/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.parts.reporting; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import appeng.api.util.AEColor; import appeng.core.AppEng; import appeng.items.parts.PartModels; /** * A very simple part for emitting light. * * Opposed to the other subclass of {@link AbstractPartReporting}, it will only use the bright front texture. * * @author AlgorithmX2 * @author yueh * @version rv3 * @since rv3 */ public abstract class AbstractPartPanel extends AbstractPartReporting { @PartModels public static final ResourceLocation MODEL_BASE = new ResourceLocation( AppEng.MOD_ID, "part/monitor_base" ); public AbstractPartPanel( final ItemStack is ) { super( is, false ); } @Override public boolean isLightSource() { return true; } /** * How bright the color the panel should appear. Usually it depends on a {@link AEColor} variant. * This does not affect the actual light level of the part. * * @return the brightness to be used. */ protected abstract int getBrightnessColor(); }