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-rw-r--r--src/main/java/com/anthonyhilyard/iceberg/util/Easing.java23
-rw-r--r--src/main/java/com/anthonyhilyard/iceberg/util/GuiHelper.java43
2 files changed, 66 insertions, 0 deletions
diff --git a/src/main/java/com/anthonyhilyard/iceberg/util/Easing.java b/src/main/java/com/anthonyhilyard/iceberg/util/Easing.java
index da41927..4146900 100644
--- a/src/main/java/com/anthonyhilyard/iceberg/util/Easing.java
+++ b/src/main/java/com/anthonyhilyard/iceberg/util/Easing.java
@@ -1,5 +1,7 @@
package com.anthonyhilyard.iceberg.util;
+import net.minecraft.util.text.Color;
+
/**
* Helper functions for smooth easing/interpolation. If you need linear, use net.minecraft.util.math.MathHelper.lerp instead.
*/
@@ -8,6 +10,7 @@ public final class Easing
public static enum EasingType
{
None, // Produces step-wise interpolation.
+ Linear,
Quad,
Cubic
}
@@ -29,6 +32,19 @@ public final class Easing
return Ease(a, b, t, type, EasingDirection.InOut);
}
+ public static Color Ease(Color a, Color b, float t, EasingType type)
+ {
+ // Helper function to ease between colors.
+ // Ease each component individually.
+ int aV = a.getValue(), bV = b.getValue();
+ int aA = (aV >> 24) & 0xFF, aR = (aV >> 16) & 0xFF, aG = (aV >> 8) & 0xFF, aB = (aV >> 0) & 0xFF,
+ bA = (bV >> 24) & 0xFF, bR = (bV >> 16) & 0xFF, bG = (bV >> 8) & 0xFF, bB = (bV >> 0) & 0xFF;
+ return Color.fromRgb((int)Ease(aA, bA, t, type) << 24 |
+ (int)Ease(aR, bR, t, type) << 16 |
+ (int)Ease(aG, bG, t, type) << 8 |
+ (int)Ease(aB, bB, t, type) << 0);
+ }
+
public static float Ease(float a, float b, float t, EasingType type, EasingDirection direction)
{
switch (type)
@@ -36,6 +52,8 @@ public final class Easing
case None:
default:
return None(a, b, t);
+ case Linear:
+ return Linear(a, b, t);
case Quad:
return Quad(a, b, t, direction);
case Cubic:
@@ -55,6 +73,11 @@ public final class Easing
}
}
+ private static float Linear(float a, float b, float t)
+ {
+ return a + (b - a) * t;
+ }
+
private static float Quad(float a, float b, float t, EasingDirection direction)
{
switch (direction)
diff --git a/src/main/java/com/anthonyhilyard/iceberg/util/GuiHelper.java b/src/main/java/com/anthonyhilyard/iceberg/util/GuiHelper.java
new file mode 100644
index 0000000..4325ebe
--- /dev/null
+++ b/src/main/java/com/anthonyhilyard/iceberg/util/GuiHelper.java
@@ -0,0 +1,43 @@
+package com.anthonyhilyard.iceberg.util;
+
+import org.lwjgl.opengl.GL11;
+import com.mojang.blaze3d.systems.RenderSystem;
+import net.minecraft.client.renderer.BufferBuilder;
+import net.minecraft.client.renderer.Tessellator;
+import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
+import net.minecraft.util.math.vector.Matrix4f;
+
+public class GuiHelper
+{
+ @SuppressWarnings("deprecation")
+ public static void drawGradientRectHorizontal(Matrix4f mat, int zLevel, int left, int top, int right, int bottom, int startColor, int endColor)
+ {
+ float startAlpha = (float)(startColor >> 24 & 255) / 255.0F;
+ float startRed = (float)(startColor >> 16 & 255) / 255.0F;
+ float startGreen = (float)(startColor >> 8 & 255) / 255.0F;
+ float startBlue = (float)(startColor & 255) / 255.0F;
+ float endAlpha = (float)(endColor >> 24 & 255) / 255.0F;
+ float endRed = (float)(endColor >> 16 & 255) / 255.0F;
+ float endGreen = (float)(endColor >> 8 & 255) / 255.0F;
+ float endBlue = (float)(endColor & 255) / 255.0F;
+
+ RenderSystem.enableDepthTest();
+ RenderSystem.disableTexture();
+ RenderSystem.enableBlend();
+ RenderSystem.defaultBlendFunc();
+ RenderSystem.shadeModel(GL11.GL_SMOOTH);
+
+ Tessellator tessellator = Tessellator.getInstance();
+ BufferBuilder buffer = tessellator.getBuilder();
+ buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
+ buffer.vertex(mat, right, top, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex();
+ buffer.vertex(mat, left, top, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
+ buffer.vertex(mat, left, bottom, zLevel).color(startRed, startGreen, startBlue, startAlpha).endVertex();
+ buffer.vertex(mat, right, bottom, zLevel).color( endRed, endGreen, endBlue, endAlpha).endVertex();
+ tessellator.end();
+
+ RenderSystem.shadeModel(GL11.GL_FLAT);
+ RenderSystem.disableBlend();
+ RenderSystem.enableTexture();
+ }
+}