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https://gitlab.com/2009scape/rt4-client.git
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gather functions together for easier debugging
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parent
668345b81e
commit
8e554b573c
1 changed files with 15 additions and 19 deletions
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@ -220,7 +220,7 @@ class plugin : Plugin() {
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val g2d = g as Graphics2D
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// Set the desired background fill color here
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g2d.color = Color(30, 30, 30) // Replace with your preferred fill color
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g2d.color = Color.BLACK
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g2d.fillRect(0, 0, width, height)
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gameImage?.let { image ->
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g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR)
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@ -273,15 +273,25 @@ class plugin : Plugin() {
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}
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}
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fun createAltCanvas(mainCanvas: Canvas): AltCanvas {
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return AltCanvas(mainCanvas).apply {
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preferredSize = Dimension(FIXED_WIDTH, 503)
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}
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}
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fun getRasterImageFromGameShell(): BufferedImage {
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// Assuming SoftwareRaster.pixels is an IntArray containing ARGB values of the game image.
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val gameImage = BufferedImage(765, 503, BufferedImage.TYPE_INT_ARGB)
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val g = gameImage.createGraphics()
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SoftwareRaster.frameBuffer.draw(g)
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return gameImage
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}
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private var altCanvas: AltCanvas? = null
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override fun Init() {
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// Disable Font AA
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System.setProperty("sun.java2d.opengl", "false")
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@ -296,10 +306,8 @@ class plugin : Plugin() {
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frame.layout = BorderLayout()
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// Add the AltCanvas in the center to ensure it scales properly with the window size
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frame.add(altCanvas, BorderLayout.NORTH)
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altCanvas?.let { frame.add(it, BorderLayout.NORTH) }
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frame.remove(canvas)
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//frame.defaultCloseOperation = JFrame.EXIT_ON_CLOSE
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frame.isVisible = true
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}
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}
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@ -442,7 +450,7 @@ class plugin : Plugin() {
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}
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// Update game image here
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val rasterImage = getRasterImageFromGameShell() // Replace this with the actual method to fetch the BufferedImage from GameShell.canvas.
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val rasterImage = getRasterImageFromGameShell()
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altCanvas?.updateGameImage(rasterImage)
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// Draw synced actions (that require to be done between glBegin and glEnd)
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@ -462,18 +470,6 @@ class plugin : Plugin() {
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}
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}
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// Placeholder method to get the game image from GameShell
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fun getRasterImageFromGameShell(): BufferedImage {
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// Assuming SoftwareRaster.pixels is an IntArray containing ARGB values of the game image.
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val gameImage = BufferedImage(765, 503, BufferedImage.TYPE_INT_ARGB)
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val g = gameImage.createGraphics()
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SoftwareRaster.frameBuffer.draw(g)
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return gameImage
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}
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private fun initKondoUI(){
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DrawText(FontType.LARGE, fromColor(Color(16777215)), TextModifier.CENTER, "KondoKit Loading Sprites...", GameShell.canvasWidth/2, GameShell.canvasHeight/2)
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if(!allSpritesLoaded()) return;
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