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synced 2025-09-18 20:15:35 -04:00
Use the original classic inventory table colours.
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@ -31,14 +31,16 @@ namespace ClassicalSharp.Gui {
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int TableWidth { get { return blocksPerRow * blockSize + 10 + 10; } }
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int TableHeight { get { return Math.Min( rows, maxRows ) * blockSize + 10 + 30; } }
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static FastColour normBackCol = new FastColour( 30, 30, 30, 200 );
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static FastColour classicBackCol = new FastColour( 48, 48, 96, 192 );
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// These were sourced by taking a screenshot of vanilla
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// Then using paint to extract the colour components
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// Then using wolfram alpha to solve the glblendfunc equation
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static FastColour topCol = new FastColour( 34, 34, 34, 168 );
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static FastColour bottomCol = new FastColour( 57, 57, 104, 202 );
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static VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[8 * 10 * (4 * 4)];
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int vb;
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public override void Render( double delta ) {
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FastColour backCol = game.ClassicMode ? classicBackCol : normBackCol;
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api.Draw2DQuad( TableX, TableY, TableWidth, TableHeight, backCol );
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api.Draw2DQuad( TableX, TableY, TableWidth, TableHeight, topCol, bottomCol );
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if( rows > maxRows )
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DrawScrollbar();
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api.Texturing = true;
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@ -81,7 +81,6 @@ namespace ClassicalSharp {
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void MakeMap() {
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for( int i = 0; i < map.Length; i++ )
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map[i] = (Block)i;
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if( !game.ClassicMode ) return;
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// First row
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map[(byte)Block.Dirt] = Block.Cobblestone;
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@ -253,7 +253,8 @@ namespace ClassicalSharp.GraphicsAPI {
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internal VertexP3fC4b[] quadVerts = new VertexP3fC4b[4];
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internal int quadVb;
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public virtual void Draw2DQuad( float x, float y, float width, float height, FastColour col ) {
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public virtual void Draw2DQuad( float x, float y, float width, float height,
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FastColour col ) {
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quadVerts[0] = new VertexP3fC4b( x, y, 0, col );
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quadVerts[1] = new VertexP3fC4b( x + width, y, 0, col );
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quadVerts[2] = new VertexP3fC4b( x + width, y + height, 0, col );
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@ -262,6 +263,16 @@ namespace ClassicalSharp.GraphicsAPI {
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UpdateDynamicIndexedVb( DrawMode.Triangles, quadVb, quadVerts, 4, 6 );
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}
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public virtual void Draw2DQuad( float x, float y, float width, float height,
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FastColour topCol, FastColour bottomCol ) {
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quadVerts[0] = new VertexP3fC4b( x, y, 0, topCol );
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quadVerts[1] = new VertexP3fC4b( x + width, y, 0, topCol );
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quadVerts[2] = new VertexP3fC4b( x + width, y + height, 0, bottomCol );
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quadVerts[3] = new VertexP3fC4b( x, y + height, 0, bottomCol );
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SetBatchFormat( VertexFormat.P3fC4b );
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UpdateDynamicIndexedVb( DrawMode.Triangles, quadVb, quadVerts, 4, 6 );
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}
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internal VertexP3fT2fC4b[] texVerts = new VertexP3fT2fC4b[4];
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internal int texVb;
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public virtual void Draw2DTexture( ref Texture tex, FastColour col ) {
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