rodecomp/Source/UI/Cooldowns/CooldownDrawing.cpp
ragnarok-clanker 54ad608c7c Decompile 2 functions in Source/UI/Cooldowns/CooldownDrawing.cpp
Batch #12445 by cremane: 0 byte-identical, 2 confirmed by peer review.

- fn_20964 CooldownDrawing::Draw: logic confirmed by peer review
- fn_20965 CooldownDrawing::DrawReverse: logic confirmed by peer review

Peer-reviewed-by: Yommy, gordaoprogramas, dori
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-11-05 15:38:29 +00:00

214 lines
6.3 KiB
C++

#include "Render/Primitives/RenderCommandPool.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/Renderer.h"
#include "Render/Textures/TextureCache.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
) {
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));
if (value.reverse == 0) {
vertices[2].x = vertices[4].x = vertices[5].x = vertices[7].x = vertices[8].x = vertices[10].x = left;
vertices[14].x = vertices[16].x = vertices[17].x = vertices[19].x = vertices[20].x = vertices[22].x = right;
value.AddEdge(0, vertices[23].x, radiusX, 1);
value.AddEdge(1, vertices[20].y, radiusY, 1);
value.AddEdge(2, vertices[17].y, radiusY, 1);
value.AddEdge(3, vertices[14].x, radiusX, 0);
value.AddEdge(4, vertices[11].x, radiusX, 0);
value.AddEdge(5, vertices[8].y, radiusY, 0);
value.AddEdge(6, vertices[5].y, radiusY, 0);
value.AddEdge(7, vertices[2].x, radiusX, 1);
} else {
vertices[2].x = vertices[4].x = vertices[5].x = vertices[7].x = vertices[8].x = vertices[10].x = right;
vertices[14].x = vertices[16].x = vertices[17].x = vertices[19].x = vertices[20].x = vertices[22].x = left;
value.AddEdge(0, vertices[1].x, radiusX, 1);
value.AddEdge(1, vertices[4].y, radiusY, 1);
value.AddEdge(2, vertices[7].y, radiusY, 1);
value.AddEdge(3, vertices[10].x, radiusX, 0);
value.AddEdge(4, vertices[13].x, radiusX, 0);
value.AddEdge(5, vertices[16].y, radiusY, 0);
value.AddEdge(6, vertices[19].y, radiusY, 0);
value.AddEdge(7, vertices[22].x, radiusX, 1);
this->DrawReverse(value);
return;
}
if (value.duration == 0) {
return;
}
switch (value.segment) {
case 0:
vertices[23].x = value.Update();
break;
case 1:
vertices[20].y = value.Update();
break;
case 2:
vertices[17].y = value.Update();
break;
case 3:
vertices[14].x = value.Update();
break;
case 4:
vertices[11].x = value.Update();
break;
case 5:
vertices[8].y = value.Update();
break;
case 6:
vertices[5].y = value.Update();
break;
case 7:
vertices[2].x = value.Update();
break;
}
if ((limit != 0 ? limit : 6) <= value.y) {
return;
}
RenderCommand* command = g_renderer->commands.Acquire();
command->texture = g_texMgr.Default();
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) {
if (value.duration == 0) {
return;
}
RenderVertex* vertices = value.vertices;
switch (value.segment) {
case 0:
vertices[2].x = value.Update();
if (value.segment != 0) {
vertices[5] = vertices[4];
vertices[2] = vertices[4];
}
break;
case 1:
vertices[5].y = value.Update();
if (value.segment != 1) {
vertices[8] = vertices[7];
vertices[5] = vertices[7];
}
break;
case 2:
vertices[8].y = value.Update();
if (value.segment != 2) {
vertices[11] = vertices[10];
vertices[8] = vertices[10];
}
break;
case 3:
vertices[11].x = value.Update();
if (value.segment != 3) {
vertices[14] = vertices[13];
vertices[11] = vertices[13];
}
break;
case 4:
vertices[14].x = value.Update();
if (value.segment != 4) {
vertices[17] = vertices[16];
vertices[14] = vertices[16];
}
break;
case 5:
vertices[17].y = value.Update();
if (value.segment != 5) {
vertices[20] = vertices[19];
vertices[17] = vertices[19];
}
break;
case 6:
vertices[20].y = value.Update();
if (value.segment != 6) {
vertices[23] = vertices[22];
vertices[20] = vertices[22];
}
break;
case 7:
vertices[23].x = value.Update();
break;
}
RenderCommand* command = g_renderer->commands.Acquire();
command->texture = g_texMgr.Default();
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);
}