package dark.lib.prefab.invgui; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderHelper; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import universalelectricity.api.vector.Vector2; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public abstract class GuiBase extends GuiScreen { protected Vector2 c; protected Vector2 guiSize = new Vector2(176, 166); /** Adds the buttons (and other controls) to the screen in question. */ @Override public void initGui() { super.initGui(); c = new Vector2((this.width - this.guiSize.intX()) / 2, (this.height - this.guiSize.intY()) / 2); } /** Draws the screen and all the components in it. */ @Override public void drawScreen(int par1, int par2, float par3) { this.drawDefaultBackground(); int var4 = (int) this.c.x; int var5 = (int) this.c.y; this.drawBackgroundLayer(par1, par2, par3); GL11.glPushMatrix(); GL11.glTranslatef(var4, var5, 0.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glEnable(GL12.GL_RESCALE_NORMAL); short var7 = 240; short var8 = 240; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, var7 / 1.0F, var8 / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.drawForegroundLayer(par1, par2, par3); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glPopMatrix(); super.drawScreen(par1, par2, par3); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_DEPTH_TEST); } /** Draws the foreground layer for the GUI */ protected abstract void drawForegroundLayer(int var2, int var3, float var1); /** Draws the background layer for the GUI */ protected abstract void drawBackgroundLayer(int var2, int var3, float var1); /** Fired when a key is typed. This is the equivalent of KeyListener.keyTyped(KeyEvent e). */ @Override protected void keyTyped(char x, int y) { if (y == 1 || y == this.mc.gameSettings.keyBindInventory.keyCode) { this.mc.thePlayer.closeScreen(); } } /** Returns true if this GUI should pause the game when it is displayed in single-player */ @Override public boolean doesGuiPauseGame() { return false; } /** Called from the main game loop to update the screen. */ @Override public void updateScreen() { super.updateScreen(); if (!this.mc.thePlayer.isEntityAlive() || this.mc.thePlayer.isDead) { this.mc.thePlayer.closeScreen(); } } public void drawTooltip(int x, int y, String... toolTips) { GL11.glDisable(GL12.GL_RESCALE_NORMAL); RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_DEPTH_TEST); if (toolTips != null) { int var5 = 0; int var6; int var7; for (var6 = 0; var6 < toolTips.length; ++var6) { var7 = this.fontRenderer.getStringWidth(toolTips[var6]); if (var7 > var5) { var5 = var7; } } var6 = x + 12; var7 = y - 12; int var9 = 8; if (toolTips.length > 1) { var9 += 2 + (toolTips.length - 1) * 10; } if (this.c.intY() + var7 + var9 + 6 > this.height) { var7 = this.height - var9 - this.c.intY() - 6; } this.zLevel = 300.0F; int var10 = -267386864; this.drawGradientRect(var6 - 3, var7 - 4, var6 + var5 + 3, var7 - 3, var10, var10); this.drawGradientRect(var6 - 3, var7 + var9 + 3, var6 + var5 + 3, var7 + var9 + 4, var10, var10); this.drawGradientRect(var6 - 3, var7 - 3, var6 + var5 + 3, var7 + var9 + 3, var10, var10); this.drawGradientRect(var6 - 4, var7 - 3, var6 - 3, var7 + var9 + 3, var10, var10); this.drawGradientRect(var6 + var5 + 3, var7 - 3, var6 + var5 + 4, var7 + var9 + 3, var10, var10); int var11 = 1347420415; int var12 = (var11 & 16711422) >> 1 | var11 & -16777216; this.drawGradientRect(var6 - 3, var7 - 3 + 1, var6 - 3 + 1, var7 + var9 + 3 - 1, var11, var12); this.drawGradientRect(var6 + var5 + 2, var7 - 3 + 1, var6 + var5 + 3, var7 + var9 + 3 - 1, var11, var12); this.drawGradientRect(var6 - 3, var7 - 3, var6 + var5 + 3, var7 - 3 + 1, var11, var11); this.drawGradientRect(var6 - 3, var7 + var9 + 2, var6 + var5 + 3, var7 + var9 + 3, var12, var12); for (int var13 = 0; var13 < toolTips.length; ++var13) { String var14 = toolTips[var13]; this.fontRenderer.drawStringWithShadow(var14, var6, var7, -1); if (var13 == 0) { var7 += 2; } var7 += 10; } this.zLevel = 0.0F; } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_LIGHTING); RenderHelper.enableGUIStandardItemLighting(); GL11.glEnable(GL12.GL_RESCALE_NORMAL); } }