Files
Applied-Energistics-2/src/main/java/appeng/client/gui/implementations/PriorityScreen.java
T
shartte 971a9d22e8 Improvements to the usability of the number entry widgets (Priority, Level Emitter, Craft Amount): (#4737)
- Fixed tab order
- Introduced focus state for corner buttons
- Allowed the player to enter any text, but add validation that only persist it if it is a valid number
- Enter will now confirm these dialogs and return to the previous dialog
- The text field is automatically focused and its contents are selected
2020-09-19 16:27:29 +02:00

92 lines
3.1 KiB
Java

/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 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
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.client.gui.implementations;
import java.util.OptionalInt;
import com.mojang.blaze3d.matrix.MatrixStack;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.util.text.ITextComponent;
import appeng.client.gui.AEBaseScreen;
import appeng.client.gui.NumberEntryType;
import appeng.container.implementations.PriorityContainer;
import appeng.core.localization.GuiText;
public class PriorityScreen extends AEBaseScreen<PriorityContainer> {
private final AESubScreen subGui;
private NumberEntryWidget priority;
public PriorityScreen(PriorityContainer container, PlayerInventory playerInventory, ITextComponent title) {
super(container, playerInventory, title);
this.subGui = new AESubScreen(this, container.getPriorityHost());
// This is the effective size of the background image
xSize = 175;
ySize = 128;
}
@Override
public void init() {
super.init();
this.priority = new NumberEntryWidget(this, 20, 30, 138, 62, NumberEntryType.PRIORITY);
this.priority.setTextFieldBounds(62, 57, 50);
this.priority.setMinValue(Integer.MIN_VALUE);
this.priority.setValue(this.container.getPriorityValue());
this.priority.addButtons(children::add, this::addButton);
this.subGui.addBackButton(this::addButton, 154, 0);
this.priority.setOnChange(this::savePriority);
this.priority.setOnConfirm(() -> {
savePriority();
this.subGui.goBack();
});
changeFocus(true);
}
private void savePriority() {
OptionalInt priority = this.priority.getIntValue();
if (priority.isPresent()) {
container.setPriority(priority.getAsInt());
}
}
@Override
public void drawFG(MatrixStack matrixStack, final int offsetX, final int offsetY, final int mouseX,
final int mouseY) {
this.font.drawString(matrixStack, GuiText.Priority.getLocal(), 8, 6, 4210752);
}
@Override
public void drawBG(MatrixStack matrixStack, final int offsetX, final int offsetY, final int mouseX,
final int mouseY, float partialTicks) {
this.bindTexture("guis/priority.png");
blit(matrixStack, offsetX, offsetY, 0, 0, this.xSize, this.ySize);
this.priority.render(matrixStack, mouseX, mouseY, partialTicks);
}
}