package at.hannibal2.skyhanni.events import net.minecraft.client.Minecraft import net.minecraft.entity.Entity import net.minecraft.entity.item.EntityArmorStand import net.minecraft.entity.item.EntityItemFrame class RenderEntityOutlineEvent(theType: Type?, potentialEntities: HashSet?) : LorenzEvent() { /** * The phase of the event (see [Type] */ var type: Type? = null /** * The entities to outline. This is progressively cumulated from [.entitiesToChooseFrom] */ var entitiesToOutline: HashMap? = null /** * The entities we can outline. Note that this set and [.entitiesToOutline] are disjoint at all times. */ var entitiesToChooseFrom: HashSet? = null /** * Constructs the event, given the type and optional entities to outline. * * * This will modify {@param potentialEntities} internally, so make a copy before passing it if necessary. * * @param theType of the event (see [Type] */ init { type = theType entitiesToChooseFrom = potentialEntities if (potentialEntities != null) { entitiesToOutline = HashMap(potentialEntities.size) } } /** * Conditionally queue entities around which to render entities * Selects from the pool of [.entitiesToChooseFrom] to speed up the predicate testing on subsequent calls. * Is more efficient (theoretically) than calling [.queueEntityToOutline] for each entity because lists are handled internally. * * * This function loops through all entities and so is not very efficient. * It's advisable to encapsulate calls to this function with global checks (those not dependent on an individual entity) for efficiency purposes. * * @param outlineColor a function to test */ fun queueEntitiesToOutline(outlineColor: ((entity: Entity) -> Int?)? = null) { if (outlineColor == null) { return } if (entitiesToChooseFrom == null) { computeAndCacheEntitiesToChooseFrom() } val itr: MutableIterator = entitiesToChooseFrom!!.iterator() while (itr.hasNext()) { val e: Entity = itr.next() val i: Int? = outlineColor(e) if (i != null) { entitiesToOutline!![e] = i itr.remove() } } } /** * Adds a single entity to the list of the entities to outline * * @param entity the entity to add * @param outlineColor the color with which to outline */ fun queueEntityToOutline(entity: Entity?, outlineColor: Int) { if (entity == null) { return } if (entitiesToChooseFrom == null) { computeAndCacheEntitiesToChooseFrom() } if (!entitiesToChooseFrom!!.contains(entity)) { return } entitiesToOutline!![entity] = outlineColor entitiesToChooseFrom!!.remove(entity) } /** * Used for on-the-fly generation of entities. Driven by event handlers in a decentralized fashion */ private fun computeAndCacheEntitiesToChooseFrom() { val entities: List = Minecraft.getMinecraft().theWorld.getLoadedEntityList() // Only render outlines around non-null entities within the camera frustum entitiesToChooseFrom = HashSet(entities.size) // Only consider entities that aren't invisible armorstands to increase FPS significantly for (entity in entities) { if (!(entity is EntityArmorStand && entity.isInvisible()) && entity !is EntityItemFrame) { entitiesToChooseFrom!!.add(entity) } } entitiesToOutline = HashMap(entitiesToChooseFrom!!.size) } /** * The phase of the event. * [.XRAY] means that this directly precedes entities whose outlines are rendered through walls (Vanilla 1.9+) * [.NO_XRAY] means that this directly precedes entities whose outlines are rendered only when visible to the client */ enum class Type { XRAY, NO_XRAY } }