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authorvoid_17 <heroerror3@gmail.com>2026-03-02 15:58:20 +0700
committervoid_17 <heroerror3@gmail.com>2026-03-02 15:58:20 +0700
commit7074f35e4ba831e358117842b99ee35b87f85ae5 (patch)
tree7d440d23473196af3056bf2ff4c59d9e740a06f5 /Minecraft.Client/ItemInHandRenderer.cpp
parentd63f79325f85e014361eb8cf1e41eaebedb1ae71 (diff)
shared_ptr -> std::shared_ptr
This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
Diffstat (limited to 'Minecraft.Client/ItemInHandRenderer.cpp')
-rw-r--r--Minecraft.Client/ItemInHandRenderer.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/Minecraft.Client/ItemInHandRenderer.cpp b/Minecraft.Client/ItemInHandRenderer.cpp
index cee9254d..14c28f02 100644
--- a/Minecraft.Client/ItemInHandRenderer.cpp
+++ b/Minecraft.Client/ItemInHandRenderer.cpp
@@ -87,7 +87,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
t->vertexUV(x0, y1, z1, u, v);
t->vertexUV(x0, y1, z0, u, v);
t->vertexUV(x1, y1, z0, u, v);
- }
+ }
t->end();
glEndList();
}
@@ -150,7 +150,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
t->vertexUV(x0, y1, z1, u0, v1);
t->vertexUV(x0, y1, z0, u0, v1);
t->vertexUV(x1, y1, z0, u1, v1);
- }
+ }
t->end();
glDepthFunc(GL_LEQUAL);
glEndList();
@@ -158,7 +158,7 @@ ItemInHandRenderer::ItemInHandRenderer(Minecraft *mc, bool optimisedMinimap)
}
-void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
+void ItemInHandRenderer::renderItem(std::shared_ptr<Mob> mob, std::shared_ptr<ItemInstance> item, int layer, bool setColor/* = true*/)
{
// 4J - code borrowed from render method below, although not factoring in brightness as that should already be being taken into account
// by texture lighting. This is for colourising things held in 3rd person view.
@@ -203,7 +203,7 @@ void ItemInHandRenderer::renderItem(shared_ptr<Mob> mob, shared_ptr<ItemInstance
MemSect(0);
Tesselator *t = Tesselator::getInstance();
- // Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture.
+ // Consider forcing the mipmap LOD level to use, if this is to be rendered from a larger than standard source texture.
int iconWidth = icon->getWidth();
int LOD = -1; // Default to not doing anything special with LOD forcing
if( iconWidth == 32 )
@@ -312,14 +312,14 @@ void ItemInHandRenderer::renderItem3D(Tesselator *t, float u0, float v0, float u
void ItemInHandRenderer::render(float a)
{
float h = oHeight + (height - oHeight) * a;
- shared_ptr<Player> player = mc->player;
+ std::shared_ptr<Player> player = mc->player;
// 4J - added so we can adjust the position of the hands for horizontal & vertical split screens
float fudgeX = 0.0f;
float fudgeY = 0.0f;
float fudgeZ = 0.0f;
bool splitHoriz = false;
- shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
+ std::shared_ptr<LocalPlayer> localPlayer = dynamic_pointer_cast<LocalPlayer>(player);
if( localPlayer )
{
if( localPlayer->m_iScreenSection == C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM ||
@@ -353,7 +353,7 @@ void ItemInHandRenderer::render(float a)
glRotatef((yr - yrr) * 0.1f, 0, 1, 0);
}
- shared_ptr<ItemInstance> item = selectedItem;
+ std::shared_ptr<ItemInstance> item = selectedItem;
float br = mc->level->getBrightness(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
// 4J - change brought forward from 1.8.2
@@ -433,7 +433,7 @@ void ItemInHandRenderer::render(float a)
glScalef(ss, ss, ss);
// Can't turn off the hand if the player is holding a map
- shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
+ std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
if ((itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
{
playerRenderer->renderHand();
@@ -477,7 +477,7 @@ void ItemInHandRenderer::render(float a)
t->vertexUV((float)(0 - vo), (float)( 0 - vo), (float)( 0), (float)( 0), (float)( 0));
t->end();
- shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
+ std::shared_ptr<MapItemSavedData> data = Item::map->getSavedData(item, mc->level);
PIXBeginNamedEvent(0,"Minimap render");
if(data != NULL) minimap->render(mc->player, mc->textures, data, mc->player->entityId);
PIXEndNamedEvent();
@@ -652,7 +652,7 @@ void ItemInHandRenderer::render(float a)
glScalef(ss, ss, ss);
MemSect(31);
// Can't turn off the hand if the player is holding a map
- shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
+ std::shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
if ( (itemInstance && (itemInstance->getItem()->id==Item::map_Id)) || app.GetGameSettings(localPlayer->GetXboxPad(),eGameSetting_DisplayHand)!=0 )
{
@@ -837,8 +837,8 @@ void ItemInHandRenderer::tick()
oHeight = height;
- shared_ptr<Player> player = mc->player;
- shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
+ std::shared_ptr<Player> player = mc->player;
+ std::shared_ptr<ItemInstance> nextTile = player->inventory->getSelected();
bool matches = lastSlot == player->inventory->selected && nextTile == selectedItem;
if (selectedItem == NULL && nextTile == NULL)