rodecomp/Source/UI/Cooldowns/CooldownDrawing.cpp
ragnarok-clanker e168b4e4a6 Restore translation-unit ownership and publish verified source corrections
Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
2026-10-25 15:42:21 +00:00

156 lines
5 KiB
C++

#include "Render/Primitives/RenderCommandPool.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/RenderSystemBase.h"
#include "UI/Cooldowns/CooldownDrawing.h"
namespace {
// INLINED
void Submit(std::vector<RenderCommand*>& commands, RenderQueues& queues, bool depthAlpha, float depthStart, float depthEnd) {
for (RenderCommand* command : commands) {
queues.Submit(command, 513, depthAlpha, depthStart, depthEnd);
}
commands.clear();
}
}
// OFFSET: 0x00CA66B0
// FUNCTION: fn_20964
void CooldownDrawing::Draw(
int centerX, int centerY, int radiusX, int radiusY, CooldownState& value, int limit, int offsetX, int offsetY, const CooldownClock& clock,
RenderCommandPool& pool, CRenderSystemBase& system
) {
if (value.x <= 0 || value.y <= 0 || (value.color & 0xFF000000u) == 0) {
return;
}
RenderVertex* vertices = value.vertices;
const float top = static_cast<float>((centerY - radiusY));
const float bottom = static_cast<float>((centerY + radiusY));
vertices[1].x = vertices[23].x = static_cast<float>(centerX);
vertices[1].y = vertices[23].y = top;
vertices[11].x = vertices[13].x = static_cast<float>(centerX);
vertices[11].y = vertices[13].y = bottom;
for (unsigned i = 0; i < 24; ++i) {
RenderVertex& vertex = vertices[i];
if (i % 3 == 0) {
vertex.x = static_cast<float>(centerX);
vertex.y = static_cast<float>(centerY);
}
vertex.z = 0.000001f;
vertex.rhw = 0.999999f;
vertex.diffuse = value.color;
vertex.u = vertex.v = 0;
}
vertices[5].y = vertices[7].y = vertices[17].y = vertices[19].y = static_cast<float>(centerY);
vertices[2].y = vertices[4].y = vertices[20].y = vertices[22].y = top;
vertices[8].y = vertices[10].y = vertices[14].y = vertices[16].y = bottom;
const float right = static_cast<float>((centerX + radiusX));
const float left = static_cast<float>((centerX - radiusX));
const bool reversed = value.reverse != 0;
for (unsigned i : {2u, 4u, 5u, 7u, 8u, 10u}) {
vertices[i].x = reversed ? right : left;
}
for (unsigned i : {14u, 16u, 17u, 19u, 20u, 22u}) {
vertices[i].x = reversed ? left : right;
}
value.AddEdge(0, vertices[reversed ? 1 : 23].x, radiusX, 1);
value.AddEdge(1, vertices[reversed ? 4 : 20].y, radiusY, 1);
value.AddEdge(2, vertices[reversed ? 7 : 17].y, radiusY, 1);
value.AddEdge(3, vertices[reversed ? 10 : 14].x, radiusX, 0);
value.AddEdge(4, vertices[reversed ? 13 : 11].x, radiusX, 0);
value.AddEdge(5, vertices[reversed ? 16 : 8].y, radiusY, 0);
value.AddEdge(6, vertices[reversed ? 19 : 5].y, radiusY, 0);
value.AddEdge(7, vertices[reversed ? 22 : 2].x, radiusX, 1);
if (reversed) {
this->DrawReverse(value, clock, pool, system);
return;
}
if (value.duration == 0) {
return;
}
const unsigned previous = value.segment;
if (previous < 8) {
const float position = value.Update(clock);
RenderVertex& vertex = vertices[23 - 3 * previous];
if (previous == 0 || previous == 3 || previous == 4 || previous == 7) {
vertex.x = position;
} else {
vertex.y = position;
}
}
if ((limit != 0 ? limit : 6) <= value.y) {
return;
}
RenderCommand* command = pool.Acquire();
command->texture = system.BackBufferTexture();
command->vertices = vertices;
command->vertexCount = value.vertexCount;
for (RenderVertex& vertex : value.vertices) {
vertex.x = static_cast<float>(((offsetX + value.x) + 12)) + vertex.x;
vertex.y = static_cast<float>(((offsetY + value.y) + 12)) + vertex.y;
}
this->normal.push_back(command);
}
// OFFSET: 0x00CA6C00
// FUNCTION: fn_20965
void CooldownDrawing::DrawReverse(CooldownState& value, const CooldownClock& clock, RenderCommandPool& pool, CRenderSystemBase& system) {
if (value.duration == 0) {
return;
}
const unsigned previous = value.segment;
if (previous < 8) {
const float position = value.Update(clock);
RenderVertex& vertex = value.vertices[2 + 3 * previous];
if (previous == 0 || previous == 3 || previous == 4 || previous == 7) {
vertex.x = position;
} else {
vertex.y = position;
}
if (previous < 7 && value.segment != previous) {
value.vertices[5 + 3 * previous] = value.vertices[4 + 3 * previous];
vertex = value.vertices[4 + 3 * previous];
}
}
RenderCommand* command = pool.Acquire();
command->texture = system.BackBufferTexture();
command->vertices = value.vertices;
command->vertexCount = value.vertexCount;
for (RenderVertex& vertex : value.vertices) {
vertex.x = static_cast<float>(value.x) + vertex.x;
vertex.y = static_cast<float>(value.y) + vertex.y;
}
this->reverse.push_back(command);
}
// OFFSET: 0x00CA6670
// FUNCTION: fn_20963
void CooldownDrawing::SubmitNormal(RenderQueues& queues, bool depthAlpha, float depthStart, float depthEnd) {
Submit(this->normal, queues, depthAlpha, depthStart, depthEnd);
}
// OFFSET: 0x00CA6630
// FUNCTION: fn_20962
void CooldownDrawing::SubmitReverse(RenderQueues& queues, bool depthAlpha, float depthStart, float depthEnd) {
Submit(this->reverse, queues, depthAlpha, depthStart, depthEnd);
}