1
0
mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-01-21 06:26:55 +00:00

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 class ComputerBorderRenderer
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 class ComputerBorderRenderer
// 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 org.lwjgl.opengl.GL11;
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 @@ import static dan200.computercraft.client.render.ComputerBorderRenderer.MARGIN;
@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 @@ public final class ItemPocketRenderer extends ItemMapLikeRenderer
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();
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 299 B

After

Width:  |  Height:  |  Size: 352 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 289 B

After

Width:  |  Height:  |  Size: 352 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 292 B

After

Width:  |  Height:  |  Size: 347 B