Use a separate region for the bottom pocket computer border

This is definitely not a good solution, but it's probably the best we
can do right now given resizable computers are a thing.

Fixes #775, closes #776
This commit is contained in:
Jonathan Coates 2021-05-16 18:40:18 +01:00
parent aeb1fa0e7e
commit e10e30f82b
5 changed files with 17 additions and 27 deletions

View File

@ -47,7 +47,10 @@ public class ComputerBorderRenderer
private static final int CORNER_LEFT_X = BORDER;
private static final int CORNER_RIGHT_X = CORNER_LEFT_X + BORDER;
private static final int BORDER_RIGHT_X = 36;
private static final int GAP = 4;
private static final int LIGHT_BORDER_Y = 56;
private static final int LIGHT_CORNER_Y = 80;
public static final int LIGHT_HEIGHT = 8;
private static final float TEX_SCALE = 1 / 256.0f;
@ -101,15 +104,15 @@ public static void render( Matrix4f transform, IVertexBuilder buffer, int x, int
public static void render( Matrix4f transform, IVertexBuilder buffer, int x, int y, int z, int width, int height, float r, float g, float b )
{
render( transform, buffer, x, y, z, width, height, 0, r, g, b );
render( transform, buffer, x, y, z, width, height, false, r, g, b );
}
public static void render( Matrix4f transform, IVertexBuilder buffer, int x, int y, int z, int width, int height, int borderHeight, float r, float g, float b )
public static void render( Matrix4f transform, IVertexBuilder buffer, int x, int y, int z, int width, int height, boolean withLight, float r, float g, float b )
{
new ComputerBorderRenderer( transform, buffer, z, r, g, b ).doRender( x, y, width, height, borderHeight );
new ComputerBorderRenderer( transform, buffer, z, r, g, b ).doRender( x, y, width, height, withLight );
}
public void doRender( int x, int y, int width, int height, int bottomHeight )
public void doRender( int x, int y, int width, int height, boolean withLight )
{
int endX = x + width;
int endY = y + height;
@ -125,28 +128,18 @@ public void doRender( int x, int y, int width, int height, int bottomHeight )
// Bottom bar. We allow for drawing a stretched version, which allows for additional elements (such as the
// pocket computer's lights).
if( bottomHeight <= 0 )
if( withLight )
{
renderTexture( x, endY, 0, LIGHT_BORDER_Y, endX - x, BORDER + LIGHT_HEIGHT, BORDER, BORDER + LIGHT_HEIGHT );
renderTexture( x - BORDER, endY, CORNER_LEFT_X, LIGHT_CORNER_Y, BORDER, BORDER + LIGHT_HEIGHT );
renderTexture( endX, endY, CORNER_RIGHT_X, LIGHT_CORNER_Y, BORDER, BORDER + LIGHT_HEIGHT );
}
else
{
renderLine( x, endY, 0, BORDER, endX - x, BORDER );
renderCorner( x - BORDER, endY, CORNER_LEFT_X, CORNER_BOTTOM_Y );
renderCorner( endX, endY, CORNER_RIGHT_X, CORNER_BOTTOM_Y );
}
else
{
// Bottom left, middle, right. We do this in three portions: the top inner corners, an extended region for
// lights, and then the bottom outer corners.
renderTexture( x - BORDER, endY, CORNER_LEFT_X, CORNER_BOTTOM_Y, BORDER, BORDER / 2 );
renderTexture( x, endY, 0, BORDER, width, BORDER / 2, BORDER, BORDER / 2 );
renderTexture( endX, endY, CORNER_RIGHT_X, CORNER_BOTTOM_Y, BORDER, BORDER / 2 );
renderTexture( x - BORDER, endY + BORDER / 2, CORNER_LEFT_X, CORNER_BOTTOM_Y + GAP, BORDER, bottomHeight, BORDER, GAP );
renderTexture( x, endY + BORDER / 2, 0, BORDER + GAP, width, bottomHeight, BORDER, GAP );
renderTexture( endX, endY + BORDER / 2, CORNER_RIGHT_X, CORNER_BOTTOM_Y + GAP, BORDER, bottomHeight, BORDER, GAP );
renderTexture( x - BORDER, endY + bottomHeight + BORDER / 2, CORNER_LEFT_X, CORNER_BOTTOM_Y + BORDER / 2, BORDER, BORDER / 2 );
renderTexture( x, endY + bottomHeight + BORDER / 2, 0, BORDER + BORDER / 2, width, BORDER / 2 );
renderTexture( endX, endY + bottomHeight + BORDER / 2, CORNER_RIGHT_X, CORNER_BOTTOM_Y + BORDER / 2, BORDER, BORDER / 2 );
}
}
private void renderCorner( int x, int y, int u, int v )

View File

@ -26,8 +26,7 @@
import static dan200.computercraft.client.gui.FixedWidthFontRenderer.FONT_HEIGHT;
import static dan200.computercraft.client.gui.FixedWidthFontRenderer.FONT_WIDTH;
import static dan200.computercraft.client.render.ComputerBorderRenderer.BORDER;
import static dan200.computercraft.client.render.ComputerBorderRenderer.MARGIN;
import static dan200.computercraft.client.render.ComputerBorderRenderer.*;
/**
* Emulates map rendering for pocket computers.
@ -35,8 +34,6 @@
@Mod.EventBusSubscriber( modid = ComputerCraft.MOD_ID, value = Dist.CLIENT )
public final class ItemPocketRenderer extends ItemMapLikeRenderer
{
private static final int LIGHT_HEIGHT = 8;
private static final ItemPocketRenderer INSTANCE = new ItemPocketRenderer();
private ItemPocketRenderer()
@ -127,7 +124,7 @@ private static void renderFrame( Matrix4f transform, ComputerFamily family, int
BufferBuilder buffer = tessellator.getBuilder();
buffer.begin( GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR_TEX );
ComputerBorderRenderer.render( transform, buffer, 0, 0, 0, width, height, LIGHT_HEIGHT, r, g, b );
ComputerBorderRenderer.render( transform, buffer, 0, 0, 0, width, height, true, r, g, b );
tessellator.end();
}

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