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/**
* Copyright (c) 2010-2012, Vincent Vollers and Christopher J. Kucera
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the Minecraft X-Ray team nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL VINCENT VOLLERS OR CJ KUCERA BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.apocalyptech.minecraft.xray;
import com.apocalyptech.minecraft.xray.MinecraftConstants.KEY_ACTION;
import com.apocalyptech.minecraft.xray.dialog.JumpDialog;
import com.apocalyptech.minecraft.xray.dialog.ResolutionDialog;
import com.apocalyptech.minecraft.xray.dialog.WarningDialog;
import com.apocalyptech.minecraft.xray.dialog.KeyHelpDialog;
import com.apocalyptech.minecraft.xray.dialog.BlockBindDialog;
import com.apocalyptech.minecraft.xray.dialog.ExceptionDialog;
import java.awt.AlphaComposite;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.awt.geom.Rectangle2D;
import java.io.File;
import java.io.IOException;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.Map;
import java.util.Date;
import java.util.HashMap;
import java.util.ArrayList;
import java.util.LinkedList;
import javax.imageio.ImageIO;
import javax.swing.JOptionPane;
import org.lwjgl.Sys;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.apache.log4j.Logger;
import org.apache.log4j.PropertyConfigurator;
import com.apocalyptech.minecraft.xray.Block;
import com.apocalyptech.minecraft.xray.WorldInfo;
import static com.apocalyptech.minecraft.xray.MinecraftConstants.*;
public class XRay
{
// number of chunks around the camera which are visible (Square)
private int visible_chunk_range = 5;
private static final int[] CHUNK_RANGES_KEYS = new int[6];
private static final int[] CHUNK_RANGES = new int[] { 3, 4, 5, 6, 7, 8 };
private int currentChunkRange = 4;
// highlight distance
private static final int[] HIGHLIGHT_RANGES_KEYS = new int[7];
private static final int[] HIGHLIGHT_RANGES = new int[] { 2, 3, 4, 5, 6, 7, 8 };
private int currentHighlightDistance = 1;
// ore highlight vars
private static short[] HIGHLIGHT_ORES = new short[preferred_highlight_ores.length];
private static final int[] HIGHLIGHT_ORE_KEYS = new int[preferred_highlight_ores.length];
// By default we'll keep 20x20 chunks in our cache, which should hopefully let
// us stay ahead of the camera
// TODO: keep this at 8, or back up to 10?
private final int loadChunkRange = 8;
// set to true when the program is finished
private boolean done = false;
// are we full screen
private boolean fullscreen = false;
// are we inverting the mouse
private boolean invertMouse = false;
// window title
public static String app_version = "3.6.0";
public static String app_name = "Minecraft X-Ray";
public static String windowTitle = app_name + " " + app_version;
// Minimap size - I did try increasing this but there were some performance
// issues
private final int minimap_dim = 2048;
private final float minimap_dim_f = (float) minimap_dim;
private final int minimap_dim_h = minimap_dim / 2;
private final float minimap_dim_h_f = (float) minimap_dim_h;
private boolean minimap_needs_updating = false;
// current display mode
private DisplayMode displayMode;
// last system time in the main loop (to calculate delta for camera movement)
private long lastTime;
// our camera
private FirstPersonCameraController camera;
private boolean camera_lock = false;
// the current mouseX and mouseY on the screen
private int mouseX;
private int mouseY;
// the sprite sheet for all textures
public ArrayList<Texture> minecraftTextures;
public Texture paintingTexture;
public Texture loadingTextTexture;
public Texture chunkBorderTexture;
public Texture slimeChunkTexture;
public Texture outOfRangeTexture;
public double outOfRangeHeight;
public double outOfRangeWidth;
// the textures used by the minimap
private Texture minimapTexture;
private Texture minimapArrowTexture;
private Graphics2D minimapGraphics;
// Texture for screenshots
public Texture screenshotTexture;
public enum HIGHLIGHT_TYPE
{
DISCO ("Disco", Color.GREEN.darker()),
WHITE ("White", Color.GREEN.darker()),
OFF ("Off", Color.RED.darker())
;
public String reportText;
public Color reportColor;
HIGHLIGHT_TYPE(String reportText, Color reportColor)
{
this.reportText = reportText;
this.reportColor = reportColor;
}
}
private static final HIGHLIGHT_TYPE defaultHighlightOre = HIGHLIGHT_TYPE.DISCO;
// Toggles that need to be available to the renderers
public static class RenderToggles
{
public boolean render_bedrock = false;
public boolean render_water = true;
public boolean highlight_explored = false;
public boolean beta19_fences = true;
public HIGHLIGHT_TYPE highlightOres = defaultHighlightOre;
}
public static RenderToggles toggle = new RenderToggles();
// the minecraft level we are exploring
private MinecraftLevel level;
// the current block (universal coordinate) where the camera is hovering on
private int levelBlockX, levelBlockZ;
// The same, but as a float, to more accurately show what Minecraft itself shows
private float reportBlockX, reportBlockZ;
// the current and previous chunk coordinates where the camera is hovering on
private int currentLevelX, currentLevelZ;
// we render to a display list and use that later for quick drawing, this is the index
@SuppressWarnings("unused")
private int worldDisplayListNum;
@SuppressWarnings("unused")
private int visibleOresListNum;
// wheter we need to reload the world
private boolean needToReloadWorld = false;
// the width and height of the current screen resolution
private int screenWidth, screenHeight;
// the current camera position
private float currentCameraPosX;
private float currentCameraPosZ;
// wheter we show the big map or the mini map
private boolean mapBig = false;
// wheter we are done with loading the map data (just for the mini map really)
private boolean map_load_started = false;
// the available world numbers
private ArrayList<WorldInfo> availableWorlds;
private int selectedWorld;
// the world chunks we still need to load
private LinkedList<Block> mapChunksToLoad;
// the current (selected) world number
private WorldInfo world = null;
// the current fps we are 'doing'
private int fps;
// the laste time fps was updated
private long lastFpsTime = -1;
// the number of frames since the last fps update
private int framesSinceLastFps;
// the fps display texture
private Texture fpsTexture;
// far too many fps calculation variables (copied this from another project)
public long previousTime;
public long timeDelta;
private boolean updateFPSText;
private long time;
private boolean[] mineralToggle;
private Texture[] mineralToggleTextures;
// lighting on or of (its actually fog, but hey...)
private boolean lightMode = true;
// level info texture
private boolean levelInfoToggle = false;
private Texture levelInfoTexture;
private boolean renderDetailsToggle = true;
private Texture renderDetailsTexture;
private int renderDetails_w = 160;
private int cur_renderDetails_h;
private int levelInfoTexture_h = 144;
private boolean regenerateRenderDetailsTexture = false;
private boolean regenerateOreHighlightTexture = false;
private boolean regenerateOutOfBoundsTexture = false;
// light level
private int[] lightLevelEnd = new int[] { 30, 50, 70, 100, 130, 160, 190, 220 };
private int[] lightLevelStart = new int[] { 0, 20, 30, 40, 60, 80, 100, 120 };
private int currentLightLevel = 2;
// Grass rendering status
private boolean accurateGrass = true;
// Silverfish rendering status
private boolean silverfishHighlight = true;
// Chunk border rendering status
private boolean renderChunkBorders = false;
// Slime chunk rendering status
private boolean renderSlimeChunks = false;
// vars to keep track of our current chunk coordinates
private int cur_chunk_x = 0;
private int cur_chunk_z = 0;
private boolean first_run = true;
private boolean initial_load_done = false;
private boolean initial_load_queued = false;
// vars to keep track of how much the camera has moved since our last
// minimap trim.
private int total_dX = 0;
private int total_dZ = 0;
private int minimap_trim_chunks = 10;
private int minimap_trim_chunk_distance = 64;
// How long are we allowed to spend loading chunks before we update?
private long max_chunkload_time = Sys.getTimerResolution() / 10; // a tenth of a second
// The current camera position that we're at
private CameraPreset currentPosition;
private String cameraTextOverride = null;
private HashMap<KEY_ACTION, Integer> key_mapping;
private XRayProperties xray_properties;
public boolean jump_dialog_trigger = false;
public int open_dialog_trigger = 0;
public static HashMap<Integer, TextureDecorationStats> decorationStats;
public static Logger logger = Logger.getLogger(XRay.class);
// lets start with the program
public static void main(String args[])
{
//PropertyConfigurator.configure("xray-log4j.properties");
Date now = new Date();
logger.info("Starting " + windowTitle + " at " + now.toString());
logger.info("LWJGL version " + Sys.getVersion());
logger.info("JVM version " + System.getProperty("java.version"));
logger.info("Detected OS " + MinecraftEnvironment.os.toString());
logger.info("");
new XRay().run();
}
// go
public void run()
{
// First up: initialize our static datastructures in MinecraftConstants.
// This used to happen in a static {} block, but that makes some things
// difficult.
try
{
MinecraftConstants.initialize();
}
catch (BlockTypeLoadException e)
{
ExceptionDialog.presentDialog("Error reading Minecraft block data", e);
return;
}
// This was moved from initialize() because we want to have this variable
// available for loadOptionStates(), which happens first.
mineralToggle = new boolean[HIGHLIGHT_ORES.length];
try
{
// check whether we can access minecraft
// and if we have worlds to load
checkMinecraftFiles();
// Load our preferences (this includes key mappings)
setPreferenceDefaults();
ArrayList<String> errors = loadPreferences();
if (errors.size() > 0)
{
StringBuffer errorText = new StringBuffer();
errorText.append("The following errors were encountered while loading xray.properties:\n\n");
for (String error : errors)
{
errorText.append(" * " + error + "\n");
}
WarningDialog.presentDialog("Errors in xray.properties", errorText.toString(), false, 600, 250);
}
// prompt for the resolution and initialize the window
createWindow();
// Save any prefs which may have changed
savePreferences();
// basic opengl initialization
initGL();
// init our program
try
{
initialize();
}
catch (BlockTypeLoadException e)
{
ExceptionDialog.presentDialog("Error reading Minecraft block data", e);
return;
}
// And now load our world
this.setMinecraftWorld(availableWorlds.get(this.selectedWorld));
this.triggerChunkLoads();
// Render details
updateRenderDetails();
// main loop
while (!done)
{
long time = Sys.getTime();
float timeDelta = (time - lastTime) / 1000.0f;
lastTime = time;
// handle input given the timedelta (for mouse control)
handleInput(timeDelta);
// Load chunks if needed
if (mapChunksToLoad != null)
{
loadPendingChunks();
}
// Regenerate our rendering details window if we've been told to
if (this.regenerateRenderDetailsTexture)
{
updateRenderDetails();
}
if (this.regenerateOreHighlightTexture)
{
updateOreHighlightTextures();
}
if (this.regenerateOutOfBoundsTexture)
{
updateOutOfBoundsTexture();
}
// render whatever we need to render
render(timeDelta);
// update our minimap if we need to (new chunks loaded, etc)
if (minimap_needs_updating)
{
minimapTexture.update();
minimap_needs_updating = false;
}
// Sleep a bit if we're not visible, to save on CPU
// This is especially important when isVisible() is false, because
// Display.update() does NOT vSync in that case.
if (!Display.isVisible())
{
Thread.sleep(100);
}
else if (!Display.isActive())
{
Thread.sleep(33);
}
// Push to screen
Display.update();
}
// cleanup
saveOptionStates();
cleanup();
}
catch (Exception e)
{
// bah, some error happened
Mouse.setGrabbed(false);
ExceptionDialog.clearExtraStatus();
ExceptionDialog.presentDialog("Exception Encountered!", e);
System.exit(0);
}
}
/**
* Loads our preferences. This also sets our default keybindings if they're
* not overridden somewhere.
*/
public ArrayList<String> loadPreferences()
{
xray_properties = new XRayProperties();
ArrayList<String> errors = new ArrayList<String>();
String error;
// First load our defaults into the prefs object
for (KEY_ACTION action : KEY_ACTION.values())
{
xray_properties.setProperty("KEY_" + action.toString(), Keyboard.getKeyName(this.key_mapping.get(action)));
}
// Here's where we would load from our prefs file
File prefs = MinecraftEnvironment.getXrayConfigFile();
if (prefs.exists() && prefs.canRead())
{
try
{
xray_properties.load(new FileInputStream(prefs));
}
catch (IOException e)
{
// Just report and continue
logger.warn("Could not load configuration file: " + e.toString());
}
}
// Loop through the key mappings that we just loaded
int newkey;
String prefskey;
for (KEY_ACTION action : KEY_ACTION.values())
{
prefskey = xray_properties.getProperty("KEY_" + action.toString());
if (prefskey.equalsIgnoreCase("none"))
{
// If the user actually specified "NONE" in the config file,
// unbind the key
newkey = Keyboard.KEY_NONE;
}
else
{
newkey = Keyboard.getKeyIndex(prefskey);
if (newkey == Keyboard.KEY_NONE)
{
// TODO: Should output something more visible to the user
error = "Key '" + prefskey + "' for action " + action + " is unknown. Default key '" + Keyboard.getKeyName(key_mapping.get(action)) + "' assigned.";
logger.warn(error);
errors.add(error);
continue;
}
}
this.key_mapping.put(action, newkey);
}
// Populate our key ranges
int i;
for (i = 0; i < CHUNK_RANGES.length; i++)
{
CHUNK_RANGES_KEYS[i] = this.key_mapping.get(KEY_ACTION.valueOf("CHUNK_RANGE_" + (i + 1)));
}
for (i = 0; i < HIGHLIGHT_RANGES.length; i++)
{
HIGHLIGHT_RANGES_KEYS[i] = this.key_mapping.get(KEY_ACTION.valueOf("HIGHLIGHT_RANGE_" + (i + 1)));
}
for (i = 0; i < HIGHLIGHT_ORES.length; i++)
{
HIGHLIGHT_ORE_KEYS[i] = this.key_mapping.get(KEY_ACTION.valueOf("TOGGLE_ORE_" + (i + 1)));
}
// Populate our list of ores to highlight
String prefs_highlight;
String prefs_highlight_key;
for (i = 0; i < preferred_highlight_ores.length; i++)
{
prefs_highlight_key = "HIGHLIGHT_" + (i + 1);
prefs_highlight = xray_properties.getProperty(prefs_highlight_key);
try
{
HIGHLIGHT_ORES[i] = blockCollection.getByName(prefs_highlight).id;
}
catch (Exception e)
{
// no worries, just populate with our default
error = "Block type '" + prefs_highlight + "', for HIGHLIGHT_" + (i+1) + " is an unknown block. Reverting to default: " + blockArray[HIGHLIGHT_ORES[i]].idStr;
logger.warn(error);
errors.add(error);
}
xray_properties.put(prefs_highlight_key, blockArray[HIGHLIGHT_ORES[i]].idStr);
}
// Read in our saved option states, if we have 'em
this.loadOptionStates();
// Save the file immediately, in case we picked up new defaults which weren't present previously
this.savePreferences();
// Force our chunk-rendering distance to our selected value
this.setChunkRange(this.currentChunkRange);
// Return
return errors;
}
/***
* Updates our key-mapping preferences and saves out the config file.
*/
public void updateKeyMapping()
{
for (Map.Entry<KEY_ACTION, Integer> entry : key_mapping.entrySet())
{
xray_properties.setProperty("KEY_" + entry.getKey().toString(), Keyboard.getKeyName(entry.getValue()));
}
this.savePreferences();
// It's entirely possible that we changed the key to bring up
// the key dialog itself, so let's force a redraw of that.
// Because this is called directly from the AWT dialog itself,
// though, we can't call it directly. Instead just set a boolean
// and it'll get picked up in the mainloop.
this.regenerateRenderDetailsTexture = true;
this.regenerateOutOfBoundsTexture = true;
}
/***
* Updates our ore-binding preferences and saves out the config file.
* Will also invalidate our selection stuff.
*/
public void updateHighlightBindings()
{
for (int i=0; i < HIGHLIGHT_ORES.length; i++)
{
xray_properties.setProperty("HIGHLIGHT_" + (i+1), blockArray[HIGHLIGHT_ORES[i]].idStr);
}
this.savePreferences();
this.regenerateOreHighlightTexture = true;
this.invalidateSelectedChunks();
}
/**
* Saves our preferences out
*/
public void savePreferences()
{
File prefs = MinecraftEnvironment.getXrayConfigFile();
try
{
xray_properties.store(new FileOutputStream(prefs),
"Feel free to edit. Use \"NONE\" to disable an action. Keys taken from http://www.lwjgl.org/javadoc/constant-values.html#org.lwjgl.input.Keyboard.KEY_1");
}
catch (IOException e)
{
// Just report on the console and move on
logger.error("Could not save preferences to file: " + e.toString());
}
}
/**
* Sets our default preferences
*/
public void setPreferenceDefaults()
{
// First do the default key mappings
key_mapping = new HashMap<KEY_ACTION, Integer>();
for (KEY_ACTION action : KEY_ACTION.values())
{
key_mapping.put(action, action.def_key);
}
// Then populate our highlight blocks
for (int i = 0; i < preferred_highlight_ores.length; i++)
{
XRay.HIGHLIGHT_ORES[i] = blockCollection.getByName(preferred_highlight_ores[i]).id;
}
}
/**
* Loads any pending chunks, but won't exceed max_chunkload_time timer ticks
* (unless we're doing the initial load).
*/
public void loadPendingChunks()
{
Block b;
long time = Sys.getTime();
int total = 0;
int counter = 0;
if (!initial_load_done)
{
total = mapChunksToLoad.size();
setOrthoOn();
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glLineWidth(20);
BufferedImage i = loadingTextTexture.getImage();
Graphics2D g = i.createGraphics();
g.setColor(new Color(0f, 0f, 0f, 0f));
g.setComposite(AlphaComposite.Src);
g.fillRect(0, 0, i.getWidth(), i.getHeight());
String statusmessage;
if (this.cameraTextOverride == null)
{
statusmessage = "Moving camera to " + this.currentPosition.name;
}
else
{
statusmessage = "Moving camera to " + this.cameraTextOverride;
this.cameraTextOverride = null;
}
Rectangle2D bounds = HEADERFONT.getStringBounds(statusmessage, g.getFontRenderContext());
g.setFont(HEADERFONT);
g.setColor(Color.white);
g.drawString(statusmessage, (Display.getWidth() / 2) - ((float) bounds.getWidth() / 2), 40f);
loadingTextTexture.update();
}
// There's various cases where parts of our crosshairs may be covered over by
// other blocks, or bits of the crosshairs left on the map when wrapping, etc.
// Whatever.
boolean got_spawn_chunk = false;
boolean got_playerpos_chunk = false;
CameraPreset spawn = level.getSpawnPoint();
CameraPreset playerpos = level.getPlayerPosition();
Chunk c;
while (!mapChunksToLoad.isEmpty())
{
// Load and draw the chunk
b = (Block) mapChunksToLoad.removeFirst();
// logger.debug("Loading chunk " + b.x + "," + b.z);
// There may be some circumstances where a chunk we're going to load is already loaded.
// Mostly while moving diagonally, I think. I'm actually not convinced that it's worth
// checking for, as it doesn't happen TOO often.
c = level.getChunk(b.x, b.z);
if (c != null)
{
if (c.x == b.x && c.z == b.z)
{
continue;
}
}
level.loadChunk(b.x, b.z);
drawChunkToMap(b.x, b.z);
if (spawn.block.cx == b.x && spawn.block.cz == b.z)
{
got_spawn_chunk = true;
}
if (playerpos.block.cx == b.x && playerpos.block.cz == b.z)
{
got_playerpos_chunk = true;
}
// Make sure we update the minimap
minimap_needs_updating = true;
// Draw a progress bar if we're doing the initial load
if (!initial_load_done)
{
counter++;
if (counter % 5 == 0)
{
float progress = ((float) counter / (float) total);
// TODO: Some duplicated code here, in takeLoadingBoxScreenshot()
float bx = 100;
float ex = screenWidth - 100;
float by = (screenHeight / 2.0f) - 50;
float ey = (screenHeight / 2.0f) + 50;
float px = ((ex - bx) * progress) + bx;
float boxBx = bx - 20;
float boxBy = by - 120;
int boxWidth = (int)ex-(int)bx+40;
int boxHeight = 300;
if (this.screenshotTexture != null)
{
GL11.glEnable(GL11.GL_TEXTURE_2D);
SpriteTool.drawSpriteAbsoluteXY(this.screenshotTexture, boxBx, boxBy);
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
GL11.glEnable(GL11.GL_BLEND);
if (!first_run)
{
this.drawBgBox(boxBx, boxBy, boxWidth, boxHeight, false);
}
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glLineWidth(20);
// progress bar outer box
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(bx, by);
GL11.glVertex2f(ex, by);
GL11.glVertex2f(ex, ey);
GL11.glVertex2f(bx, ey);
GL11.glEnd();
// progress bar 'progress'
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glVertex2f(bx, by);
GL11.glVertex2f(px, by);
GL11.glVertex2f(bx, ey);
GL11.glVertex2f(px, ey);
GL11.glEnd();
// Draw our message
GL11.glEnable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
SpriteTool.drawSpriteAbsoluteXY(loadingTextTexture, 0f, by - 100);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
Display.update();
}
}
else
{
// Otherwise (if our initial load is done), mark any existing adjacent chunks
// as dirty so that they re-render. This is needed so that we don't get gaps
// in our terrain because the adjacent chunks weren't ready yet.
level.markChunkAsDirty(b.x + 1, b.z);
level.markChunkAsDirty(b.x - 1, b.z);
level.markChunkAsDirty(b.x, b.z + 1);
level.markChunkAsDirty(b.x, b.z - 1);
}
// If we've taken too long, break out so the GUI can update
if (initial_load_done && Sys.getTime() - time > max_chunkload_time)
{
break;
}
}
if (got_spawn_chunk)
{
drawSpawnMarkerToMinimap();
}
if (got_playerpos_chunk)
{
drawPlayerposMarkerToMinimap();
}
if (!initial_load_done)
{
GL11.glEnable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_TEXTURE_2D);
setOrthoOff();
first_run = false;
}
initial_load_done = true;
}
public void incLightLevel()
{
this.currentLightLevel++;
if (this.currentLightLevel >= this.lightLevelStart.length)
{
this.currentLightLevel = this.lightLevelStart.length - 1;
}
}
public void decLightLevel()
{
this.currentLightLevel--;
if (this.currentLightLevel <= 0)
{
this.currentLightLevel = 0;
}
}
public void setLightLevel()
{
this.setLightLevel(0);
}
public void setLightLevel(int diff)
{
if (this.currentLightLevel > (this.lightLevelStart.length-1))
{
this.currentLightLevel = this.lightLevelStart.length-1;
}
int min = this.lightLevelStart[this.currentLightLevel];
int max = this.lightLevelEnd[this.currentLightLevel];
min = min + diff;
max = max + diff;
if (min <= 0)
{
min = 0;
}
if (max <= 0)
{
max = 0;
}
GL11.glFogf(GL11.GL_FOG_START, min);
GL11.glFogf(GL11.GL_FOG_END, max);
}
/**
* Alters our grass texture_dir_map to include or not include the fancier
* grass rendering, in case anyone wants that behavior on occasion.
*/
private void setAccurateGrass()
{
if (accurateGrass)
{
if (BLOCK_GRASS.texture_dir_map == null)
{
BLOCK_GRASS.texture_dir_map = grassDirectionMap;
}
}
else
{
if (BLOCK_GRASS.texture_dir_map != null)
{
BLOCK_GRASS.texture_dir_map = null;
}
}
}
/**
* Alters our silverfish texture_dir_map to include or not include the fancier
* silverfish highlighting
*/
private void setSilverfishHighlight()
{
if (silverfishHighlight)
{
BLOCK_SILVERFISH.texture_data_map = MinecraftEnvironment.silverfishDataHighlighted;
BLOCK_SILVERFISH.setTexIdx(MinecraftEnvironment.silverfishDataHighlighted.get((byte)0));
}
else
{
BLOCK_SILVERFISH.texture_data_map = MinecraftEnvironment.silverfishDataPlain;
BLOCK_SILVERFISH.setTexIdx(MinecraftEnvironment.silverfishDataPlain.get((byte)0));
}
}
/***
* Initialize the basic openGL environment
*/
private void initGL()
{
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glShadeModel(GL11.GL_FLAT); // Disable Smooth Shading
GL11.glClearColor(0.0f, 0.3f, 1.0f, 0.3f); // Blue Background
GL11.glClearDepth(1.0); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
// GL11.glDepthFunc(GL11.GL_ALWAYS);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
// GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(90.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 400.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
// Really Nice Perspective Calculations
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glDisable(GL11.GL_FOG);
GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR);
float[] color = new float[] { 0.0f, 0.3f, 1.0f, 0.3f };
ByteBuffer colorBytes = ByteBuffer.allocateDirect(64);
FloatBuffer colorBuffer = colorBytes.asFloatBuffer();
colorBuffer.rewind();
colorBuffer.put(color);
colorBuffer.rewind();
GL11.glFog(GL11.GL_FOG_COLOR, colorBytes.asFloatBuffer());
GL11.glFogf(GL11.GL_FOG_DENSITY, 0.3f);
GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_NICEST);
setLightLevel();
}
/**
* Clears out variables and textures that we'd need while loading a new world
* (just when switching dimensions, at the moment)
*/
private void prepareNewWorld()
{
try
{
minimapTexture = TextureTool.allocateTexture(minimap_dim, minimap_dim);
minimapGraphics = minimapTexture.getImage().createGraphics();
loadingTextTexture = TextureTool.allocateTexture(1024, 64);
}
catch (IOException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
// level data
levelBlockX = Integer.MIN_VALUE;
levelBlockZ = Integer.MIN_VALUE;
}
/***
* Load textures init precalc tables determine available worlds init misc
* variables
*/
private void initialize()
throws BlockTypeLoadException
{
// init the precalc tables
mineralToggleTextures = new Texture[HIGHLIGHT_ORES.length];
// world display list
worldDisplayListNum = GL11.glGenLists(1);
visibleOresListNum = GL11.glGenLists(1);
// camera
camera = new FirstPersonCameraController(0, 0, 0);
// textures
try
{
// Note that in order to avoid weird texture-resize fuzziness, these textures
// should have dimensions which are powers of 2
minimapArrowTexture = TextureTool.allocateTexture(32, 32);
fpsTexture = TextureTool.allocateTexture(128, 32);
levelInfoTexture = TextureTool.allocateTexture(128, 256);
renderDetailsTexture = TextureTool.allocateTexture(256, 256);
createMinimapSprites();
// minecraft textures
minecraftTextures = new ArrayList<Texture>();
ArrayList<BufferedImage> textureImages = MinecraftEnvironment.getMinecraftTexture();
if (textureImages == null)
{
}
for (BufferedImage image : textureImages)
{
Texture newtex = TextureTool.allocateTexture(image, GL11.GL_NEAREST);
newtex.update();
minecraftTextures.add(newtex);
}
Texture minecraftTexture = minecraftTextures.get(0);
// Get a list of block types organized by type
HashMap<BLOCK_TYPE, ArrayList<BlockType>> reverse_block_type_map = new HashMap<BLOCK_TYPE, ArrayList<BlockType>>();
for (BlockType block : blockCollection.getBlocksFull())
{
if (!reverse_block_type_map.containsKey(block.type))
{
reverse_block_type_map.put(block.type, new ArrayList<BlockType>());
}
reverse_block_type_map.get(block.type).add(block);
}
// Compute some information about some decorative textures
decorationStats = new HashMap<Integer, TextureDecorationStats>();
for (BLOCK_TYPE decBlockType : DECORATION_BLOCKS)
{
for (BlockType decBlock : reverse_block_type_map.get(decBlockType))
{
// First the basic data map
if (decBlock.texture_data_map != null)
{
for (int textureId : decBlock.texture_data_map.values())
{
if (!decorationStats.containsKey(textureId))
{
decorationStats.put(textureId, new TextureDecorationStats(minecraftTexture, textureId));
}
}
}
// Now the directional map
if (decBlock.texture_dir_map != null)
{
for (int textureId : decBlock.texture_dir_map.values())
{
if (!decorationStats.containsKey(textureId))
{
decorationStats.put(textureId, new TextureDecorationStats(minecraftTexture, textureId));
}
}
}
// Now any "extra" textures which might exist for the block type
if (blockTypeExtraTexturesReq.containsKey(decBlock.type))
{
for (String key : blockTypeExtraTexturesReq.get(decBlock.type))
{
int textureId = decBlock.texture_extra_map.get(key);
if (!decorationStats.containsKey(textureId))
{
decorationStats.put(textureId, new TextureDecorationStats(minecraftTexture, textureId));
}
}
}
// Now the "base" texture, if we didn't already do it
if (!decorationStats.containsKey(decBlock.tex_idx))
{
int textureId = decBlock.tex_idx;
decorationStats.put(textureId, new TextureDecorationStats(minecraftTexture, textureId));
}
}
}
// painting textures
BufferedImage minecraftPaintingImage = MinecraftEnvironment.getMinecraftPaintings();
paintingTexture = TextureTool.allocateTexture(minecraftPaintingImage, GL11.GL_NEAREST);
paintingTexture.update();
// mineral textures
this.updateOreHighlightTextures();
// Chunk border texture
int chunkBorderWidth = 256;
int chunkBorderHeight = 2048;
int stripeheight = 64;
BufferedImage chunkBorderImage = new BufferedImage(chunkBorderWidth, chunkBorderHeight, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = chunkBorderImage.createGraphics();
g2d.setColor(new Color(0f, 0f, 0f, .4f));
g2d.fillRect(0, 0, chunkBorderWidth, chunkBorderHeight);
g2d.setColor(new Color(1f, 1f, 1f, .05f));
for (int y=stripeheight; y<chunkBorderHeight; y += (stripeheight*2))
{
g2d.fillRect(0, y, chunkBorderWidth, stripeheight);
}
g2d.setColor(new Color(1f, 1f, 1f, .8f));
g2d.drawRect(0, 0, chunkBorderWidth-1, chunkBorderHeight-1);
chunkBorderTexture = TextureTool.allocateTexture(chunkBorderImage, GL11.GL_NEAREST);
chunkBorderTexture.update();
// Slime chunk textures
int slimeChunkWidth = 256;
BufferedImage slimeChunkImage = new BufferedImage(slimeChunkWidth, slimeChunkWidth, BufferedImage.TYPE_INT_ARGB);
g2d = slimeChunkImage.createGraphics();
g2d.setColor(new Color(0f, .5f, 0f, .4f));
g2d.fillRect(0, 0, slimeChunkWidth, slimeChunkWidth);
g2d.setColor(new Color(.7f, 1f, .7f, .8f));
g2d.drawRect(0, 0, slimeChunkWidth-1, slimeChunkWidth-1);
slimeChunkTexture = TextureTool.allocateTexture(slimeChunkImage, GL11.GL_NEAREST);
slimeChunkTexture.update();
this.updateOutOfBoundsTexture();
}
catch (IOException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
// Extra things we have to do
this.prepareNewWorld();
setAccurateGrass();
setSilverfishHighlight();
// set mouse grabbed so we can get x/y coordinates
Mouse.setGrabbed(true);
// Disable repeat key events
Keyboard.enableRepeatEvents(false);
}
/**
* Generate our text labels for the ores we're highlighting
*/
private void updateOreHighlightTextures()
throws IOException
{
for (int i = 0; i < HIGHLIGHT_ORES.length; i++)
{
mineralToggleTextures[i] = TextureTool.allocateTexture(128, 32);
Graphics2D g = mineralToggleTextures[i].getImage().createGraphics();
g.setFont(ARIALFONT);
g.setColor(Color.white);
g.drawString("[F" + (i + 1) + "] " + blockArray[HIGHLIGHT_ORES[i]].name, 0, 16);
mineralToggleTextures[i].update();
}
this.regenerateOreHighlightTexture = false;
}
private BufferedImage resizeImage(Image baseImage, int newWidth, int newHeight)
{
BufferedImage newImage = new BufferedImage(newWidth, newHeight, BufferedImage.TYPE_4BYTE_ABGR);
Graphics2D g = newImage.createGraphics();
g.drawImage(baseImage, 0, 0, newWidth, newHeight, null);
return newImage;
}
private byte[] convertIcon(byte[] icon)
{
byte[] newIcon = new byte[icon.length];
for (int i = 0; i < newIcon.length; i += 4)
{
newIcon[i + 3] = icon[i + 0];
newIcon[i + 2] = icon[i + 1];
newIcon[i + 1] = icon[i + 2];
newIcon[i + 0] = icon[i + 3];
}
return newIcon;
}
/***
* Creates the window and initializes the lwjgl display object
*
* @throws Exception
*/
private void createWindow() throws Exception
{
//Temporary map to hold new key bindings
HashMap<KEY_ACTION, Integer> newMap = null;
// set icon buffers
// stupid conversions needed
File iconFile = new File("xray_icon.png");
ByteBuffer[] icons = null;
if (iconFile.exists() || iconFile.canRead())
{
BufferedImage iconTexture128 = ImageIO.read(iconFile);
iconTexture128 = resizeImage(iconTexture128, 128, 128); // just to be sure all icons are the same imagetype
BufferedImage iconTexture64 = resizeImage(iconTexture128, 64, 64);
BufferedImage iconTexture32 = resizeImage(iconTexture128, 32, 32);
BufferedImage iconTexture16 = resizeImage(iconTexture128, 16, 16);
byte[] iconBuffer128d = ((DataBufferByte) iconTexture128.getRaster().getDataBuffer()).getData();
byte[] iconBuffer64d = ((DataBufferByte) iconTexture64.getRaster().getDataBuffer()).getData();
byte[] iconBuffer32d = ((DataBufferByte) iconTexture32.getRaster().getDataBuffer()).getData();
byte[] iconBuffer16d = ((DataBufferByte) iconTexture16.getRaster().getDataBuffer()).getData();
iconBuffer128d = convertIcon(iconBuffer128d); // LWJGL (opengl?) needs RGBA ... imagetype available is ABGR
iconBuffer64d = convertIcon(iconBuffer64d);
iconBuffer32d = convertIcon(iconBuffer32d);
iconBuffer16d = convertIcon(iconBuffer16d);
ByteBuffer iconBuffer128 = ByteBuffer.wrap(iconBuffer128d);
ByteBuffer iconBuffer64 = ByteBuffer.wrap(iconBuffer64d);
ByteBuffer iconBuffer32 = ByteBuffer.wrap(iconBuffer32d);
ByteBuffer iconBuffer16 = ByteBuffer.wrap(iconBuffer16d);
iconBuffer128.rewind();
iconBuffer64.rewind();
iconBuffer32.rewind();
iconBuffer16.rewind();
icons = new ByteBuffer[] { iconBuffer128, iconBuffer64, iconBuffer32, iconBuffer16 };
ResolutionDialog.iconImage = iconTexture128;
JumpDialog.iconImage = iconTexture128;
KeyHelpDialog.iconImage = iconTexture128;
BlockBindDialog.iconImage = iconTexture128;
WarningDialog.iconImage = iconTexture128;
ExceptionDialog.iconImage = iconTexture128;
}
// If we're on Windows, show a warning about running at the same time as Minecraft
if (MinecraftEnvironment.os == MinecraftEnvironment.OS.Windows)
{
if (xray_properties.getBooleanProperty("SHOW_WINDOWS_WARNING", true))
{
WarningDialog.presentDialog("Warning", "Because of the way Windows locks files, it's possible that your Minecraft data files could get corrupted if you use X-Ray on a world which Minecraft currently has open. If you're running Minecraft at the same time as X-Ray, be extra careful and make sure you have backups.");
xray_properties.setBooleanProperty("SHOW_WINDOWS_WARNING", WarningDialog.selectedShow);
savePreferences();
}
}
// Open our main dialog and see how it turns out.
if (ResolutionDialog.presentDialog(windowTitle, availableWorlds, xray_properties) == ResolutionDialog.DIALOG_BUTTON_EXIT)
{
System.exit(0);
}
// Mark which world to load (which will happen later during initialize()
this.selectedWorld = ResolutionDialog.selectedWorld;
// set fullscreen from the dialog
fullscreen = ResolutionDialog.selectedFullScreenValue;
// set invertMouse from the dialog
invertMouse = ResolutionDialog.selectedInvertMouseValue;
if (icons != null)
Display.setIcon(icons);
// Display.setIcon();
Display.setFullscreen(fullscreen);
displayMode = ResolutionDialog.selectedDisplayMode;
Display.setDisplayMode(displayMode);
Display.setTitle(windowTitle);
// TODO: actually do what the user requests here
Display.setVSyncEnabled(true);
Display.create();
screenWidth = displayMode.getWidth();
screenHeight = displayMode.getHeight();
}
/***
* Checks for sanity of the minecraft environment
*/
private void checkMinecraftFiles()
{
if (MinecraftEnvironment.getMinecraftDirectory() == null)
{
logger.error("OS not supported (" + System.getProperty("os.name") + ")");
JOptionPane.showMessageDialog(null, "OS not supported (" + System.getProperty("os.name") + "), please report.", "Minecraft X-Ray Error", JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
if (!MinecraftEnvironment.getMinecraftDirectory().exists())
{
logger.error("Minecraft directory not found: " + MinecraftEnvironment.getMinecraftDirectory().getAbsolutePath());
JOptionPane.showMessageDialog(null, "Minecraft directory not found: " + MinecraftEnvironment.getMinecraftDirectory().getAbsolutePath(), "Minecraft X-Ray Error", JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
if (!MinecraftEnvironment.getMinecraftDirectory().canRead())
{
logger.error("Minecraft directory not readable: " + MinecraftEnvironment.getMinecraftDirectory().getAbsolutePath());
JOptionPane.showMessageDialog(null, "Minecraft directory not readable: " + MinecraftEnvironment.getMinecraftDirectory().getAbsolutePath(), "Minecraft X-Ray Error",
JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
availableWorlds = MinecraftEnvironment.getAvailableWorlds();
// Add in a custom "Other..." world
availableWorlds.add(new WorldInfo());
}
private void setChunkRange(int n)
{
if (n >= CHUNK_RANGES.length)
n = CHUNK_RANGES.length - 1;
if (n <= 0)
n = 0;
if (n != currentChunkRange)
{
this.needToReloadWorld = true;
}
this.currentChunkRange = n;
this.visible_chunk_range = CHUNK_RANGES[n];
}
private void setHighlightRange(int n)
{
if (n >= HIGHLIGHT_RANGES.length)
n = HIGHLIGHT_RANGES.length - 1;
if (n <= 0)
n = 0;
if (n == currentHighlightDistance)
{
return;
}
this.currentHighlightDistance = n;
}
/**
* Updates our exploredBlocks hashmap based on dimension (Glowstone should trigger
* in Overworld, but not in Nether)
*/
private void updateExploredBlocks()
{
BlockType glowstone = blockCollection.getByName("GLOWSTONE");
if (glowstone != null)
{
if (this.world.isDimension(-1))
{
if (exploredBlocks.containsKey(glowstone.id))
{
exploredBlocks.remove(glowstone.id);
}
}
else
{
if (glowstone.getExplored() && !exploredBlocks.containsKey(glowstone.id))
{
exploredBlocks.put(glowstone.id, true);
}
}
}
}
/***
* Sets the world number we want to view
*
* @param world
*/
private void setMinecraftWorld(WorldInfo world)
{
this.world = world;
this.level = new MinecraftLevel(world, minecraftTextures, paintingTexture, HIGHLIGHT_ORES);
// determine which chunks are available in this world
mapChunksToLoad = new LinkedList<Block>();
updateExploredBlocks();
moveCameraToPlayerPos();
}
/**
* Sets the world number we want, and moves the camera to the specified
* coordinates. There's a bit of code duplication going on here; should fix
* that.
*
* @param world
* @param camera_x
* @param camera_z
*/
private void setMinecraftWorld(WorldInfo world, FirstPersonCameraController camera)
{
this.world = world;
this.level = new MinecraftLevel(world, minecraftTextures, paintingTexture, HIGHLIGHT_ORES);
// determine which chunks are available in this world
mapChunksToLoad = new LinkedList<Block>();
updateExploredBlocks();
this.camera = camera;
initial_load_queued = false;
initial_load_done = false;
this.removeChunklistFromMap(level.removeAllChunksFromMinimap());
this.triggerChunkLoads();
}
/**
* Take a screenshot of our current map, so that we can draw it "behind"
* our loading map dialog. This is a bit silly, really, but I do think it
* looks nicer.
* TODO: Duplicated code from loadPendingChunks()
* TODO: For some reason "boxBy" here has to be 40 pixels larger than its
* equivalent inside loadPendingChunks()
*/
private void takeLoadingBoxScreenshot()
{
float bx = 100;
float ex = screenWidth - 100;
float by = (screenHeight / 2.0f) - 50;
float boxBx = bx - 20;
float boxBy = by - 80;
int boxWidth = (int)ex-(int)bx+40;
int boxHeight = 300;
GL11.glReadBuffer(GL11.GL_FRONT);
ByteBuffer buffer = BufferUtils.createByteBuffer(boxWidth * boxHeight * 4);
GL11.glReadPixels((int)boxBx, (int)boxBy, boxWidth, boxHeight, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer);
BufferedImage screenshotImage = new BufferedImage(boxWidth, boxHeight, BufferedImage.TYPE_INT_RGB);
for(int x = 0; x < boxWidth; x++)
{
for(int y = 0; y < boxHeight; y++)
{
int i = (x + (boxWidth * y)) * 4;
int rVal = buffer.get(i) & 0xFF;
int gVal = buffer.get(i + 1) & 0xFF;
int bVal = buffer.get(i + 2) & 0xFF;
screenshotImage.setRGB(x, boxHeight - (y + 1), (0xFF << 24) | (rVal << 16) | (gVal << 8) | bVal);
}
}
try
{
this.screenshotTexture = TextureTool.allocateTexture(screenshotImage, GL11.GL_NEAREST);
this.screenshotTexture.update();
}
catch (IOException e)
{
this.screenshotTexture = null;
}
}
private void moveCameraToPosition(CameraPreset playerPos)
{
this.takeLoadingBoxScreenshot();
this.camera.getPosition().set(playerPos.block.x, playerPos.block.y, playerPos.block.z);
this.camera.setYawAndPitch(180 + playerPos.yaw, playerPos.pitch);
initial_load_queued = false;
initial_load_done = false;
this.removeChunklistFromMap(level.removeAllChunksFromMinimap());
this.triggerChunkLoads();
this.currentPosition = playerPos;
}
private void launchNewMapDialog()
{
// Make sure our availableWorlds array has a "clean" "Other" option
availableWorlds.set(availableWorlds.size()-1, new WorldInfo());
Mouse.setGrabbed(false);
if (ResolutionDialog.presentDialog(windowTitle, availableWorlds, xray_properties, false) == ResolutionDialog.DIALOG_BUTTON_EXIT)
{
Mouse.setGrabbed(true);
return;
}
this.open_dialog_trigger = 1;
}
private void openNewMap()
{
this.selectedWorld = ResolutionDialog.selectedWorld;
this.savePreferences();
this.open_dialog_trigger = 0;
// A full reinitialization is kind of overkill, but whatever.
// TODO: code duplicated from switchDimension
this.prepareNewWorld();
this.setMinecraftWorld(availableWorlds.get(this.selectedWorld));
this.updateRenderDetails();
this.triggerChunkLoads();
Mouse.setGrabbed(true);
}
private void launchJumpDialog()
{
Mouse.setGrabbed(false);
JumpDialog.presentDialog("Choose a New Position", this);
}
private void launchKeyHelpDialog()
{
Mouse.setGrabbed(false);
KeyHelpDialog.presentDialog(key_mapping, this);
}
private void launchBlockBindDialog()
{
Mouse.setGrabbed(false);
BlockBindDialog.presentDialog(HIGHLIGHT_ORES, minecraftTextures, this);
}
/**
* Calls moveCameraToPosition() with our current camera position, to invalidate
* our chunk cache and trigger reloads from disk.
*/
private void reloadFromDisk()
{
Block block = new Block((int)camera.getPosition().x, (int)camera.getPosition().y, (int)camera.getPosition().z);
this.moveCameraToPosition(new CameraPreset(-1, "current location", block, camera.getYaw()-180, camera.getPitch()));
}
/**
* Moves the camera to the position specified by the JumpDialog.
*/
private void moveCameraToArbitraryPosition()
{
int x = JumpDialog.selectedX;
int z = JumpDialog.selectedZ;
String name;
if (JumpDialog.selectedChunk)
{
name = "Chunk (" + x + ", " + z + ")";
x = x * 16;
z = z * 16;
}
else
{
name = "Position (" + x + ", " + z + ")";
}
Block block = new Block(-x, (int)camera.getPosition().y, -z);
this.jump_dialog_trigger = false;
this.moveCameraToPosition(new CameraPreset(-1, name, block, camera.getYaw()-180, camera.getPitch()));
Mouse.setGrabbed(true);
}
private void moveCameraToSpawnPoint()
{
this.moveCameraToPosition(level.getSpawnPoint());
}
private void moveCameraToPlayerPos()
{
this.moveCameraToPosition(level.getPlayerPosition());
}
private void moveCameraToNextPlayer()
{
this.moveCameraToPosition(level.getNextPlayerPosition(this.currentPosition));
}
private void moveCameraToPreviousPlayer()
{
this.moveCameraToPosition(level.getPrevPlayerPosition(this.currentPosition));
}
/**
* Populates mapChunksToLoad with a list of chunks that need adding, based
* on how far we've moved since our last known position. Realistically this
* is never going to be more than one line at a time, though if someone's
* getting hit with ridiculously low FPS or something, perhaps there could
* end up being more.
*/
private void triggerChunkLoads()
{
int chunkX = level.getChunkX((int) -camera.getPosition().x);
int chunkZ = level.getChunkZ((int) -camera.getPosition().z);
if (initial_load_queued)
{
Chunk tempchunk;
int dx = chunkX - cur_chunk_x;
int dz = chunkZ - cur_chunk_z;
int top_x = 0;
int bot_x = 0;
int top_z = 0;
int bot_z = 0;
// X
if (dx < 0)
{
// logger.trace("Loading in chunks from the X range " + (cur_chunk_x-1-loadChunkRange) + " to " + (chunkX-loadChunkRange) + " (going down)");
top_x = cur_chunk_x - 1 - loadChunkRange;
bot_x = chunkX - loadChunkRange;
}
else if (dx > 0)
{
// logger.trace("Loading in chunks from the X range " + (cur_chunk_x+1+loadChunkRange) + " to " + (chunkX+loadChunkRange) + " (going up)");
top_x = chunkX + loadChunkRange;
bot_x = cur_chunk_x + 1 + loadChunkRange;
}
if (dx != 0)
{
for (int lx = bot_x; lx <= top_x; lx++)
{
for (int lz = chunkZ - loadChunkRange; lz <= chunkZ + loadChunkRange; lz++)
{
tempchunk = level.getChunk(lx, lz);
if (tempchunk != null)
{
if (tempchunk.x == lx && tempchunk.z == lz)
{
if (!tempchunk.isOnMinimap)
{
drawChunkToMap(tempchunk.x, tempchunk.z);
// minimap_changed = true;
}
continue;
}
level.clearChunk(lx, lz);
}
mapChunksToLoad.add(new Block(lx, 0, lz));
}
}
}
// Z
if (dz < 0)
{
// logger.trace("Loading in chunks from the Z range " + (cur_chunk_z-1-loadChunkRange) + " to " + (chunkZ-loadChunkRange) + " (going down)");
top_z = cur_chunk_z - 1 - loadChunkRange;
bot_z = chunkZ - loadChunkRange;
}
else if (dz > 0)
{
// logger.trace("Loading in chunks from the Z range " + (cur_chunk_z+1+loadChunkRange) + " to " + (chunkZ+loadChunkRange) + " (going up)");
top_z = chunkZ + loadChunkRange;
bot_z = cur_chunk_z + 1 + loadChunkRange;
}
if (dz != 0)
{
for (int lx = chunkX - loadChunkRange; lx <= chunkX + loadChunkRange; lx++)
{
for (int lz = bot_z; lz <= top_z; lz++)
{
tempchunk = level.getChunk(lx, lz);
if (tempchunk != null)
{
if (tempchunk.x == lx && tempchunk.z == lz)
{
if (!tempchunk.isOnMinimap)
{
drawChunkToMap(tempchunk.x, tempchunk.z);
// minimap_changed = true;
}
continue;
}
level.clearChunk(lx, lz);
}
mapChunksToLoad.add(new Block(lx, 0, lz));
}
}
}
// Figure out if we need to trim our minimap (to prevent wrapping around)
total_dX += dx;
total_dZ += dz;
ArrayList<Chunk> trimList = new ArrayList<Chunk>();
int i;
if (Math.abs(total_dX) >= minimap_trim_chunks)
{
if (total_dX < 0)
{
// logger.trace("Clearing X from " + (chunkX-minimap_trim_chunk_distance+minimap_trim_chunks) + " to " + (chunkX-minimap_trim_chunk_distance));
for (i = chunkX - minimap_trim_chunk_distance + minimap_trim_chunks; i >= chunkX - minimap_trim_chunk_distance; i--)
{
trimList.addAll(level.removeChunkRowXFromMinimap(i));
}
total_dX = -(Math.abs(total_dX) % minimap_trim_chunks);
}
else
{
// logger.trace("Clearing X from " + (chunkX+minimap_trim_chunk_distance-minimap_trim_chunks) + " to " + (chunkX+minimap_trim_chunk_distance));
for (i = chunkX + minimap_trim_chunk_distance - minimap_trim_chunks; i <= chunkX + minimap_trim_chunk_distance; i++)
{
trimList.addAll(level.removeChunkRowXFromMinimap(i));
}
total_dX = total_dX % minimap_trim_chunks;
}
}
if (Math.abs(total_dZ) >= minimap_trim_chunks)
{
if (total_dZ < 0)
{
// logger.trace("Clearing Z from " + (chunkZ-minimap_trim_chunk_distance+minimap_trim_chunks) + " to " + (chunkZ-minimap_trim_chunk_distance));
for (i = chunkZ - minimap_trim_chunk_distance + minimap_trim_chunks; i >= chunkZ - minimap_trim_chunk_distance; i--)
{
trimList.addAll(level.removeChunkRowZFromMinimap(i));
}
total_dZ = -(Math.abs(total_dZ) % minimap_trim_chunks);
}
else
{
// logger.trace("Clearing Z from " + (chunkZ+minimap_trim_chunk_distance-minimap_trim_chunks) + " to " + (chunkZ+minimap_trim_chunk_distance));
for (i = chunkZ + minimap_trim_chunk_distance - minimap_trim_chunks; i <= chunkZ + minimap_trim_chunk_distance; i++)
{
trimList.addAll(level.removeChunkRowZFromMinimap(i));
}
total_dZ = total_dZ % minimap_trim_chunks;
}
}
removeChunklistFromMap(trimList);
}
else
{
// logger.trace("Loading world from X: " + (chunkX-loadChunkRange) + " - " + (chunkX+loadChunkRange) + ", Z: " + (chunkZ-loadChunkRange) + " - " + (chunkZ+loadChunkRange));
for (int lx = chunkX - loadChunkRange; lx <= chunkX + loadChunkRange; lx++)
{
for (int lz = chunkZ - loadChunkRange; lz <= chunkZ + loadChunkRange; lz++)
{
level.clearChunk(lx, lz);
mapChunksToLoad.add(new Block(lx, 0, lz));
}
}
initial_load_queued = true;
}
cur_chunk_x = chunkX;
cur_chunk_z = chunkZ;
}
/***
* handles all input on all screens
*
* @param timeDelta
*/
private void handleInput(float timeDelta)
{
int key;
// distance in mouse movement from the last getDX() call.
mouseX = Mouse.getDX();
// distance in mouse movement from the last getDY() call.
mouseY = Mouse.getDY();
// we are on the main world screen or the level loading screen update the camera (but only if the mouse is grabbed)
if (Mouse.isGrabbed())
{
camera.incYaw(mouseX * MOUSE_SENSITIVITY);
if (invertMouse)
{
camera.incPitch(mouseY * MOUSE_SENSITIVITY);
}
else
{
camera.incPitch(-mouseY * MOUSE_SENSITIVITY);
}
}
//
// Keyboard commands (well, and mouse presses)
// First up: "continual" commands which we're just using isKeyDown for
//
// Speed shifting
if (Mouse.isButtonDown(0) || Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.SPEED_INCREASE)))
{
MOVEMENT_SPEED = 30.0f;
}
else if (Mouse.isButtonDown(1) || Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.SPEED_DECREASE)))
{
MOVEMENT_SPEED = 3.0f;
}
else
{
MOVEMENT_SPEED = 10.0f;
}
// Move forward
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_FORWARD)))
{
camera.walkForward(MOVEMENT_SPEED * timeDelta, camera_lock);
triggerChunkLoads();
}
// Move backwards
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_BACKWARD)))
{
camera.walkBackwards(MOVEMENT_SPEED * timeDelta, camera_lock);
triggerChunkLoads();
}
// Strafe Left
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_LEFT)))
{
camera.strafeLeft(MOVEMENT_SPEED * timeDelta);
triggerChunkLoads();
}
// Strafe right
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_RIGHT)))
{
camera.strafeRight(MOVEMENT_SPEED * timeDelta);
triggerChunkLoads();
}
// Fly Up
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_UP)))
{
camera.moveUp(MOVEMENT_SPEED * timeDelta);
triggerChunkLoads();
}
// Fly Down
if (Keyboard.isKeyDown(key_mapping.get(KEY_ACTION.MOVE_DOWN)))
{
camera.moveUp(-MOVEMENT_SPEED * timeDelta);
triggerChunkLoads();
}
//
// And now, keys that were meant to just be hit once and do their thing
//
while (Keyboard.next())
{
if (Keyboard.getEventKeyState())
{
key = Keyboard.getEventKey();
if (key == key_mapping.get(KEY_ACTION.TOGGLE_MINIMAP))
{
// Toggle minimap/largemap
mapBig = !mapBig;
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_FULLSCREEN))
{
// Fullscreen
switchFullScreenMode();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_FULLBRIGHT))
{
// Toggle fullbright
setLightMode(!lightMode);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_ORE_HIGHLIGHTING))
{
// Toggle ore highlighting
boolean found = false;
boolean set = false;
boolean have_off = false;
for (HIGHLIGHT_TYPE type : HIGHLIGHT_TYPE.values())
{
if (type == toggle.highlightOres)
{
found = true;
if (type == HIGHLIGHT_TYPE.OFF)
{
have_off = true;
}
}
else if (found)
{
toggle.highlightOres = type;
set = true;
if (type == HIGHLIGHT_TYPE.OFF)
{
have_off = true;
}
break;
}
}
if (!set)
{
toggle.highlightOres = HIGHLIGHT_TYPE.DISCO;
}
updateRenderDetails();
if (have_off)
{
invalidateSelectedChunks();
}
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_ACCURATE_GRASS))
{
// Toggle the drawing of accurate grass
accurateGrass = !accurateGrass;
setAccurateGrass();
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.MOVE_TO_SPAWN))
{
// Move camera to spawn point
moveCameraToSpawnPoint();
}
else if (key == key_mapping.get(KEY_ACTION.MOVE_TO_PLAYER))
{
// Move camera to player position
moveCameraToPlayerPos();
}
else if (key == key_mapping.get(KEY_ACTION.MOVE_NEXT_CAMERAPOS))
{
// Switch to the next available camera preset
moveCameraToNextPlayer();
}
else if (key == key_mapping.get(KEY_ACTION.MOVE_PREV_CAMERAPOS))
{
// Switch to the previous camera preset
moveCameraToPreviousPlayer();
}
else if (key == key_mapping.get(KEY_ACTION.RELOAD))
{
// Reload from disk
reloadFromDisk();
}
else if (key == key_mapping.get(KEY_ACTION.LIGHT_INCREASE))
{
// Increase light level
incLightLevel();
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.LIGHT_DECREASE))
{
// Decrease light level
decLightLevel();
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_POSITION_INFO))
{
// Toggle position info popup
levelInfoToggle = !levelInfoToggle;
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_RENDER_DETAILS))
{
// Toggle rendering info popup
renderDetailsToggle = !renderDetailsToggle;
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_BEDROCK))
{
// Toggle bedrock rendering
toggle.render_bedrock = !toggle.render_bedrock;
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_HIGHLIGHT_EXPLORED))
{
// Toggle explored-area highlighting
toggle.highlight_explored = !toggle.highlight_explored;
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_WATER))
{
// Toggle water rendering
toggle.render_water = !toggle.render_water;
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_BETA19_FENCES))
{
// Toggle "new" fence rendering
toggle.beta19_fences = !toggle.beta19_fences;
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_SILVERFISH))
{
// Toggle silverfish highlighting
silverfishHighlight = !silverfishHighlight;
setSilverfishHighlight();
invalidateSelectedChunks(true);
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_CAMERA_LOCK))
{
// Toggle camera lock
camera_lock = !camera_lock;
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_CHUNK_BORDERS))
{
renderChunkBorders = !renderChunkBorders;
// I think this one should be obvious enough not to bother with wording in the info box
//updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.TOGGLE_SLIME_CHUNKS))
{
renderSlimeChunks = !renderSlimeChunks;
updateRenderDetails();
}
else if (key == key_mapping.get(KEY_ACTION.DIMENSION_NEXT))
{
// Toggle between dimenaions
switchDimension();
}
else if (key == key_mapping.get(KEY_ACTION.DIMENSION_PREV))
{
// Toggle between dimenaions
switchDimension(-1);
}
else if (key == key_mapping.get(KEY_ACTION.RELEASE_MOUSE))
{
// Release the mouse
Mouse.setGrabbed(false);
}
else if (key == key_mapping.get(KEY_ACTION.QUIT))
{
// Quit
if (Keyboard.isKeyDown(Keyboard.KEY_LCONTROL))
{
done = true;
}
}
/*
else if (key == Keyboard.KEY_P)
{
// Temp routine to write the minimap out to a PNG (for debugging purposes)
BufferedImage bi = minimapTexture.getImage();
try {
ImageIO.write(bi, "PNG", new File("/home/pez/xray.png"));
logger.info("Wrote minimap to disk.");
}
catch (Exception e)
{
// whatever
}
}
*/
else
{
// Toggle highlightable ores
needToReloadWorld = false;
for (int i = 0; i < mineralToggle.length; i++)
{
if (key == HIGHLIGHT_ORE_KEYS[i])
{
mineralToggle[i] = !mineralToggle[i];
needToReloadWorld = true;
}
}
if (needToReloadWorld)
{
invalidateSelectedChunks();
}
// Handle changing chunk ranges (how far out we draw from the camera
for (int i = 0; i < CHUNK_RANGES.length; i++)
{
if (key == CHUNK_RANGES_KEYS[i])
{
setChunkRange(i);
updateRenderDetails();
}
}
// Handle changing the ore highlight distances
for (int i = 0; i < HIGHLIGHT_RANGES.length; i++)
{
if (key == HIGHLIGHT_RANGES_KEYS[i])
{
setHighlightRange(i);
updateRenderDetails();
}
}
}
}
else
{
// Here are keys which we process once they're RELEASED. The reason for
// this is because if we handle it and launch the dialog on the key
// PRESS event, it's the new dialog which receives the key-release
// event, not the main window, so the LWJGL context doesn't know
// about the release and believes that the key is being perpetually
// pressed (at least, until the key is pressed again).
key = Keyboard.getEventKey();
if (key == key_mapping.get(KEY_ACTION.JUMP))
{
// Launch the Jump dialog
launchJumpDialog();
}
else if (key == key_mapping.get(KEY_ACTION.OPEN_NEW_MAP))
{
// Launch a New Map dialog
launchNewMapDialog();
}
else if (key == key_mapping.get(KEY_ACTION.KEY_HELP))
{
// Launch the dialog
launchKeyHelpDialog();
}
else if (key == key_mapping.get(KEY_ACTION.SET_ORE_BINDS))
{
// Launch the ore-binding dialog
launchBlockBindDialog();
}
else if (key == key_mapping.get(KEY_ACTION.JUMP_NEAREST))
{
// Jump to the nearest actually-loaded chunk
// This actually only launches a dialog if there's no map
// data anywhere in our dir.
jumpToNearestLoaded();
}
}
}
// Grab the mouse on a click
if (Mouse.isButtonDown(0))
{
Mouse.setGrabbed(true);
}
// Handle a requested window close
if (Display.isCloseRequested())
{
done = true;
}
// check to see if we should be jumping to a new position
if (this.jump_dialog_trigger)
{
moveCameraToArbitraryPosition();
}
// Also check to see if we should be opening a new map. This is
// incredibly hokey... We're using a counter-like var here only because
// we started doing that highlight "BgBox" thing around our text, for
// readability, and the bit which takes a screenshot in order to make
// it look nice and pretty would otherwise end up getting the Open dialog
// in with the screenshot, which looks ugly. This way, we know that there's
// been one rendering pass since the dialog was closed, so it'll look nicer.
// Ah, vanity!
if (this.open_dialog_trigger > 0)
{
if (this.open_dialog_trigger == 2)
{
openNewMap();
}
else
{
this.open_dialog_trigger += 1;
}
}
}
/**
* Switch between dimensions (going "up")
*/
private void switchDimension()
{
this.switchDimension(1);
}
/**
* If we can, switch between dimensions. This will attempt to do an
* approximate translation of your position, when going to/from the Nether,
* though it won't totally line up with what Minecraft does. Note that
* height is unaffected by this, so the adjacent portal might show up higher
* or lower, depending on the local terrain.
*
* Any unknown dimension will be assumed to be at overworld scale
*
* @param count How many dimensions to switch; should really just be -1 or 1
*/
private void switchDimension(int count)
{
// First get our list of dimensions and find out what
// some important indexes are
ArrayList<WorldInfo> dims = world.getAllDimensions();
int cur_dim_idx = -1;
int overworld_idx = -1;
int change_idx = -1;
for (int i=0; i<dims.size(); i++)
{
if (dims.get(i).getDimension() == world.getDimension())
{
cur_dim_idx = i;
}
if (dims.get(i).getDimension() == 0)
{
overworld_idx = i;
}
}
// Increment by one, or default to overworld if our current
// dimension couldn't be found.
if (cur_dim_idx == -1)
{
change_idx = overworld_idx;
}
else
{
change_idx = (cur_dim_idx + dims.size() + count) % dims.size();
}
// If our change dimension is the same as our current one, do nothing.
WorldInfo newworld = dims.get(change_idx);
if (newworld.getDimension() == world.getDimension())
{
return;
}
// Grab a screenshot of our current screen
this.takeLoadingBoxScreenshot();
// Now, do the actual change.
float camera_mult = 1.0f;
if (world.isDimension(-1))
{
camera_mult = 8.0f;
this.cameraTextOverride = "equivalent " + newworld.getDimensionDesc() + " location (approx.)";
}
else if (newworld.isDimension(-1))
{
camera_mult = 1.0f / 8.0f;
this.cameraTextOverride = "equivalent " + newworld.getDimensionDesc() + " location (approx.)";
}
else
{
this.cameraTextOverride = newworld.getDimensionDesc() + " (same location)";
}
// A full reinitialization is kind of overkill, but whatever.
FirstPersonCameraController cur_camera = this.camera;
this.camera.processNetherWarp(camera_mult);
this.prepareNewWorld();
this.setMinecraftWorld(newworld, cur_camera);
this.updateRenderDetails();
this.triggerChunkLoads();
// This actually isn't a camera preset, so we should just pretend we're at the first one.
this.currentPosition = level.getPlayerPositionIdx(0);
}
/**
* Jump to the nearest chunk that actually has data. We're playing some stupid games with
* JumpDialog to do this.
* TODO: Stop playing stupid games with JumpDialog.
*/
private void jumpToNearestLoaded()
{
Chunk k = level.getChunk(currentLevelX, currentLevelZ);
if (k == null)
{
IntegerPair coords = MinecraftEnvironment.getClosestRegion(world, currentLevelX, currentLevelZ);
if (coords == null)
{
logger.error("Couldn't find a chunk to jump to for Nearest Chunk match");
Mouse.setGrabbed(false);
WarningDialog.presentDialog("No Chunks Found",
"X-Ray couldn't find any chunks to jump to. This generally means that the map doesn't actually have data in it yet.",
false, 400, 200);
}
else
{
JumpDialog.selectedX = (coords.getValueOne()*16)+8;
JumpDialog.selectedZ = (coords.getValueTwo()*16)+8;
this.moveCameraToArbitraryPosition();
}
}
}
private void invalidateSelectedChunks()
{
level.invalidateSelected(false);
}
private void invalidateSelectedChunks(boolean main_dirty)
{
level.invalidateSelected(main_dirty);
}
private void setLightMode(boolean lightMode)
{
this.lightMode = lightMode;
if (lightMode)
{
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
GL11.glEnable(GL11.GL_FOG);
}
else
{
GL11.glClearColor(0.0f, 0.3f, 1.0f, 0.3f); // Blue Background
GL11.glDisable(GL11.GL_FOG);
}
}
/***
* Switches full screen mode
*/
private void switchFullScreenMode()
{
fullscreen = !fullscreen;
try
{
Display.setFullscreen(fullscreen);
}
catch (Exception e)
{
e.printStackTrace();
}
}
/***
* Draw the spawn position to the minimap
*/
private void drawSpawnMarkerToMinimap()
{
Graphics2D g = minimapGraphics;
CameraPreset spawn = level.getSpawnPoint();
int sy = getMinimapBaseY(spawn.block.cz) + (spawn.block.x % 16);
int sx = (getMinimapBaseX(spawn.block.cx) + (spawn.block.z % 16)) % minimap_dim;
g.setStroke(new BasicStroke(2));
g.setColor(Color.red.brighter());
g.drawOval(sx - 6, sy - 6, 11, 11);
g.drawLine(sx - 8, sy, sx + 8, sy);
g.drawLine(sx, sy - 8, sx, sy + 8);
minimapTexture.update();
}
/***
* Draw the current position to the minimap
*/
private void drawPlayerposMarkerToMinimap()
{
Graphics2D g = minimapGraphics;
CameraPreset player = level.getPlayerPosition();
int py = getMinimapBaseY(player.block.cz) + (player.block.x % 16);
int px = getMinimapBaseX(player.block.cx) + (player.block.z % 16);
g.setStroke(new BasicStroke(2));
g.setColor(Color.yellow.brighter());
g.drawOval(px - 6, py - 6, 11, 11);
g.drawLine(px - 8, py, px + 8, py);
g.drawLine(px, py - 8, px, py + 8);
minimapTexture.update();
}
/***
* Main render loop
*
* @param timeDelta
* @return
*/
private boolean render(float timeDelta)
{
// GL11.glLoadIdentity();
GL11.glLoadIdentity();
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
// are we still loading the map?
if (!map_load_started)
{
map_load_started = true;
// drawMapMarkersToMinimap();
// minimapTexture.update();
setLightMode(lightMode); // basically enable fog etc
}
// we are viewing a world
GL11.glPushMatrix();
// change the camera to point a the right direction
camera.applyCameraTransformation();
currentCameraPosX = -camera.getPosition().x;
currentCameraPosZ = -camera.getPosition().z;
reportBlockX = currentCameraPosX+.5f;
reportBlockZ = currentCameraPosZ+.5f;
int tempX = (int)Math.floor(reportBlockX);
int tempZ = (int)Math.floor(reportBlockZ);
// determine if we need to load new map chunks
if (tempX != levelBlockX || tempZ != levelBlockZ || needToReloadWorld)
{
levelBlockX = tempX;
levelBlockZ = tempZ;
currentLevelX = level.getChunkX(levelBlockX);
currentLevelZ = level.getChunkZ(levelBlockZ);
}
// Set our range for chunks to highlight
int highlight_chunk_range = visible_chunk_range;
if (HIGHLIGHT_RANGES[currentHighlightDistance] < highlight_chunk_range)
{
highlight_chunk_range = HIGHLIGHT_RANGES[currentHighlightDistance];
}
// Get a list of chunks that we'll iterate over, on our various passes
ArrayList<Chunk> chunkList = new ArrayList<Chunk>();
Chunk curChunk = null;
for (int lx = currentLevelX - visible_chunk_range; lx < currentLevelX + visible_chunk_range; lx++)
{
for (int lz = currentLevelZ - visible_chunk_range; lz < currentLevelZ + visible_chunk_range; lz++)
{
Chunk k = level.getChunk(lx, lz);
if (k != null)
{
chunkList.add(k);
if (lx == currentLevelX && lz == currentLevelZ)
{
curChunk = k;
}
}
}
}
// Now do various passes
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor3f(1.0f, 1.0f, 1.0f);
int last_tex = -1;
int i;
// May as well render paintings first; they'll be "behind" everything then.
for (Chunk k : chunkList)
{
if (k.hasPaintings())
{
if (last_tex != -2)
{
paintingTexture.bind();
}
k.renderPaintings();
last_tex = -2;
}
}
// Now our regular blocks
for (i=0; i<this.minecraftTextures.size(); i++)
{
for (Chunk k : chunkList)
{
if (k.usesSheet(i))
{
if (last_tex != i)
{
minecraftTextures.get(i).bind();
last_tex = i;
}
k.renderSolid(i);
k.renderSelected(i, this.mineralToggle);
}
}
}
// Now nonstandard blocks
for (i=0; i<this.minecraftTextures.size(); i++)
{
for (Chunk k : chunkList)
{
if (k.usesSheet(i))
{
if (last_tex != i)
{
minecraftTextures.get(i).bind();
last_tex = i;
}
k.renderNonstandard(i);
}
}
}
// Now Glass, or anything else we consider glassy
for (i=0; i<this.minecraftTextures.size(); i++)
{
for (Chunk k : chunkList)
{
if (k.usesSheet(i))
{
if (last_tex != i)
{
minecraftTextures.get(i).bind();
last_tex = i;
}
k.renderGlass(i);
}
}
}
// Slime chunks!
if (world.isDimension(0) && renderSlimeChunks)
{
for (Chunk k : chunkList)
{
if (k.willSpawnSlimes)
{
slimeChunkTexture.bind();
k.renderSlimeBox();
last_tex = -1;
}
}
}
// Now chunk borders
if (renderChunkBorders && curChunk != null)
{
chunkBorderTexture.bind();
curChunk.renderBorder();
last_tex = -1;
}
// And now, if we're highlighting ores, highlight them.
if (toggle.highlightOres != HIGHLIGHT_TYPE.OFF)
{
GL11.glDisable(GL11.GL_DEPTH_TEST);
switch (toggle.highlightOres)
{
// Old-style; at least one person prefers it
case WHITE:
long time = System.currentTimeMillis();
float alpha = (time % 1000) / 1000.0f;
if (time % 2000 > 1000)
{
alpha = 1.0f - alpha;
}
alpha = 0.1f + (alpha * 0.8f);
GL11.glColor4f(alpha, alpha, alpha, alpha);
break;
// New style disco-y highlighting
case DISCO:
float timeidx = (System.currentTimeMillis() % 1000) * 6.28318f / 1000.0f;
float red = (float)Math.sin(timeidx)*.5f+.5f;
float green = (float)Math.sin(timeidx+2.09439f)*.5f+.5f;
float blue = (float)Math.sin(timeidx+4.18878f)*.5f+.5f;
GL11.glColor4f(red, green, blue, 1f);
break;
}
setLightLevel(20);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
// TODO: could check for specific textures here, rather than looping over all
for (i=0; i<this.minecraftTextures.size(); i++)
{
for (Chunk k : chunkList)
{
if (k.x >= currentLevelX - highlight_chunk_range &&
k.x < currentLevelX + highlight_chunk_range &&
k.z >= currentLevelZ - highlight_chunk_range &&
k.z < currentLevelZ + highlight_chunk_range)
{
if (k.usesSheet(i))
{
if (last_tex != i)
{
minecraftTextures.get(i).bind();
last_tex = i;
}
k.renderSelected(i, this.mineralToggle);
}
}
}
}
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
setLightLevel();
GL11.glPopMatrix();
// Stuff
if (curChunk == null)
{
int x = (int)(Display.getWidth() - outOfRangeWidth)/2;
// TODO: "104" comes from barHeight*2-20 from drawMineralToggle(), should be controlled
// with constants
int y = Display.getHeight() - (int)outOfRangeHeight - 104;
setOrthoOn(); // 2d mode
this.drawBgBox((float)x, (float)y, (float)outOfRangeWidth, (float)outOfRangeHeight);
SpriteTool.drawSpriteAbsoluteXY(outOfRangeTexture, x, y);
setOrthoOff(); // back to 3d mode
}
// draw the user interface (fps and map)
drawUI();
return true;
}
/***
* Draw the ui
*/
private void drawUI()
{
framesSinceLastFps++;
setOrthoOn(); // 2d mode
drawMinimap();
drawFPSCounter();
drawMineralToggle();
if (levelInfoToggle)
{
drawLevelInfo();
}
if (renderDetailsToggle)
{
drawRenderDetails();
}
setOrthoOff(); // back to 3d mode
}
private void updateLevelInfo()
{
int labelX = 5;
int valueX = 70;
Graphics2D g = levelInfoTexture.getImage().createGraphics();
g.setBackground(Color.BLUE);
g.clearRect(0, 0, 128, levelInfoTexture_h);
g.setColor(Color.WHITE);
g.fillRect(2, 2, 124, levelInfoTexture_h - 4);
g.setFont(ARIALFONT);
int chunkX = level.getChunkX(levelBlockX);
int chunkZ = level.getChunkZ(levelBlockZ);
g.setColor(Color.BLACK);
g.drawString("Chunk X:", labelX, 22);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(chunkX), valueX, 22);
g.setColor(Color.BLACK);
g.drawString("Chunk Z:", labelX, 22 + 16);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(chunkZ), valueX, 22 + 16);
g.setColor(Color.BLACK);
g.drawString("World X:", labelX, 22 + 32);
g.setColor(Color.RED.darker());
g.drawString(String.format("%.1f", reportBlockX), valueX, 22 + 32);
g.setColor(Color.BLACK);
g.drawString("World Z:", labelX, 22 + 16 + 32);
g.setColor(Color.RED.darker());
g.drawString(String.format("%.1f", reportBlockZ), valueX, 22 + 16 + 32);
g.setColor(Color.BLACK);
g.drawString("World Y:", labelX, 22 + 16 + 32 + 16);
g.setColor(Color.RED.darker());
g.drawString(String.format("%.1f", (-camera.getPosition().y+.5f)), valueX, 22 + 16 + 32 + 16);
long heapSize = Runtime.getRuntime().totalMemory();
g.setColor(Color.BLACK);
g.drawString("Memory Used", labelX, 22 + 16 + 32 + 16 + 25);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString((int) (heapSize / 1024 / 1024)) + " MB", 20, 22 + 16 + 32 + 16 + 25 + 20);
levelInfoTexture.update();
}
/**
* Renders a text label in an info box, with differing fonts/colors for the
* label and its value
*
* @param g
* Graphics context to render to
* @param x
* Baseline x offset for the label
* @param y
* Baseline y offset for the label
* @param label
* The label to draw
* @param labelColor
* Label color
* @param labelFont
* Label font
* @param value
* The value
* @param valueColor
* Value color
* @param valueFont
* Value font
*/
private void infoboxTextLabel(Graphics2D g, int x, int y, String label, Color labelColor, Font labelFont, String value, Color valueColor, Font valueFont)
{
Rectangle2D bounds = labelFont.getStringBounds(label, g.getFontRenderContext());
g.setColor(labelColor);
g.setFont(labelFont);
g.drawString(label, x, y);
g.setColor(valueColor);
g.setFont(valueFont);
g.drawString(value, (int) (x + bounds.getWidth()), y);
}
/**
* Renders a note in the info box, centered. Note that for the centering, this routine
* will assume a border of "x" on each side, so it'll only work properly if the infobox
* is right at the edge of the screen.
*
*
* @param g
* Graphics context to render to
* @param x
* Baseline x offset for the label
* @param y
* Baseline y offset for the label
* @param label
* The label to draw
* @param labelColor
* Label color
* @param labelFont
* Label font
*/
private void infoboxTextNote(Graphics2D g, int x, int y, String label, Color labelColor, Font labelFont)
{
Rectangle2D bounds = labelFont.getStringBounds(label, g.getFontRenderContext());
g.setColor(labelColor);
g.setFont(labelFont);
g.drawString(label, x + (int)((renderDetails_w - (x*2) - bounds.getWidth())/2), y);
}
/**
* Renders a slider-type graphic in an info box, including its label
*
* @param g
* Graphics context to render to
* @param x
* Baseline X offset for the label
* @param y
* Baseline Y offset for the label
* @param label
* The label
* @param labelColor
* Label color
* @param labelFont
* Label font
* @param line_h
* How tall our individual lines are
* @param slider_start_x
* X offset to start the slider at
* @param curval
* Current value of slider
* @param val_length
* Length of slider data (array length, for us)
*/
private void infoboxSlider(Graphics2D g, int x, int y, String label, Color labelColor, Font labelFont, int line_h, int slider_start_x, int curval, int val_length)
{
int slider_top_y = y - line_h + 10;
int slider_h = 8;
int slider_end_x = renderDetails_w - 8;
// We have a cast to float in there because otherwise rounding errors can pile up
int marker_x = slider_start_x + (int)(curval * ((slider_end_x - slider_start_x) / (float)(val_length - 1)));
// Label
g.setColor(labelColor);
g.setFont(labelFont);
g.drawString(label, x, y);
// Slider Base
g.setColor(Color.BLACK);
g.drawRect(slider_start_x, slider_top_y, slider_end_x - slider_start_x, slider_h);
// Slider Location
g.setColor(Color.RED);
g.fillRect(marker_x, y - line_h + 8, 3, 13);
}
/**
* Update our render-details infobox
*/
private void updateRenderDetails()
{
int line_h = 20;
int x_off = 5;
int line_count = 0;
Graphics2D g = renderDetailsTexture.getImage().createGraphics();
g.setBackground(Color.WHITE);
g.clearRect(0, 0, renderDetails_w, renderDetailsTexture.getTextureWidth());
g.setFont(DETAILFONT);
g.setColor(Color.BLACK);
if (!lightMode)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Fullbright: ", Color.BLACK, DETAILFONT, "On", Color.GREEN.darker(), DETAILVALUEFONT);
}
else
{
line_count++;
infoboxSlider(g, x_off, line_count * line_h, "Light Level:", Color.BLACK, DETAILFONT, line_h, 90, currentLightLevel, lightLevelEnd.length);
}
line_count++;
infoboxSlider(g, x_off, line_count * line_h, "Render Dist:", Color.BLACK, DETAILFONT, line_h, 90, currentChunkRange, CHUNK_RANGES.length);
line_count++;
infoboxSlider(g, x_off, line_count * line_h, "Highlight Dist:", Color.BLACK, DETAILFONT, line_h, 90, currentHighlightDistance, HIGHLIGHT_RANGES.length);
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Ore Highlight: ", Color.BLACK, DETAILFONT, toggle.highlightOres.reportText, toggle.highlightOres.reportColor, DETAILVALUEFONT);
if (toggle.highlight_explored)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Explored Highlight: ", Color.BLACK, DETAILFONT, "On", Color.GREEN.darker(), DETAILVALUEFONT);
}
if (toggle.render_bedrock)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Bedrock: ", Color.BLACK, DETAILFONT, "On", Color.GREEN.darker(), DETAILVALUEFONT);
}
if (!toggle.render_water)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Water: ", Color.BLACK, DETAILFONT, "Off", Color.RED.darker(), DETAILVALUEFONT);
}
if (!accurateGrass)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Grass: ", Color.BLACK, DETAILFONT, "Inaccurate", Color.RED.darker(), DETAILVALUEFONT);
}
if (camera_lock)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Vertical Lock: ", Color.BLACK, DETAILFONT, "On", Color.green.darker(), DETAILVALUEFONT);
}
if (!toggle.beta19_fences)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "\"New\" Fences: ", Color.BLACK, DETAILFONT, "Off", Color.green.darker(), DETAILVALUEFONT);
}
if (!silverfishHighlight)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Silverfish Highlight: ", Color.BLACK, DETAILFONT, "Off", Color.green.darker(), DETAILVALUEFONT);
}
if (renderSlimeChunks)
{
line_count++;
infoboxTextLabel(g, x_off, line_count * line_h, "Slime Chunks: ", Color.BLACK, DETAILFONT, "On", Color.green.darker(), DETAILVALUEFONT);
}
// Add a note about our keyboard reference, since we have that now.
if (key_mapping.get(KEY_ACTION.KEY_HELP) != Keyboard.KEY_NONE)
{
line_count++;
infoboxTextNote(g, x_off, line_count * line_h, "Keyboard Reference: " + Keyboard.getKeyName(key_mapping.get(KEY_ACTION.KEY_HELP)), Color.BLACK, SMALLFONT);
}
cur_renderDetails_h = (line_count + 1) * line_h - 8;
g.setColor(Color.BLUE);
g.setStroke(new BasicStroke(2));
g.drawRect(1, 1, renderDetails_w - 2, cur_renderDetails_h - 2);
renderDetailsTexture.update();
this.regenerateRenderDetailsTexture = false;
}
/**
* Regenerates the texture we use when the camera goes outside of our actual chunks
*/
private void updateOutOfBoundsTexture()
{
try
{
// Out of Range texture
Font outFont = DETAILVALUEFONT;
BufferedImage outOfRangeImage = new BufferedImage(1024, 256, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = outOfRangeImage.createGraphics();
int key = this.key_mapping.get(KEY_ACTION.JUMP_NEAREST);
String message = "You are out of the existing map area.";
String message2;
if (key != Keyboard.KEY_NONE)
{
message2 = "Press '" + MinecraftConstants.getKeyFullText(KEY_ACTION.JUMP_NEAREST, key) + "' to jump to the nearest valid chunk.";
}
else
{
key = this.key_mapping.get(KEY_ACTION.JUMP);
if (key != Keyboard.KEY_NONE)
{
message2 = "Press '" + MinecraftConstants.getKeyFullText(KEY_ACTION.JUMP, key) + "' to jump to any arbitrary location.";
}
else
{
message2 = "Assign a key to the 'Jump Nearest' action for an easy way to jump to the nearest valid chunk.";
}
}
Rectangle2D bounds = outFont.getStringBounds(message, g2d.getFontRenderContext());
Rectangle2D bounds2 = outFont.getStringBounds(message2, g2d.getFontRenderContext());
// We're assuming that the first string is shorter than the second.
outOfRangeHeight = bounds.getHeight() + bounds2.getHeight() + 15;
outOfRangeWidth = bounds2.getWidth() + 10;
g2d.setFont(outFont);
g2d.setColor(new Color(255, 100, 100));
g2d.drawString(message, 5 + (int)(bounds2.getWidth() - bounds.getWidth())/2, (int)(bounds.getHeight() + 5));
g2d.drawString(message2, 5, (int)(outOfRangeHeight-10));
outOfRangeTexture = TextureTool.allocateTexture(outOfRangeImage, GL11.GL_NEAREST);
outOfRangeTexture.update();
}
catch (IOException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
// Make sure we only do this once, when we're told to.
this.regenerateOutOfBoundsTexture = false;
}
/***
* Draws our level info dialog to the screen
*/
private void drawLevelInfo()
{
int y = 48;
if (renderDetailsToggle)
{
y += cur_renderDetails_h + 16;
}
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
levelInfoTexture.bind();
SpriteTool.drawCurrentSprite(0, y, 128, levelInfoTexture_h, 0, 0, 1f, levelInfoTexture_h / 256f);
}
/***
* Draws our rendering details infobox to the screen
*/
private void drawRenderDetails()
{
renderDetailsTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, .7f);
SpriteTool.drawCurrentSprite(0, 48, renderDetails_w, cur_renderDetails_h, 0, 0, renderDetails_w / 256f, cur_renderDetails_h / 256f);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
}
/**
* Draws a 2d GL box over which we can show some info which might be
* difficult to make out otherwise (used for our ore highlights,
* "loading" messages, etc).
*
* @param bgX X coordinate to draw to
* @param bgY Y coordinate to draw to
* @param bgWidth Width of the box
* @param bgHeight Height of the box
*/
private void drawBgBox(float bgX, float bgY, float bgWidth, float bgHeight)
{
this.drawBgBox(bgX, bgY, bgWidth, bgHeight, true);
}
/**
* Draws a 2d GL box over which we can show some info which might be
* difficult to make out otherwise (used for our ore highlights,
* "loading" messages, etc).
*
* @param bgX X coordinate to draw to
* @param bgY Y coordinate to draw to
* @param bgWidth Width of the box
* @param bgHeight Height of the box
* @param flipTex Whether to toggle 2D Textures or not
*/
private void drawBgBox(float bgX, float bgY, float bgWidth, float bgHeight, boolean flipTex)
{
GL11.glColor4f(0f, 0f, 0f, .6f);
if (flipTex)
{
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
GL11.glPushMatrix();
GL11.glTranslatef(bgX, bgY, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glVertex2f(0, 0);
GL11.glVertex2f(bgWidth, 0);
GL11.glVertex2f(0, bgHeight);
GL11.glVertex2f(bgWidth, bgHeight);
GL11.glEnd();
GL11.glColor4f(.4f, .4f, .4f, .9f);
GL11.glLineWidth(2);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2f(0, 0);
GL11.glVertex2f(bgWidth, 0);
GL11.glVertex2f(bgWidth, bgHeight);
GL11.glVertex2f(0, bgHeight);
GL11.glEnd();
GL11.glPopMatrix();
if (flipTex)
{
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
}
/***
* Draw the mineral toggles
*/
private void drawMineralToggle()
{
int barWidth = 128 + 10 + 32;
int barHeight = 42;
int maxCols = 5;
float mineralTogglebarLength;
if ((mineralToggleTextures.length % maxCols) == 0)
{
mineralTogglebarLength = maxCols * barWidth;
}
else
{
mineralTogglebarLength = (mineralToggleTextures.length % maxCols) * barWidth;
}
float curX = (screenWidth / 2.0f) - (mineralTogglebarLength / 2.0f);
float curY = screenHeight - barHeight;
if (mineralToggleTextures.length > maxCols)
{
curY -= barHeight;
}
// These are hard to read if we don't put a box behind 'em
float bgPadding = 10f;
this.drawBgBox(curX - bgPadding,
curY - bgPadding,
mineralTogglebarLength + (2f*bgPadding),
(barHeight * 2f) + bgPadding);
for (int i = 0; i < mineralToggleTextures.length; i++)
{
if (i == mineralToggleTextures.length - maxCols)
{
mineralTogglebarLength = maxCols * barWidth;
curY += barHeight;
curX = (screenWidth / 2.0f) - (mineralTogglebarLength / 2.0f);
}
if (mineralToggle[i])
{
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glDisable(GL11.GL_TEXTURE_2D);
SpriteTool.drawCurrentSprite(curX - 2, curY - 2, 36, 36, MinecraftConstants.precalcSpriteSheetToTextureX[blockArray[HIGHLIGHT_ORES[i]].tex_idx],
MinecraftConstants.precalcSpriteSheetToTextureY[blockArray[HIGHLIGHT_ORES[i]].tex_idx],
MinecraftConstants.precalcSpriteSheetToTextureX[blockArray[HIGHLIGHT_ORES[i]].tex_idx] + TEX16,
MinecraftConstants.precalcSpriteSheetToTextureY[blockArray[HIGHLIGHT_ORES[i]].tex_idx] + TEX32);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
else
{
GL11.glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
}
// TODO: should really fix this up so that we minimize binds
minecraftTextures.get(blockArray[HIGHLIGHT_ORES[i]].getTexSheet()).bind();
SpriteTool.drawCurrentSprite(curX, curY, 32, 32, MinecraftConstants.precalcSpriteSheetToTextureX[blockArray[HIGHLIGHT_ORES[i]].tex_idx],
MinecraftConstants.precalcSpriteSheetToTextureY[blockArray[HIGHLIGHT_ORES[i]].tex_idx],
MinecraftConstants.precalcSpriteSheetToTextureX[blockArray[HIGHLIGHT_ORES[i]].tex_idx] + TEX16,
MinecraftConstants.precalcSpriteSheetToTextureY[blockArray[HIGHLIGHT_ORES[i]].tex_idx] + TEX32);
SpriteTool.drawSpriteAbsoluteXY(mineralToggleTextures[i], curX + 32 + 10, curY + 7);
curX += barWidth;
}
}
/***
* Draws a simple fps counter on the top-left of the screen
*
* TODO: rather than do our thing with lastFpsTime, etc, compare the values that
* we'll be showing, and update whenever we need to (so we get immediate feeback,
* instead of delayed feedback)
*/
private void drawFPSCounter()
{
previousTime = time;
time = System.nanoTime();
timeDelta = time - previousTime;
if (time - lastFpsTime > NANOSPERSECOND)
{
fps = framesSinceLastFps;
framesSinceLastFps = 0;
lastFpsTime = time;
updateFPSText = true;
}
if (updateFPSText)
{
if (levelInfoToggle)
updateLevelInfo();
Graphics2D g = fpsTexture.getImage().createGraphics();
g.setBackground(Color.BLUE);
g.clearRect(0, 0, 128, 32);
g.setColor(Color.WHITE);
g.fillRect(2, 2, 124, 28);
g.setColor(Color.BLACK);
g.setFont(ARIALFONT);
g.drawString("FPS:", 10, 22);
g.setColor(Color.RED.darker());
g.drawString(Integer.toString(fps), 60, 22);
fpsTexture.update();
updateFPSText = false;
}
fpsTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
SpriteTool.drawSpriteAbsoluteXY(fpsTexture, 0, 0);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
}
/***
* Sets ortho (2d) mode
*/
public void setOrthoOn()
{
// prepare projection matrix to render in 2D
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix(); // preserve perspective view
GL11.glLoadIdentity(); // clear the perspective matrix
GL11.glOrtho( // turn on 2D mode
// //viewportX,viewportX+viewportW, // left, right
// //viewportY,viewportY+viewportH, // bottom, top !!!
0, screenWidth, // left, right
screenHeight, 0, // bottom, top
-500, 500); // Zfar, Znear
// clear the modelview matrix
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix(); // Preserve the Modelview Matrix
GL11.glLoadIdentity(); // clear the Modelview Matrix
// disable depth test so further drawing will go over the current scene
GL11.glDisable(GL11.GL_DEPTH_TEST);
}
/**
* Restore the previous mode
*/
public static void setOrthoOff()
{
// restore the original positions and views
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
// turn Depth Testing back on
GL11.glEnable(GL11.GL_DEPTH_TEST);
}
/***
* draws the minimap or the big map
*/
private void drawMinimap()
{
if (mapBig)
{
// the big map
// just draws the texture, but move the texture so the middle of the
// screen is where we currently are
minimapTexture.bind();
float vSizeFactor = .5f;
float vTexX = (1.0f / minimap_dim_f) * currentCameraPosX;
float vTexY = (1.0f / minimap_dim_f) * currentCameraPosZ;
float vTexZ = vSizeFactor;
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
GL11.glPushMatrix();
GL11.glTranslatef((screenWidth / 2.0f), (screenHeight / 2.0f), 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(vTexX - vTexZ, vTexY - vTexZ);
GL11.glVertex2f(-minimap_dim_h_f, -minimap_dim_h_f);
GL11.glTexCoord2f(vTexX + vTexZ, vTexY - vTexZ);
GL11.glVertex2f(+minimap_dim_h_f, -minimap_dim_h_f);
GL11.glTexCoord2f(vTexX - vTexZ, vTexY + vTexZ);
GL11.glVertex2f(-minimap_dim_h_f, +minimap_dim_h_f);
GL11.glTexCoord2f(vTexX + vTexZ, vTexY + vTexZ);
GL11.glVertex2f(+minimap_dim_h_f, +minimap_dim_h_f);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
//SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth / 2.0f, screenHeight / 2.0f, camera.getYaw() + 90, 0.5f);
SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth / 2.0f, screenHeight / 2.0f, camera.getYaw(), 0.5f);
}
else
{
// the minimap
// I set the minimap to 200 wide and tall
// Interestingly, thanks to the fact that we're using GL11.GL_REPEAT on our
// textures (via glTexParameter), we don't have to worry about checking
// bounds here, etc. Or in other words, our map will automatically wrap for
// us. Sweet!
float vSizeFactor = 200.0f / minimap_dim_f;
float vTexX = (1.0f / minimap_dim_f) * currentCameraPosX;
float vTexY = (1.0f / minimap_dim_f) * currentCameraPosZ;
float vTexZ = vSizeFactor;
minimapTexture.bind();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.7f);
GL11.glPushMatrix();
GL11.glTranslatef(screenWidth - 100, 100, 0.0f);
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(vTexX - vTexZ, vTexY - vTexZ);
GL11.glVertex2f(-100, -100);
GL11.glTexCoord2f(vTexX + vTexZ, vTexY - vTexZ);
GL11.glVertex2f(+100, -100);
GL11.glTexCoord2f(vTexX - vTexZ, vTexY + vTexZ);
GL11.glVertex2f(-100, +100);
GL11.glTexCoord2f(vTexX + vTexZ, vTexY + vTexZ);
GL11.glVertex2f(+100, +100);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glColor4f(1.0f, 1.0f, 1.0f, 1f);
//SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth - 100, 100, camera.getYaw() + 90, 0.5f);
SpriteTool.drawSpriteAndRotateAndScale(minimapArrowTexture, screenWidth - 100, 100, camera.getYaw(), 0.5f);
}
}
/**
* Returns the "base" minimap X coordinate, given chunk coordinate X. The
* "base" will be the upper left corner.
*
* As of Beta 1.9-pre4, X increases to the east (decreasing to the west),
* and Z increases to the South (decreasing to the North). This is much nicer
* to deal with then the way we were pretending things worked previously.
*
* @param chunkZ
* @return
*/
private int getMinimapBaseX(int chunkX)
{
return (((chunkX*16) % minimap_dim) + minimap_dim) % minimap_dim;
}
/**
* Returns the "base" minimap Y coordinate, given chunk coordinate Z. The
* "base" will be the upper left corner.
*
* As of Beta 1.9-pre4, X increases to the east (decreasing to the west),
* and Z increases to the South (decreasing to the North). This is much nicer
* to deal with then the way we were pretending things worked previously.
*
* @param chunkZ
* @return
*/
private int getMinimapBaseY(int chunkZ)
{
return (((chunkZ*16) % minimap_dim) + minimap_dim) % minimap_dim;
}
/**
* Clears out the area on the minimap belonging to this chunk
*
* @param x
* @param z
*/
public void removeMapChunkFromMap(int x, int z)
{
// minimapGraphics.setColor(new Color(0f, 0f, 0f, 1f));
// minimapGraphics.setComposite(AlphaComposite.Src);
minimapGraphics.fillRect(getMinimapBaseX(x), getMinimapBaseY(z), 16, 16);
level.getChunk(x, z).isOnMinimap = false;
}
/**
* Loops through a list of chunks and removes them from the minimap
*
* @param trimList
*/
private void removeChunklistFromMap(ArrayList<Chunk> trimList)
{
minimapGraphics.setColor(new Color(0f, 0f, 0f, 0f));
minimapGraphics.setComposite(AlphaComposite.Src);
boolean minimap_changed = false;
for (Chunk tempchunk_trim : trimList)
{
removeMapChunkFromMap(tempchunk_trim.x, tempchunk_trim.z);
minimap_changed = true;
}
if (minimap_changed)
{
minimapTexture.update();
}
}
/***
* draws a chunk to the (mini) map
*
* @param x
* @param z
*/
public void drawChunkToMap(int x, int z)
{
short[][] minimap_data;
Chunk c = level.getChunk(x, z);
if (c == null)
{
return;
}
c.isOnMinimap = true;
minimap_data = c.getMinimapValues();
int base_x = getMinimapBaseX(x);
int base_y = getMinimapBaseY(z);
Color blockColor;
Graphics2D g = minimapGraphics;
for (int zz = 0; zz < 16; zz++)
{
for (int xx = 0; xx < 16; xx++)
{
if (minimap_data[xx][zz] > 0)
{
if (MinecraftConstants.blockArray[minimap_data[xx][zz]] == null)
{
blockColor = BLOCK_UNKNOWN.color;
}
else
{
blockColor = MinecraftConstants.blockArray[minimap_data[xx][zz]].color;
}
if (blockColor != null)
{
// Previously we were using g.drawLine() here, but a minute-or-so's worth of investigating
// didn't uncover a way to force that to be pixel-precise (the color would often bleed over
// into adjoining pixels), so we're using g.fillRect() instead, which actually looks like it
// is probably a faster operation anyway. I'm sure there'd have been a way to get drawLine
// to behave, but c'est la vie!
g.setColor(blockColor);
g.fillRect(base_x + xx, base_y + zz, 1, 1);
}
}
}
}
}
/***
* Draws the minimap sprites (currently just the arrow image) to their
* textures
*/
private void createMinimapSprites()
{
// First the arrow
Graphics2D g = minimapArrowTexture.getImage().createGraphics();
g.setColor(Color.red);
g.setStroke(new BasicStroke(5));
g.drawLine(3, 16, 30, 24);
g.drawLine(30, 24, 30, 8);
g.drawLine(30, 8, 3, 16);
minimapArrowTexture.update();
}
/**
* Returns our camera object
*/
public FirstPersonCameraController getCamera()
{
return camera;
}
/**
* Saves our current option states to our properties file.
*/
private void saveOptionStates()
{
xray_properties.setBooleanProperty("STATE_BEDROCK", toggle.render_bedrock);
xray_properties.setBooleanProperty("STATE_WATER", toggle.render_water);
xray_properties.setBooleanProperty("STATE_EXPLORED", toggle.highlight_explored);
xray_properties.setBooleanProperty("STATE_BETA19_FENCES", toggle.beta19_fences);
xray_properties.setProperty("STATE_HIGHLIGHT_ORES", toggle.highlightOres.toString());
xray_properties.setBooleanProperty("STATE_CAMERA_LOCK", camera_lock);
xray_properties.setBooleanProperty("STATE_LIGHTING", lightMode);
xray_properties.setBooleanProperty("STATE_LEVEL_INFO", levelInfoToggle);
xray_properties.setBooleanProperty("STATE_RENDER_DETAILS", renderDetailsToggle);
xray_properties.setBooleanProperty("STATE_ACCURATE_GRASS", accurateGrass);
xray_properties.setBooleanProperty("STATE_SILVERFISH_HIGHLIGHT", silverfishHighlight);
xray_properties.setBooleanProperty("STATE_CHUNK_BORDERS", renderChunkBorders);
xray_properties.setBooleanProperty("STATE_SLIME_CHUNKS", renderSlimeChunks);
xray_properties.setIntProperty("STATE_CHUNK_RANGE", currentChunkRange);
xray_properties.setIntProperty("STATE_HIGHLIGHT_DISTANCE", currentHighlightDistance);
xray_properties.setIntProperty("STATE_LIGHT_LEVEL", currentLightLevel);
for (int i=0; i<mineralToggle.length; i++)
{
xray_properties.setBooleanProperty("STATE_HIGHLIGHT_" + i, mineralToggle[i]);
}
savePreferences();
}
/**
* Loads our option states from the properties object.
*/
private void loadOptionStates()
{
toggle.render_bedrock = xray_properties.getBooleanProperty("STATE_BEDROCK", toggle.render_bedrock);
toggle.render_water = xray_properties.getBooleanProperty("STATE_WATER", toggle.render_water);
toggle.highlight_explored = xray_properties.getBooleanProperty("STATE_EXPLORED", toggle.highlight_explored);
toggle.beta19_fences = xray_properties.getBooleanProperty("STATE_BETA19_FENCES", toggle.beta19_fences);
String highlight = xray_properties.getProperty("STATE_HIGHLIGHT_ORES");
if (highlight == null || highlight.equals("1"))
{
toggle.highlightOres = defaultHighlightOre;
}
else if (highlight.equals("0"))
{
toggle.highlightOres = HIGHLIGHT_TYPE.OFF;
}
else
{
try
{
toggle.highlightOres = Enum.valueOf(HIGHLIGHT_TYPE.class, highlight);
}
catch (IllegalArgumentException e)
{
toggle.highlightOres = defaultHighlightOre;
}
}
camera_lock = xray_properties.getBooleanProperty("STATE_CAMERA_LOCK", camera_lock);
lightMode = xray_properties.getBooleanProperty("STATE_LIGHTING", lightMode);
levelInfoToggle = xray_properties.getBooleanProperty("STATE_LEVEL_INFO", levelInfoToggle);
renderDetailsToggle = xray_properties.getBooleanProperty("STATE_RENDER_DETAILS", renderDetailsToggle);
accurateGrass = xray_properties.getBooleanProperty("STATE_ACCURATE_GRASS", accurateGrass);
silverfishHighlight = xray_properties.getBooleanProperty("STATE_SILVERFISH_HIGHLIGHT", silverfishHighlight);
renderChunkBorders = xray_properties.getBooleanProperty("STATE_CHUNK_BORDERS", renderChunkBorders);
renderSlimeChunks = xray_properties.getBooleanProperty("STATE_SLIME_CHUNKS", renderSlimeChunks);
currentChunkRange = xray_properties.getIntProperty("STATE_CHUNK_RANGE", currentChunkRange);
currentHighlightDistance = xray_properties.getIntProperty("STATE_HIGHLIGHT_DISTANCE", currentHighlightDistance);
currentLightLevel = xray_properties.getIntProperty("STATE_LIGHT_LEVEL", currentLightLevel);
for (int i=0; i<mineralToggle.length; i++)
{
mineralToggle[i] = xray_properties.getBooleanProperty("STATE_HIGHLIGHT_" + i, mineralToggle[i]);
}
}
/***
* cleanup
*/
private void cleanup()
{
JumpDialog.closeDialog();
KeyHelpDialog.closeDialog();
BlockBindDialog.closeDialog();
Display.destroy();
}
}