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.UScreen; import cc.polyfrost.oneconfig.platform.Platform; import cc.polyfrost.oneconfig.renderer.RenderManager; import cc.polyfrost.oneconfig.utils.InputUtils; import org.jetbrains.annotations.NotNull; /** *

OneUIScreen

* 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}. *

It also contains methods for mouse input. (see {@link InputUtils} for more utils). *

* 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; /** * 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 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); } /** * Use this method to draw things on the screen. It is called every render tick, and has a handy vg (NanoVG context) that can be used with the {@link RenderManager} to draw things. *

* For example: {@link RenderManager#drawRoundedRect(long, float, float, float, float, int, float)} * * @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. */ 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; } @Override public boolean doesGuiPauseGame() { return false; } }