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-rw-r--r--src/Java/gtPlusPlus/core/gui/item/GuiBaseBackpack.java48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/Java/gtPlusPlus/core/gui/item/GuiBaseBackpack.java b/src/Java/gtPlusPlus/core/gui/item/GuiBaseBackpack.java
index cd7b141bd4..fb42cd7cf5 100644
--- a/src/Java/gtPlusPlus/core/gui/item/GuiBaseBackpack.java
+++ b/src/Java/gtPlusPlus/core/gui/item/GuiBaseBackpack.java
@@ -1,5 +1,8 @@
package gtPlusPlus.core.gui.item;
+import org.lwjgl.opengl.GL11;
+import org.lwjgl.opengl.GL12;
+
import gtPlusPlus.core.container.Container_BackpackBase;
import gtPlusPlus.core.inventories.BaseInventoryBackpack;
import gtPlusPlus.core.lib.CORE;
@@ -11,22 +14,19 @@ 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;
-
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;
+
+ /** 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/
*/
@@ -35,7 +35,7 @@ public class GuiBaseBackpack extends GuiContainer
/** The inventory to render on screen */
private final BaseInventoryBackpack inventory;
- public GuiBaseBackpack(Container_BackpackBase containerItem)
+ public GuiBaseBackpack(final Container_BackpackBase containerItem)
{
super(containerItem);
this.inventory = containerItem.inventory;
@@ -45,20 +45,20 @@ public class GuiBaseBackpack extends GuiContainer
* Draws the screen and all the components in it.
*/
@Override
- public void drawScreen(int par1, int par2, float par3)
+ public void drawScreen(final int par1, final int par2, final float par3)
{
super.drawScreen(par1, par2, par3);
- this.xSize_lo = (float)par1;
- this.ySize_lo = (float)par2;
+ this.xSize_lo = par1;
+ this.ySize_lo = par2;
}
/**
* Draw the foreground layer for the GuiContainer (everything in front of the items)
*/
@Override
- protected void drawGuiContainerForegroundLayer(int par1, int par2)
+ protected void drawGuiContainerForegroundLayer(final int par1, final int par2)
{
- String s = this.inventory.hasCustomInventoryName() ? this.inventory.getInventoryName() : this.inventory.getInventoryName();
+ final String s = this.inventory.hasCustomInventoryName() ? this.inventory.getInventoryName() : 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);
}
@@ -67,32 +67,32 @@ public class GuiBaseBackpack extends GuiContainer
* Draw the background layer for the GuiContainer (everything behind the items)
*/
@Override
- protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
+ protected void drawGuiContainerBackgroundLayer(final float par1, final int par2, final 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;
+ final int k = (this.width - this.xSize) / 2;
+ final 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);
+ final int i1;
+ drawPlayerModel(k + 51, l + 75, 30, k + 51 - this.xSize_lo, (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) {
+ public static void drawPlayerModel(final int x, final int y, final int scale, final float yaw, final float pitch, final 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;
+ final float f2 = entity.renderYawOffset;
+ final float f3 = entity.rotationYaw;
+ final float f4 = entity.rotationPitch;
+ final float f5 = entity.prevRotationYawHead;
+ final 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);