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authornextdaydelivery <79922345+nxtdaydelivery@users.noreply.github.com>2022-05-30 15:09:02 +0100
committernextdaydelivery <79922345+nxtdaydelivery@users.noreply.github.com>2022-05-30 15:09:02 +0100
commitb745fa5c04a421cc8d8979b2e4cbf6288dc4684a (patch)
tree256137076b066310c9f439028dde15bde2729f0a /src/main/java/cc/polyfrost/oneconfig/utils/OneUIScreen.java
parentc305d7b4b3b446ed85343e5248862fc157a13e5b (diff)
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OneUIScreen implementation
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+package cc.polyfrost.oneconfig.utils;
+
+import cc.polyfrost.oneconfig.libs.universal.UMatrixStack;
+import cc.polyfrost.oneconfig.libs.universal.UScreen;
+import cc.polyfrost.oneconfig.lwjgl.RenderManager;
+import net.minecraft.client.gui.GuiScreen;
+import org.jetbrains.annotations.NotNull;
+import org.lwjgl.input.Mouse;
+
+/**
+ * <h1>OneUIScreen</h1>
+ * OneUIScreen is a GUI that can be used to render things on the client's screen.
+ * It contains many handy methods for rendering, including {@link #draw(long, float)} for drawing using OneConfig's {@link RenderManager}.
+ * <p> It also contains methods for mouse input. (see {@link InputUtils} for more utils).
+ * <p></p>
+ * Use {@link GuiUtils#displayScreen(GuiScreen)} to display a screen; and {@link GuiUtils#closeScreen()} to close it.
+ */
+public abstract class OneUIScreen extends UScreen {
+ private boolean mouseDown;
+ private boolean blockClicks;
+
+ /**
+ * Create a new OneUIScreen.
+ *
+ * @param restoreGuiOnClose use this to declare weather or not to open the Gui that was open before it when this screen is closed.
+ */
+ public OneUIScreen(boolean restoreGuiOnClose) {
+ super(restoreGuiOnClose);
+ }
+
+ /**
+ * Create a new OneUIScreen.
+ */
+ public OneUIScreen() {
+ super(false);
+ }
+
+ @Override
+ public void onDrawScreen(@NotNull UMatrixStack matrixStack, int mouseX, int mouseY, float partialTicks) {
+ super.onDrawScreen(matrixStack, mouseX, mouseY, partialTicks);
+ RenderManager.setupAndDraw(ignoreMinecraftScale(), vg -> draw(vg, partialTicks));
+ mouseDown = Mouse.isButtonDown(0);
+ }
+
+ /**
+ * This method is called when the screen is first opened. You can use it to set variables, initialize things, etc.
+ */
+ public abstract void onScreenOpen();
+
+ /**
+ * Use this method to draw things on the screen. It is called every render tick, and has a handy <code>vg</code> (NanoVG context) that can be used with the {@link RenderManager} to draw things.
+ * <p></p>
+ * For example: <d> <code>{@link RenderManager#drawRoundedRect(long, float, float, float, float, int, float)} </code>
+ *
+ * @param vg the NanoVG context you can use to render things with
+ * @param partialTicks the time between ticks (You can use this as a deltaTime equivalent)
+ */
+ public abstract void draw(long vg, float partialTicks);
+
+ /**
+ * This method is called when the screen is closed. You can use it to clean up things, etc.
+ */
+ @Override
+ public abstract void onScreenClose();
+
+ @Override
+ public void initScreen(int width, int height) {
+ onScreenOpen();
+ }
+
+ /**
+ * Use this method to set weather or not to use the Minecraft scale on the GUI. Its default is true, and that is recommended for the NanoVG rendering.
+ */
+ public boolean ignoreMinecraftScale() {
+ return true;
+ }
+
+ /**
+ * Use this method to declare weather or not this Screen pauses the game when it is open. (Single-player only) Its default is false.
+ */
+ public boolean doesScreenPauseGame() {
+ return false;
+ }
+
+ @Override
+ public boolean doesGuiPauseGame() {
+ return doesScreenPauseGame();
+ }
+
+
+ /**
+ * Get the current x position of the mouse.
+ */
+ public int getMouseX() {
+ return InputUtils.mouseX();
+ }
+
+ /**
+ * Get the current y position of the mouse.
+ */
+ public int getMouseY() {
+ return InputUtils.mouseY();
+ }
+
+ @Override
+ public void onMouseClicked(double mouseX, double mouseY, int mouseButton) {
+ super.onMouseClicked(mouseX, mouseY, mouseButton);
+ }
+
+ /**
+ * Retrieve the click status of the mouse. This method uses a boolean to store the status of the mouse, so it will only return true once per click. (very useful)
+ *
+ * @param ignoreBlockClicks whether to ignore the current click blocker.
+ */
+ public boolean isClicked(boolean ignoreBlockClicks) {
+ return mouseDown && !Mouse.isButtonDown(0) && (!blockClicks || ignoreBlockClicks);
+ }
+
+ /**
+ * Retrieve the click status of the mouse. This method uses a boolean to store the status of the mouse, so it will only return true once per click. (very useful)
+ */
+ public boolean isClicked() {
+ return isClicked(false);
+ }
+
+ /**
+ * Retrieve weather or not the mouse is currently down. Will constantly return true if its clicked. See {@link #isClicked()} for a method that only executes once per tick.
+ */
+ public boolean isMouseDown() {
+ return Mouse.isButtonDown(0);
+ }
+
+ /**
+ * Click blocking can be useful when you are drawing buttons for example over the top of other elements, so a click blocker can be used to ensure that the mouse doesn't click through things.
+ */
+ public void shouldBlockClicks(boolean state) {
+ blockClicks = state;
+ }
+
+ /**
+ * Click blocking can be useful when you are drawing buttons for example over the top of other elements, so a click blocker can be used to ensure that the mouse doesn't click through things.
+ */
+ public boolean isBlockingClicks() {
+ return blockClicks;
+ }
+}