the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "SignRenderer.h" 3#include "SignModel.h" 4#include "ModelPart.h" 5#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" 6#include "..\Minecraft.World\net.minecraft.world.level.tile.h" 7#include "..\Minecraft.World\Entity.h" 8#include "..\Minecraft.World\Level.h" 9 10ResourceLocation SignRenderer::SIGN_LOCATION = ResourceLocation(TN_ITEM_SIGN); 11 12SignRenderer::SignRenderer() 13{ 14 signModel = new SignModel(); 15} 16 17void SignRenderer::render(shared_ptr<TileEntity> _sign, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled) 18{ 19 // 4J - dynamic cast required because we aren't using templates/generics in our version 20 shared_ptr<SignTileEntity> sign = dynamic_pointer_cast<SignTileEntity>(_sign); 21 22 Tile *tile = sign->getTile(); 23 24 glPushMatrix(); 25 float size = 16 / 24.0f; 26 if (tile == Tile::sign) 27 { 28 glTranslatef((float) x + 0.5f, (float) y + 0.75f * size, (float) z + 0.5f); 29 float rot = sign->getData() * 360 / 16.0f; 30 glRotatef(-rot, 0, 1, 0); 31 signModel->cube2->visible = true; 32 } 33 else 34 { 35 int face = sign->getData(); 36 float rot = 0; 37 38 if (face == 2) rot = 180; 39 if (face == 4) rot = 90; 40 if (face == 5) rot = -90; 41 42 glTranslatef((float) x + 0.5f, (float) y + 0.75f * size, (float) z + 0.5f); 43 glRotatef(-rot, 0, 1, 0); 44 glTranslatef(0, -5 / 16.0f, -7 / 16.0f); 45 46 signModel->cube2->visible = false; 47 } 48 49 bindTexture(&SIGN_LOCATION); // 4J was L"/item/sign.png" 50 51 glPushMatrix(); 52 glScalef(size, -size, -size); 53 signModel->render(true); 54 glPopMatrix(); 55 Font *font = getFont(); 56 57 float s = 1 / 60.0f * size; 58 glTranslatef(0, 0.5f * size, 0.07f * size); 59 glScalef(s, -s, s); 60 glNormal3f(0, 0, -1 * s); 61 glDepthMask(false); 62 63 int col = Minecraft::GetInstance()->getColourTable()->getColor(eMinecraftColour_Sign_Text); 64 wstring msg; 65 // need to send the new data 66 // Get the current language setting from the console 67 DWORD dwLanguage = XGetLanguage( ); 68 69 for (int i = 0; i < MAX_SIGN_LINES; i++) // 4J - was sign.messages.length 70 { 71 if(sign->IsVerified()) 72 { 73 if(sign->IsCensored()) 74 { 75 switch(dwLanguage) 76 { 77 case XC_LANGUAGE_KOREAN: 78 case XC_LANGUAGE_JAPANESE: 79 case XC_LANGUAGE_TCHINESE: 80 msg = L"Censored";// In-game font, so English only 81 break; 82 default: 83 msg = app.GetString(IDS_STRINGVERIFY_CENSORED); 84 break; 85 } 86 } 87 else 88 { 89 msg = sign->GetMessage(i); 90 } 91 } 92 else 93 { 94 switch(dwLanguage) 95 { 96 case XC_LANGUAGE_KOREAN: 97 case XC_LANGUAGE_JAPANESE: 98 case XC_LANGUAGE_TCHINESE: 99 msg = L"Awaiting Approval";// In-game font, so English only 100 break; 101 default: 102 msg = app.GetString(IDS_STRINGVERIFY_AWAITING_APPROVAL); 103 break; 104 } 105 } 106 107 if (i == sign->GetSelectedLine()) 108 { 109 msg = L"> " + msg + L" <"; 110 font->draw(msg, -font->width(msg) / 2, i * 10 - (MAX_SIGN_LINES) * 5, col); // 4J - (MAX_SIGN_LINES) was sign.messages.length 111 } 112 else 113 { 114 font->draw(msg, -font->width(msg) / 2, i * 10 - (MAX_SIGN_LINES) * 5, col); // 4J - (MAX_SIGN_LINES) was sign.messages.length 115 } 116 } 117 glDepthMask(true); 118 glColor4f(1, 1, 1, 1); 119 glPopMatrix(); 120 121}