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/*
* This file is licensed under the MIT License, part of Roughly Enough Items.
* Copyright (c) 2018, 2019, 2020 shedaniel
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package me.shedaniel.rei.api;
import me.shedaniel.math.Rectangle;
import me.shedaniel.rei.gui.config.DisplayPanelLocation;
import net.minecraft.util.ActionResult;
import static net.minecraft.util.ActionResult.PASS;
public interface OverlayDecider {
boolean isHandingScreen(Class<?> screen);
default ActionResult shouldScreenBeOverlayed(Class<?> screen) {
return ActionResult.PASS;
}
/**
* Gets the priority of the handler, the higher it is, the earlier it is called.
*
* @return the priority in float
*/
default float getPriority() {
return 0f;
}
/**
* Checks if REI should recalculate the overlay bounds
*
* @param location the location of the display panel
* @param rectangle the current overlay bounds
* @return whether REI should recalculate the overlay bounds
*/
default boolean shouldRecalculateArea(DisplayPanelLocation location, Rectangle rectangle) {
return false;
}
/**
* Checks if mouse is inside the overlay
*
* @param mouseX mouse's x coordinates
* @param mouseY mouse's y coordinates
* @return whether mouse is inside the overlay
*/
default ActionResult isInZone(double mouseX, double mouseY) {
return PASS;
}
}
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