1) {
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vtable->render = [](Screen *super, int x, int y, float param_1) {
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// Background
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// Background
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super->vtable->renderBackground(super);
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misc_render_background(80, super->minecraft, 0, 0, super->width, super->height);
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misc_render_background(32, super->minecraft, 0, content_y_offset_top, super->width, super->height - content_y_offset_top - content_y_offset_bottom);
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// Call Original Method
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// Call Original Method
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original_render(super, x, y, param_1);
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original_render(super, x, y, param_1);
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// Title
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// Title
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@ -98,15 +98,15 @@ CUSTOM_VTABLE(create_world_screen, Screen) {
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CreateWorldScreen *self = (CreateWorldScreen *) super;
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CreateWorldScreen *self = (CreateWorldScreen *) super;
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// Height/Width
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// Height/Width
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int width = 120;
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int width = 120;
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int height = 24;
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int height = button_height;
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self->create->width = self->back->width = self->game_mode->width = width;
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self->create->width = self->back->width = self->game_mode->width = width;
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int seed_width = self->game_mode->width;
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int seed_width = self->game_mode->width;
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int name_width = width * 1.5f;
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int name_width = width * 1.5f;
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self->create->height = self->back->height = self->game_mode->height = height;
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self->create->height = self->back->height = self->game_mode->height = height;
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int text_box_height = self->game_mode->height;
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int text_box_height = self->game_mode->height;
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// Find Center Y
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// Find Center Y
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int top = (title_padding * 2) + line_height;
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int top = content_y_offset_top;
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int bottom = super->height - self->create->height - (bottom_padding * 2);
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int bottom = super->height - content_y_offset_bottom;
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int center_y = ((bottom - top) / 2) + top;
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int center_y = ((bottom - top) / 2) + top;
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center_y -= (description_padding + line_height) / 2;
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center_y -= (description_padding + line_height) / 2;
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// X/Y
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// X/Y
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@ -255,8 +255,3 @@ void _init_game_mode_ui() {
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overwrite_virtual_calls(SelectWorldScreen_tick, SelectWorldScreen_tick_injection);
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overwrite_virtual_calls(SelectWorldScreen_tick, SelectWorldScreen_tick_injection);
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overwrite_virtual_calls(Touch_SelectWorldScreen_tick, Touch_SelectWorldScreen_tick_injection);
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overwrite_virtual_calls(Touch_SelectWorldScreen_tick, Touch_SelectWorldScreen_tick_injection);
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}
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}
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#else
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void _init_game_mode_ui() {
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}
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#endif
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@ -3,6 +3,7 @@
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#include <libreborn/libreborn.h>
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#include <libreborn/libreborn.h>
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#include <symbols/minecraft.h>
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#include <symbols/minecraft.h>
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#include <GLES/gl.h>
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#include <mods/misc/misc.h>
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#include <mods/misc/misc.h>
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#include "misc-internal.h"
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#include "misc-internal.h"
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@ -139,6 +140,26 @@ static void Gui_handleKeyPressed_injection(Gui_handleKeyPressed_t original, Gui
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original(self, key);
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original(self, key);
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}
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}
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// Render Fancy Background
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void misc_render_background(int color, Minecraft *minecraft, int x, int y, int width, int height) {
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// https://github.com/ReMinecraftPE/mcpe/blob/f0d65eaecec1b3fe9c2f2b251e114a890c54ab77/source/client/gui/components/RolledSelectionList.cpp#L169-L179
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glColor4f(1, 1, 1, 1);
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std::string texture = "gui/background.png";
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minecraft->textures->loadAndBindTexture(&texture);
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Tesselator *t = &Tesselator_instance;
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t->begin(7);
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t->color(color, color, color, 255);
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float x1 = x;
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float x2 = x + width;
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float y1 = y;
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float y2 = y + height;
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t->vertexUV(x1, y2, 0.0f, x1 / 32.0f, y2 / 32.0f);
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t->vertexUV(x2, y2, 0.0f, x2 / 32.0f, y2 / 32.0f);
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t->vertexUV(x2, y1, 0.0f, x2 / 32.0f, y1 / 32.0f);
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t->vertexUV(x1, y1, 0.0f, x1 / 32.0f, y1 / 32.0f);
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t->draw();
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}
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// Init
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// Init
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void _init_misc_api() {
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void _init_misc_api() {
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// Handle Custom Update Behavior
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// Handle Custom Update Behavior
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@ -3,7 +3,7 @@
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#include <GLES/gl.h>
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#include <GLES/gl.h>
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#include <mods/touch/touch.h>
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#include <mods/touch/touch.h>
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#include <mods/home/home.h>
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#include <mods/misc/misc.h>
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#include "options-internal.h"
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#include "options-internal.h"
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@ -150,25 +150,6 @@ static void open_url(const std::string &url) {
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}
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}
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}
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}
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// Render Fancy Background
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static void render_background(Minecraft *minecraft, int x, int y, int width, int height) {
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// https://github.com/ReMinecraftPE/mcpe/blob/f0d65eaecec1b3fe9c2f2b251e114a890c54ab77/source/client/gui/components/RolledSelectionList.cpp#L169-L179
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std::string texture = "gui/background.png";
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minecraft->textures->loadAndBindTexture(&texture);
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Tesselator *t = &Tesselator_instance;
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t->begin(7);
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t->color(32, 32, 32, 255);
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float x1 = x;
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float x2 = x + width;
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float y1 = y;
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float y2 = y + height;
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t->vertexUV(x1, y2, 0.0f, x1 / 32.0f, y2 / 32.0f);
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t->vertexUV(x2, y2, 0.0f, x2 / 32.0f, y2 / 32.0f);
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t->vertexUV(x2, y1, 0.0f, x2 / 32.0f, y1 / 32.0f);
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t->vertexUV(x1, y1, 0.0f, x1 / 32.0f, y1 / 32.0f);
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t->draw();
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}
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// Create VTable
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// Create VTable
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CUSTOM_VTABLE(info_screen, Screen) {
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CUSTOM_VTABLE(info_screen, Screen) {
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// Buttons
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// Buttons
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@ -207,9 +188,8 @@ CUSTOM_VTABLE(info_screen, Screen) {
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static Screen_render_t original_render = vtable->render;
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static Screen_render_t original_render = vtable->render;
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vtable->render = [](Screen *self, int x, int y, float param_1) {
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vtable->render = [](Screen *self, int x, int y, float param_1) {
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// Background
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// Background
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self->vtable->renderBackground(self);
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misc_render_background(80, self->minecraft, 0, 0, self->width, self->height);
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// Gradient
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misc_render_background(32, self->minecraft, 0, content_y_offset_top, self->width, content_height);
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render_background(self->minecraft, 0, content_y_offset_top, self->width, content_height);
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// Call Original Method
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// Call Original Method
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original_render(self, x, y, param_1);
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original_render(self, x, y, param_1);
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// Title
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// Title
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