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/*
* This file is part of OneConfig.
* OneConfig - Next Generation Config Library for Minecraft: Java Edition
* Copyright (C) 2021, 2022 Polyfrost.
* <https://polyfrost.cc> <https://github.com/Polyfrost/>
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* OneConfig is licensed under the terms of version 3 of the GNU Lesser
* General Public License as published by the Free Software Foundation, AND
* under the Additional Terms Applicable to OneConfig, as published by Polyfrost,
* either version 1.0 of the Additional Terms, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License. If not, see <https://www.gnu.org/licenses/>. You should
* have also received a copy of the Additional Terms Applicable
* to OneConfig, as published by Polyfrost. If not, see
* <https://polyfrost.cc/legal/oneconfig/additional-terms>
*/
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.renderer.RenderManager;
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, 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 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 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() {
this(false, false);
}
@Override
public final void onDrawScreen(@NotNull UMatrixStack matrixStack, int mouseX, int mouseY, float partialTicks) {
super.onDrawScreen(matrixStack, mouseX, mouseY, partialTicks);
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)
* @param inputHandler The input handler
*/
public abstract void draw(long vg, float partialTicks, InputHandler inputHandler);
/**
* @return If this gui has background blur
*/
public boolean hasBackgroundBlur() {
return false;
}
@Override
public boolean doesGuiPauseGame() {
return false;
}
}
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