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author | DeDiamondPro <67508414+DeDiamondPro@users.noreply.github.com> | 2022-08-17 17:43:23 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-17 17:43:23 +0200 |
commit | 97f788ecd4be15b1556ee1f3d8bd057bdf06bf5f (patch) | |
tree | 2bccc96007025fbccf1758ac66d4665a97d6c315 /src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java | |
parent | e18629af6aee276b0be6cec473e4099cca9100f1 (diff) | |
download | OneConfig-97f788ecd4be15b1556ee1f3d8bd057bdf06bf5f.tar.gz OneConfig-97f788ecd4be15b1556ee1f3d8bd057bdf06bf5f.tar.bz2 OneConfig-97f788ecd4be15b1556ee1f3d8bd057bdf06bf5f.zip |
Input revamp (#93)
* hud fix
* api
* things
* stuff
Diffstat (limited to 'src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java')
-rw-r--r-- | src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java | 97 |
1 files changed, 25 insertions, 72 deletions
diff --git a/src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java b/src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java index 5f93c7b..45242b2 100644 --- a/src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java +++ b/src/main/java/cc/polyfrost/oneconfig/utils/gui/OneUIScreen.java @@ -28,115 +28,68 @@ package cc.polyfrost.oneconfig.utils.gui; import cc.polyfrost.oneconfig.gui.GuiPause; import cc.polyfrost.oneconfig.libs.universal.UMatrixStack; +import cc.polyfrost.oneconfig.libs.universal.UResolution; import cc.polyfrost.oneconfig.libs.universal.UScreen; -import cc.polyfrost.oneconfig.platform.Platform; import cc.polyfrost.oneconfig.renderer.RenderManager; -import cc.polyfrost.oneconfig.utils.InputUtils; +import cc.polyfrost.oneconfig.utils.InputHandler; import org.jetbrains.annotations.NotNull; /** * <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). + * It contains many handy methods for rendering, including {@link #draw(long, float, InputHandler)} for drawing using OneConfig's {@link RenderManager}. + * <p> It also contains methods for mouse input. (see {@link InputHandler} for more utils). * <p></p> * Use GuiUtils to display a screen; and GuiUtils.closeScreen to close it. */ public abstract class OneUIScreen extends UScreen implements GuiPause { - private boolean mouseDown; - private boolean blockClicks; + private final boolean useMinecraftScale; + private final InputHandler inputHandler = new InputHandler(); /** * Create a new OneUIScreen. * + * @param useMinecraftScale wether to use Minecraft scale * @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) { + public OneUIScreen(boolean useMinecraftScale, boolean restoreGuiOnClose) { super(restoreGuiOnClose); + this.useMinecraftScale = useMinecraftScale; + } + + /** + * Create a new OneUIScreen. + * + * @param useMinecraftScale wether to use Minecraft scale + */ + public OneUIScreen(boolean useMinecraftScale) { + this(useMinecraftScale, false); } /** * Create a new OneUIScreen. */ public OneUIScreen() { - super(false); + this(false, false); } @Override public final 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 = Platform.getMousePlatform().isButtonDown(0); + if (useMinecraftScale) inputHandler.scale(UResolution.getScaleFactor(), UResolution.getScaleFactor()); + RenderManager.setupAndDraw(useMinecraftScale, vg -> draw(vg, partialTicks, inputHandler)); } - /** * 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); - - /** - * Use this method to set whether 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; - } - - /** - * Get the current x position of the mouse. - */ - protected float getMouseX() { - return InputUtils.mouseX(); - } - - /** - * Get the current y position of the mouse. - */ - protected float getMouseY() { - return InputUtils.mouseY(); - } - - /** - * 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. - */ - protected boolean isClicked(boolean ignoreBlockClicks) { - return mouseDown && !Platform.getMousePlatform().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) - */ - protected 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. - */ - protected boolean isMouseDown() { - return Platform.getMousePlatform().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. + * @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) + * @param inputHandler The input handler */ - 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; - } + public abstract void draw(long vg, float partialTicks, InputHandler inputHandler); @Override public boolean doesGuiPauseGame() { |