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package com.ambientaddons.utils.render
import AmbientAddons.Companion.mc
import com.ambientaddons.utils.Alignment
import com.ambientaddons.utils.dungeon.TextStyle
import net.minecraft.client.renderer.GlStateManager
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.WorldRenderer
import net.minecraft.client.renderer.vertex.DefaultVertexFormats
import org.lwjgl.opengl.GL11.GL_QUADS
import java.awt.Color
import kotlin.math.roundToInt
object OverlayUtils {
private val removeColorCodesRegex = Regex("§[0-9a-f]")
// from Mojang
fun renderDurabilityBar(x: Int, y: Int, percentFilled: Double) {
val percent = percentFilled.coerceIn(0.0, 1.0)
if (percent == 0.0) return
val barWidth = (percentFilled * 13.0).roundToInt()
val barColorIndex = (percentFilled * 255.0).roundToInt()
GlStateManager.disableLighting()
GlStateManager.disableDepth()
GlStateManager.disableTexture2D()
GlStateManager.disableAlpha()
GlStateManager.disableBlend()
val tessellator = Tessellator.getInstance()
val worldrenderer = tessellator.worldRenderer
draw(worldrenderer, x + 2, y + 13, 13, 2, 0, 0, 0, 255)
draw(worldrenderer, x + 2, y + 13, 12, 1, (255 - barColorIndex) / 4, 64, 0, 255)
draw(worldrenderer, x + 2, y + 13, barWidth, 1, 255 - barColorIndex, barColorIndex, 0, 255)
GlStateManager.enableAlpha()
GlStateManager.enableTexture2D()
GlStateManager.enableLighting()
GlStateManager.enableDepth()
}
private fun draw(
renderer: WorldRenderer, x: Int, y: Int, width: Int, height: Int, red: Int, green: Int, blue: Int, alpha: Int
) {
renderer.begin(7, DefaultVertexFormats.POSITION_COLOR)
renderer.pos((x + 0).toDouble(), (y + 0).toDouble(), 0.0).color(red, green, blue, alpha).endVertex()
renderer.pos((x + 0).toDouble(), (y + height).toDouble(), 0.0).color(red, green, blue, alpha).endVertex()
renderer.pos((x + width).toDouble(), (y + height).toDouble(), 0.0).color(red, green, blue, alpha).endVertex()
renderer.pos((x + width).toDouble(), (y + 0).toDouble(), 0.0).color(red, green, blue, alpha).endVertex()
Tessellator.getInstance().draw()
}
fun drawString(x: Int, y: Int, str: String, textStyle: TextStyle, alignment: Alignment) {
val text = "§r$str"
val startX = when (alignment) {
Alignment.Left -> x
Alignment.Center -> x - mc.fontRendererObj.getStringWidth(str) / 2
Alignment.Right -> x - mc.fontRendererObj.getStringWidth(str)
}
when (textStyle) {
TextStyle.Default -> mc.fontRendererObj.drawString(
text, startX.toFloat(), y.toFloat(), -1, false
)
TextStyle.Shadow -> mc.fontRendererObj.drawString(
text, startX.toFloat(), y.toFloat(), -1, true
)
TextStyle.Outline -> {
val rawString = text.replace(removeColorCodesRegex, "")
mc.fontRendererObj.drawString(rawString, startX - 1, y, -16777216)
mc.fontRendererObj.drawString(rawString, startX + 1, y, -16777216)
mc.fontRendererObj.drawString(rawString, startX, y - 1, -16777216)
mc.fontRendererObj.drawString(rawString, startX, y + 1, -16777216)
mc.fontRendererObj.drawString(text, startX, y, -1)
}
}
}
fun renderRect(x: Double, y: Double, w: Double, h: Double, color: Color) {
if (color.alpha == 0) return
GlStateManager.enableBlend()
GlStateManager.disableTexture2D()
GlStateManager.enableAlpha()
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0)
GlStateManager.color(color.red / 255f, color.green / 255f, color.blue / 255f, color.alpha / 255f)
worldRenderer.begin(GL_QUADS, DefaultVertexFormats.POSITION)
worldRenderer.pos(x, y + h, 0.0).endVertex()
worldRenderer.pos(x + w, y + h, 0.0).endVertex()
worldRenderer.pos(x + w, y, 0.0).endVertex()
worldRenderer.pos(x, y, 0.0).endVertex()
tessellator.draw()
GlStateManager.disableAlpha()
GlStateManager.enableTexture2D()
GlStateManager.disableBlend()
}
private val tessellator: Tessellator = Tessellator.getInstance()
private val worldRenderer: WorldRenderer = tessellator.worldRenderer
fun drawTexturedModalRect(x: Int, y: Int, width: Int, height: Int) {
worldRenderer.begin(GL_QUADS, DefaultVertexFormats.POSITION_TEX)
worldRenderer.pos(x.toDouble(), (y + height).toDouble(), 0.0).tex(0.0, 1.0).endVertex()
worldRenderer.pos((x + width).toDouble(), (y + height).toDouble(), 0.0).tex(1.0, 1.0).endVertex()
worldRenderer.pos((x + width).toDouble(), y.toDouble(), 0.0).tex(1.0, 0.0).endVertex()
worldRenderer.pos(x.toDouble(), y.toDouble(), 0.0).tex(0.0, 0.0).endVertex()
tessellator.draw()
}
}
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