Closes #12 Added visual lock state to monitors
Some general refactoring of every monitor including panels and terminals. Disabled glPushAttrib and glPopAttrib for StorageMonitor as this can be a performance issue. Conflicts: src/main/java/appeng/parts/AEBasePart.java src/main/java/appeng/parts/reporting/PartConversionMonitor.java src/main/java/appeng/parts/reporting/PartDarkMonitor.java src/main/java/appeng/parts/reporting/PartMonitor.java src/main/java/appeng/parts/reporting/PartPatternTerminal.java src/main/java/appeng/parts/reporting/PartSemiDarkMonitor.java src/main/java/appeng/parts/reporting/PartStorageMonitor.java src/main/java/appeng/parts/reporting/PartTerminal.java
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.parts.reporting;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.BlockPos;
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import net.minecraft.util.EnumFacing;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import appeng.api.parts.IPartRenderHelper;
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import appeng.api.util.AEColor;
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import appeng.client.render.IRenderHelper;
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import appeng.client.texture.CableBusTextures;
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import appeng.client.texture.IAESprite;
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/**
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* A very simple part for emitting light.
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*
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* Opposed to the other subclass of {@link AbstractPartReporting}, it will only use the bright front texture.
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*
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* @author AlgorithmX2
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* @author yueh
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* @version rv3
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* @since rv3
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*/
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public abstract class AbstractPartPanel extends AbstractPartReporting
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{
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private static final CableBusTextures FRONT_BRIGHT_ICON = CableBusTextures.PartMonitor_Bright;
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private static final CableBusTextures FRONT_DARK_ICON = CableBusTextures.PartMonitor_Colored;
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private static final CableBusTextures FRONT_COLORED_ICON = CableBusTextures.PartMonitor_Colored;
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public AbstractPartPanel( ItemStack is )
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{
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super( is, false );
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}
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@Override
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public CableBusTextures getFrontBright()
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{
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return FRONT_BRIGHT_ICON;
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}
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@Override
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public CableBusTextures getFrontColored()
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{
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return FRONT_COLORED_ICON;
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}
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@Override
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public CableBusTextures getFrontDark()
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{
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return FRONT_DARK_ICON;
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}
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@Override
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public boolean isLightSource()
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{
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return true;
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}
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@Override
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@SideOnly( Side.CLIENT )
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public void renderInventory( IPartRenderHelper rh, IRenderHelper renderer )
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{
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rh.setBounds( 2, 2, 14, 14, 14, 16 );
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final IAESprite sideTexture = CableBusTextures.PartMonitorSides.getIcon();
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final IAESprite backTexture = CableBusTextures.PartMonitorBack.getIcon();
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rh.setTexture( sideTexture, sideTexture, backTexture, renderer.getIcon( this.is ), sideTexture, sideTexture );
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rh.renderInventoryBox( renderer );
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rh.setInvColor( this.getBrightnessColor() );
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rh.renderInventoryFace( this.getFrontBright().getIcon(), EnumFacing.SOUTH, renderer );
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rh.setBounds( 4, 4, 13, 12, 12, 14 );
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rh.renderInventoryBox( renderer );
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}
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@Override
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@SideOnly( Side.CLIENT )
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public void renderStatic( BlockPos pos, IPartRenderHelper rh, IRenderHelper renderer )
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{
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final IAESprite sideTexture = CableBusTextures.PartMonitorSides.getIcon();
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final IAESprite backTexture = CableBusTextures.PartMonitorBack.getIcon();
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rh.setTexture( sideTexture, sideTexture, backTexture, renderer.getIcon( this.is ), sideTexture, sideTexture );
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rh.setBounds( 2, 2, 14, 14, 14, 16 );
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rh.renderBlock( pos, renderer );
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if( this.getLightLevel() > 0 )
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{
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final int l = 13;
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renderer.setBrightness( l << 20 | l << 4 );
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}
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renderer.setColorOpaque_I( this.getBrightnessColor() );
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rh.renderFace( pos, this.getFrontBright().getIcon(), EnumFacing.SOUTH, renderer );
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rh.setBounds( 4, 4, 13, 12, 12, 14 );
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rh.renderBlock( pos, renderer );
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}
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/**
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* How bright the color the panel should appear. Usually it depends on a {@link AEColor} variant.
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* This does not affect the actual light level of the part.
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*
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* @return the brightness to be used.
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*/
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abstract protected int getBrightnessColor();
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}
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