diff options
| author | void_17 <heroerror3@gmail.com> | 2026-03-02 15:58:20 +0700 |
|---|---|---|
| committer | void_17 <heroerror3@gmail.com> | 2026-03-02 15:58:20 +0700 |
| commit | 7074f35e4ba831e358117842b99ee35b87f85ae5 (patch) | |
| tree | 7d440d23473196af3056bf2ff4c59d9e740a06f5 /Minecraft.Client/ItemInHandRenderer.cpp | |
| parent | d63f79325f85e014361eb8cf1e41eaebedb1ae71 (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.cpp | 24 |
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) |
