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package cc.polyfrost.oneconfig.utils.gui;
import cc.polyfrost.oneconfig.renderer.RenderManager;
import cc.polyfrost.oneconfig.utils.InputUtils;
import gg.essential.universal.UMatrixStack;
import gg.essential.universal.UScreen;
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;
}
}
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