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authorDraknyte1 <Draknyte1@hotmail.com>2016-08-29 18:33:37 +1000
committerDraknyte1 <Draknyte1@hotmail.com>2016-08-29 18:33:37 +1000
commitb0ae00d54790023197a7df31199cdbfd3e54ec10 (patch)
treee3e4bf0363c10c94dec3f5446f0ef4f5d8b9d9e2 /src/Java/miscutil/core/gui/item
parent059d00c29b765fd6b5937e9686dda3cd03af08e4 (diff)
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+ Added Custom Backpacks.
- Removed some old blocks which were statically generated. They still exist, now just are created using the dynamic block creation system.
Diffstat (limited to 'src/Java/miscutil/core/gui/item')
-rw-r--r--src/Java/miscutil/core/gui/item/GuiBaseBackpack.java122
1 files changed, 122 insertions, 0 deletions
diff --git a/src/Java/miscutil/core/gui/item/GuiBaseBackpack.java b/src/Java/miscutil/core/gui/item/GuiBaseBackpack.java
new file mode 100644
index 0000000000..180f0c50eb
--- /dev/null
+++ b/src/Java/miscutil/core/gui/item/GuiBaseBackpack.java
@@ -0,0 +1,122 @@
+package miscutil.core.gui.item;
+
+import miscutil.core.container.Container_BackpackBase;
+import miscutil.core.inventories.BaseInventoryBackpack;
+import miscutil.core.lib.CORE;
+import net.minecraft.client.gui.FontRenderer;
+import net.minecraft.client.gui.inventory.GuiContainer;
+import net.minecraft.client.renderer.OpenGlHelper;
+import net.minecraft.client.renderer.RenderHelper;
+import net.minecraft.client.renderer.entity.RenderManager;
+import net.minecraft.entity.EntityLivingBase;
+import net.minecraft.util.ResourceLocation;
+
+import org.lwjgl.opengl.GL11;
+import org.lwjgl.opengl.GL12;
+
+import com.sun.org.apache.xml.internal.security.utils.I18n;
+
+public class GuiBaseBackpack extends GuiContainer
+{
+ /** x and y size of the inventory window in pixels. Defined as float, passed as int
+ * These are used for drawing the player model. */
+ private float xSize_lo;
+ private float ySize_lo;
+
+ /** The FontRenderer used by GuiScreen */
+ protected FontRenderer fontRenderer;
+
+ /** ResourceLocation takes 2 parameters: ModId, path to texture at the location:
+ * "src/minecraft/assets/modid/"
+ *
+ * I have provided a sample texture file that works with this tutorial. Download it
+ * from Forge_Tutorials/textures/gui/
+ */
+ private static final ResourceLocation iconLocation = new ResourceLocation(CORE.MODID, "textures/gui/itemBackpack.png");
+
+ /** The inventory to render on screen */
+ private final BaseInventoryBackpack inventory;
+
+ public GuiBaseBackpack(Container_BackpackBase containerItem)
+ {
+ super(containerItem);
+ this.inventory = containerItem.inventory;
+ }
+
+ /**
+ * Draws the screen and all the components in it.
+ */
+ @Override
+ public void drawScreen(int par1, int par2, float par3)
+ {
+ super.drawScreen(par1, par2, par3);
+ this.xSize_lo = (float)par1;
+ this.ySize_lo = (float)par2;
+ }
+
+ /**
+ * Draw the foreground layer for the GuiContainer (everything in front of the items)
+ */
+ @Override
+ protected void drawGuiContainerForegroundLayer(int par1, int par2)
+ {
+ String s = this.inventory.hasCustomInventoryName() ? this.inventory.getInventoryName() : I18n.translate(this.inventory.getInventoryName());
+ //this.fontRenderer.drawString(s, this.xSize / 2 - this.fontRenderer.getStringWidth(s) / 2, 0, 4210752);
+ //this.fontRenderer.drawString(I18n.translate("container.inventory"), 26, this.ySize - 96 + 4, 4210752);
+ }
+
+ /**
+ * Draw the background layer for the GuiContainer (everything behind the items)
+ */
+ @Override
+ protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
+ {
+ GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
+ this.mc.getTextureManager().bindTexture(iconLocation);
+ int k = (this.width - this.xSize) / 2;
+ int l = (this.height - this.ySize) / 2;
+ this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.ySize);
+ int i1;
+ drawPlayerModel(k + 51, l + 75, 30, (float)(k + 51) - this.xSize_lo, (float)(l + 75 - 50) - this.ySize_lo, this.mc.thePlayer);
+ }
+
+ /**
+ * This renders the player model in standard inventory position (in later versions of Minecraft / Forge, you can
+ * simply call GuiInventory.drawEntityOnScreen directly instead of copying this code)
+ */
+ public static void drawPlayerModel(int x, int y, int scale, float yaw, float pitch, EntityLivingBase entity) {
+ GL11.glEnable(GL11.GL_COLOR_MATERIAL);
+ GL11.glPushMatrix();
+ GL11.glTranslatef(x, y, 50.0F);
+ GL11.glScalef(-scale, scale, scale);
+ GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
+ float f2 = entity.renderYawOffset;
+ float f3 = entity.rotationYaw;
+ float f4 = entity.rotationPitch;
+ float f5 = entity.prevRotationYawHead;
+ float f6 = entity.rotationYawHead;
+ GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
+ RenderHelper.enableStandardItemLighting();
+ GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
+ GL11.glRotatef(-((float) Math.atan(pitch / 40.0F)) * 20.0F, 1.0F, 0.0F, 0.0F);
+ entity.renderYawOffset = (float) Math.atan(yaw / 40.0F) * 20.0F;
+ entity.rotationYaw = (float) Math.atan(yaw / 40.0F) * 40.0F;
+ entity.rotationPitch = -((float) Math.atan(pitch / 40.0F)) * 20.0F;
+ entity.rotationYawHead = entity.rotationYaw;
+ entity.prevRotationYawHead = entity.rotationYaw;
+ GL11.glTranslatef(0.0F, entity.yOffset, 0.0F);
+ RenderManager.instance.playerViewY = 180.0F;
+ RenderManager.instance.renderEntityWithPosYaw(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
+ entity.renderYawOffset = f2;
+ entity.rotationYaw = f3;
+ entity.rotationPitch = f4;
+ entity.prevRotationYawHead = f5;
+ entity.rotationYawHead = f6;
+ GL11.glPopMatrix();
+ RenderHelper.disableStandardItemLighting();
+ GL11.glDisable(GL12.GL_RESCALE_NORMAL);
+ OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
+ GL11.glDisable(GL11.GL_TEXTURE_2D);
+ OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
+ }
+}