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package de.torui.coflsky.gui.bingui.helper;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.renderer.RenderHelper;
import net.minecraft.client.renderer.entity.RenderItem;
import net.minecraft.item.ItemStack;
import org.jetbrains.annotations.NotNull;
import org.lwjgl.opengl.GL11;
import java.awt.*;
/**
* Created by ForBai
*/
public class RenderUtils {
public static Minecraft mc = Minecraft.getMinecraft();
//draw a rectangle
public static void drawRect(float x, float y, float width, float height, int color) {
float alpha = (float) (color >> 24 & 255) / 255.0F;
float red = (float) (color >> 16 & 255) / 255.0F;
float green = (float) (color >> 8 & 255) / 255.0F;
float blue = (float) (color & 255) / 255.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4f(red, green, blue, alpha);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x, y + height);
GL11.glVertex2d(x + width, y + height);
GL11.glVertex2d(x + width, y);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws an outlined rectangle with a given color and size and a given line width
public static void drawRectOutline(int x, int y, int width, int height, float lineWidth, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glLineWidth(lineWidth);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x + width, y);
GL11.glVertex2d(x + width, y + height);
GL11.glVertex2d(x, y + height);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws a circle with a given radius and thickness
public static void drawCircle(int x, int y, int radius, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
GL11.glVertex2d(x, y);
for (int i = 0; i <= 360; i++) {
GL11.glVertex2d(x + Math.sin(i * Math.PI / 180) * radius, y + Math.cos(i * Math.PI / 180) * radius);
}
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws a circle outline with a given radius and thickness
public static void drawCircleOutline(int x, int y, float radius, float thickness, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glBegin(GL11.GL_LINE_LOOP);
for (int i = 0; i <= 360; i++) {
GL11.glVertex2d(x + Math.sin(i * Math.PI / 180) * radius, y + Math.cos(i * Math.PI / 180) * radius);
}
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws line from x1,y1 to x2,y2 with a given color and thickness
public static void drawLine(float x1, float y1, float x2, float y2, float thickness, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glLineWidth(thickness);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex2d(x1, y1);
GL11.glVertex2d(x2, y2);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws a triangle from x1,y1 to x2,y2 to x3,y3
public static void drawTriangle(int x, int y, int x2, int y2, int x3, int y3, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glBegin(GL11.GL_TRIANGLES);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x3, y3);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws a triangle outline from x1,y1 to x2,y2 to x3,y3
public static void drawTriangleOutline(int x, int y, int x2, int y2, int x3, int y3, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glBegin(GL11.GL_LINE_LOOP);
GL11.glVertex2d(x, y);
GL11.glVertex2d(x2, y2);
GL11.glVertex2d(x3, y3);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draws an arc with a given radius, start angle, and end angle
public static void drawArc(int x, int y, int radius, int startAngle, int endAngle, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
GL11.glVertex2d(x, y);
for (int i = startAngle; i <= endAngle; i++) {
GL11.glVertex2d(x + Math.sin(i * Math.PI / 180) * radius, y + Math.cos(i * Math.PI / 180) * radius);
}
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
//draw a loading circle with a given radius, thickness, and speed
public static void drawLoadingCircle(float x, float y, float radius, float thickness, float speed, Color color) {
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
setColor(color);
GL11.glLineWidth(thickness);
GL11.glBegin(GL11.GL_LINE_STRIP);
for (int i =
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