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package moe.nea.firmament.events
import net.minecraft.client.render.GameRenderer
import net.minecraft.client.render.OverlayTexture
import net.minecraft.client.render.entity.state.EntityRenderState
import net.minecraft.entity.Entity
import net.minecraft.entity.LivingEntity
import moe.nea.firmament.util.render.TintedOverlayTexture
/**
* Change the tint color of a [LivingEntity]
*/
class EntityRenderTintEvent(
val entity: Entity,
val renderState: HasTintRenderState
) : FirmamentEvent.Cancellable() {
init {
if (entity !is LivingEntity) {
cancel()
}
}
companion object : FirmamentEventBus<EntityRenderTintEvent>() {
/**
* Static variable containing an override for [GameRenderer.getOverlayTexture]. Should be only set briefly.
*
* This variable only affects render layers that naturally make use of the overlay texture, have proper overlay UVs set (`overlay u != 0`), and have a shader that makes use of the overlay (does not have the `NO_OVERLAY` flag set in its json definition).
*
* Currently supported layers: [net.minecraft.client.render.entity.equipment.EquipmentRenderer], [net.minecraft.client.render.entity.model.PlayerEntityModel], as well as some others naturally.
*
* @see moe.nea.firmament.mixins.render.entitytints.ReplaceOverlayTexture
* @see TintedOverlayTexture
*/
@JvmField
var overlayOverride: OverlayTexture? = null
}
@Suppress("PropertyName", "FunctionName")
interface HasTintRenderState {
/**
* Multiplicative tint applied before the overlay.
*/
var tint_firmament: Int
/**
* Must be set for [tint_firmament] to have any effect.
*/
var hasTintOverride_firmament: Boolean
// TODO: allow for more specific selection of which layers get tinted
/**
* Specify a [TintedOverlayTexture] to be used. This does not apply to render layers not using the overlay texture.
* @see overlayOverride
*/
var overlayTexture_firmament: TintedOverlayTexture?
fun reset_firmament()
companion object {
@JvmStatic
fun cast(state: EntityRenderState): HasTintRenderState {
return state as HasTintRenderState
}
}
}
}
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