699 lines
32 KiB
Java
699 lines
32 KiB
Java
package electroblob.wizardry.client.gui;
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import com.google.gson.Gson;
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import com.google.gson.JsonElement;
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import com.google.gson.JsonObject;
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import electroblob.wizardry.Settings;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.client.ClientProxy;
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import electroblob.wizardry.client.DrawingUtils;
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import electroblob.wizardry.client.MixedFontRenderer;
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import electroblob.wizardry.data.SpellGlyphData;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.item.ISpellCastingItem;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.gui.FontRenderer;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.GlStateManager.DestFactor;
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import net.minecraft.client.renderer.GlStateManager.SourceFactor;
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import net.minecraft.client.resources.IResource;
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import net.minecraft.client.resources.IResourceManager;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHandSide;
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import net.minecraft.util.JsonUtils;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.MathHelper;
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import net.minecraftforge.client.event.RenderGameOverlayEvent;
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import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import javax.annotation.Nullable;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStreamReader;
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import java.nio.charset.StandardCharsets;
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import java.util.*;
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import java.util.Map.Entry;
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@Mod.EventBusSubscriber(Side.CLIENT)
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public class GuiSpellDisplay {
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private static final ResourceLocation INDEX = new ResourceLocation(Wizardry.MODID, "textures/gui/spell_hud/_index.json");
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private static final ResourceLocation CHARGE_METER = new ResourceLocation(Wizardry.MODID, "textures/gui/spell_charge_meter.png");
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/** A map which stores all loaded HUD skin objects. This gets wiped on resource pack reload and repopulated with
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* mappings as specified by {@code _index.json} (these stack between resource packs). The keys in the map correspond
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* to the keys in {@code _index.json}, and are sorted in that order, with skins belonging to resource packs sorted
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* from lowest to highest priority. The skins in the base mod will therefore always be first. (It should be noted,
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* however, that in the gui itself the skins are always sorted in alphabetical order for some reason.) */
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private static final Map<String, Skin> skins = new LinkedHashMap<>(14); // 14 is the number of skins packaged with the mod
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private static final Gson gson = new Gson();
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private static final Random random = new Random();
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/** Width of the charge meter. */
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private static final int CHARGE_METER_WIDTH = 25;
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/** Height of the charge meter. */
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private static final int CHARGE_METER_HEIGHT = 9;
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/** Width and height of the spell icon (very unlikely to change!) */
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private static final int SPELL_ICON_SIZE = 32;
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/** Number of ticks the spell switching animation plays for. */
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private static final int SPELL_SWITCH_TIME = 4;
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/** Scale of the next/previous spell names. */
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private static final float SPELL_NAME_SCALE = 0.5f;
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/** Opacity of the next/previous spell names, as a fraction. */
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private static final float SPELL_NAME_OPACITY = 0.3f;
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private static final int HALF_HOTBAR_WIDTH = 97; // Half the width of the hotbar, plus a bit for clearance
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private static final int OFFHAND_SLOT_WIDTH = 29; // Width of the offhand slot plus the gap between it and the hotbar
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/** Controls the spell switching animation. Positive when switching to the next spell, negative when switching to
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* the previous spell. Decremented in magnitude by 1 each tick until it reaches 0 again. */
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private static int switchTimer = 0;
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/**
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* Starts the spell switching animation.
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* @param next True to switch to the next spell, false for the previous spell.
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*/
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public static void playSpellSwitchAnimation(boolean next){
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switchTimer = next ? SPELL_SWITCH_TIME : -SPELL_SWITCH_TIME;
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}
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/** Returns an unmodifiable set of the string keys for all of the loaded spell HUD skins. */
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public static Set<String> getSkinKeys(){
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return Collections.unmodifiableSet(skins.keySet());
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}
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/** Returns an unmodifiable view of the loaded spell HUD skins map. */
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public static Map<String, Skin> getSkins(){
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return Collections.unmodifiableMap(skins);
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}
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/** Returns the skin that corresponds to the given key. If no such skin exists, returns the default skin as a
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* fallback. If the fallback skin is missing, prints a warning to the console and returns null. */
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@Nullable
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public static Skin getSkin(String key){
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Skin skin = skins.get(key);
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if(skin == null){
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Wizardry.logger.info("The spell HUD skin '" + Wizardry.settings.spellHUDSkin + "' specified in the config"
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+ " did not match any of the loaded skins; using the default skin as a fallback.");
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skin = skins.get(Settings.DEFAULT_HUD_SKIN_KEY);
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if(skin == null){
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Wizardry.logger.warn("The default spell HUD skin is missing! A resource pack must have overridden it"
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+ " with an invalid JSON file (default.json), please try again without any resource packs.");
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return null;
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}
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}
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return skin;
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}
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// Normally when extending Gui, you'd have to have an instance to access its methods. However, we're not actually
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// using any of them, so this class may as well not bother and just be a static event handler. Neat!
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@SubscribeEvent
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public static void draw(RenderGameOverlayEvent.Post event){
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if(!Wizardry.settings.showSpellHUD && !Wizardry.settings.showChargeMeter) return; // Optimisation
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EntityPlayer player = Minecraft.getMinecraft().player;
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if(player.isSpectator()) return; // Spectators shouldn't have the spell HUD!
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// If the player has a wand in each hand, only displays for the one in the main hand.
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ItemStack wand = player.getHeldItemMainhand();
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boolean mainHand = true;
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if(!(wand.getItem() instanceof ISpellCastingItem && ((ISpellCastingItem)wand.getItem()).showSpellHUD(player, wand))){
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wand = player.getHeldItemOffhand();
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mainHand = false;
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// If the player isn't holding a spellcasting item that shows the HUD, then nothing else needs to be done.
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if(!(wand.getItem() instanceof ISpellCastingItem && ((ISpellCastingItem)wand.getItem()).showSpellHUD(player, wand)))
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return;
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}
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int width = event.getResolution().getScaledWidth();
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int height = event.getResolution().getScaledHeight();
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switch(event.getType()){
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case CROSSHAIRS:
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renderChargeMeter(player, wand, width, height, event.getPartialTicks());
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break;
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case HOTBAR:
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renderSpellHUD(player, wand, mainHand, width, height, event.getPartialTicks(), false);
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break;
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case TEXT:
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renderSpellHUD(player, wand, mainHand, width, height, event.getPartialTicks(), true);
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break;
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}
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}
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/**
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* Renders the spell charge meter around the crosshairs.
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* @param player A reference to the client player
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* @param wand The wand the HUD is for
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* @param width The width of the screen
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* @param height The height of the screen
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* @param partialTicks The current partial tick time
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*/
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private static void renderChargeMeter(EntityPlayer player, ItemStack wand, int width, int height, float partialTicks){
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if(!Wizardry.settings.showChargeMeter) return;
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if(Minecraft.getMinecraft().gameSettings.showDebugInfo) return; // Don't show charge meter in the debug screen
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if(Minecraft.getMinecraft().gameSettings.thirdPersonView != 0) return; // Don't show in third person
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if(wand != player.getActiveItemStack()) return; // Don't show when using the other held item
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if(!(wand.getItem() instanceof ISpellCastingItem)) throw new IllegalArgumentException("The given stack must contain an ISpellCastingItem!");
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Spell spell = ((ISpellCastingItem)wand.getItem()).getCurrentSpell(wand);
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int chargeup = spell.getChargeup();
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if(WizardData.get(player) != null){
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// Pretty sure this is accessible client-side since it's only assigned from common code
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chargeup = (int)(chargeup * WizardData.get(player).itemCastingModifiers.get(SpellModifiers.CHARGEUP));
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}
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if(chargeup <= 0) return;
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// WHY WHY WHY are these methods named so misleadingly?! Sort yourselves out MCP!
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// (getItemInUseCount returns the max count MINUS the use count, and getItemInUseMaxCount returns the use count)
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if(player.getItemInUseMaxCount() == 0) return; // Not charging
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float charge = (player.getItemInUseMaxCount() + partialTicks) / chargeup;
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if(charge > 1) return; // Done charging
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Minecraft.getMinecraft().renderEngine.bindTexture(CHARGE_METER);
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int x1 = width/2 - CHARGE_METER_WIDTH/2;
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int y = height/2 - CHARGE_METER_HEIGHT/2;
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int w = (int)(CHARGE_METER_WIDTH/2 * charge);
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int u = CHARGE_METER_WIDTH - w;
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DrawingUtils.drawTexturedRect(x1, y, 0, 0, w, CHARGE_METER_HEIGHT, 32, 32);
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DrawingUtils.drawTexturedRect(x1 + u, y, u, 0, w, CHARGE_METER_HEIGHT, 32, 32);
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}
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/**
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* Renders the main spell HUD in the corner of the screen.
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* @param player A reference to the client player
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* @param wand The wand the HUD is for
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* @param mainHand True if the wand is in the player's main hand, false if it is in their offhand
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* @param width The width of the screen
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* @param height The height of the screen
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* @param partialTicks The current partial tick time
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* @param textLayer True to render the text layer, false to render the background (hotbar layer)
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*/
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private static void renderSpellHUD(EntityPlayer player, ItemStack wand, boolean mainHand, int width, int height, float partialTicks, boolean textLayer){
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if(!Wizardry.settings.showSpellHUD) return;
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if(!(wand.getItem() instanceof ISpellCastingItem)) throw new IllegalArgumentException("The given stack must contain an ISpellCastingItem!");
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boolean flipX = Wizardry.settings.spellHUDPosition.flipX;
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boolean flipY = Wizardry.settings.spellHUDPosition.flipY;
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if(Wizardry.settings.spellHUDPosition.dynamic){
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// ............. | This bit is true if the wand is on the left, false if it is on the right
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flipX = flipX == ((mainHand ? player.getPrimaryHand() : player.getPrimaryHand().opposite()) == EnumHandSide.LEFT);
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}
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Skin skin = getSkin(Wizardry.settings.spellHUDSkin);
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if(skin == null) return; // Can't draw anything if there is no skin loaded!
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GlStateManager.pushMatrix();
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// 'Origin' of the spell hud (bottom left corner of the actual texture, always in the corner of the screen)
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int x = flipX ? width : 0;
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int y = flipY ? 0: height;
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// The space available to render the spell HUD
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float xSpace = (float)(width/2 - HALF_HOTBAR_WIDTH);
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if(!player.getHeldItemOffhand().isEmpty()
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// Tests whether the offhand slot is rendered on the same side of the hotbar as the spell HUD
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&& (player.getPrimaryHand() == EnumHandSide.LEFT) == flipX){
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xSpace -= OFFHAND_SLOT_WIDTH;
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}
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// If the skin is at the bottom and the screen width is too small, scale it to avoid the hotbar and offhand
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if(!flipY && skin.getWidth() > xSpace){ // width/2 - 91 - 29 taken from GuiInGame line 547
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float scale = xSpace / skin.getWidth();
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GlStateManager.scale(scale, scale, 1);
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x = MathHelper.ceil(x/scale);
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y = MathHelper.ceil(y/scale);
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}
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Spell spell = ((ISpellCastingItem)wand.getItem()).getCurrentSpell(wand);
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int cooldown = ((ISpellCastingItem)wand.getItem()).getCurrentCooldown(wand);
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int maxCooldown = ((ISpellCastingItem)wand.getItem()).getCurrentMaxCooldown(wand);
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if(textLayer){
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float animationProgress = Math.signum(switchTimer) * ((SPELL_SWITCH_TIME - Math.abs(switchTimer) +
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partialTicks) / SPELL_SWITCH_TIME);
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String prevSpellName = getFormattedSpellName(((ISpellCastingItem)wand.getItem()).getPreviousSpell(wand), player, 0);
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String spellName = getFormattedSpellName(spell, player, cooldown);
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String nextSpellName = getFormattedSpellName(((ISpellCastingItem)wand.getItem()).getNextSpell(wand), player, 0);
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skin.drawText(x, y, flipX, flipY, prevSpellName, spellName, nextSpellName, animationProgress);
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}else{
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boolean discovered = true;
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if(!player.isCreative() && WizardData.get(player) != null){
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discovered = WizardData.get(player).hasSpellBeenDiscovered(spell);
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}
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ResourceLocation icon = discovered ? spell.getIcon() : Spells.none.getIcon();
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float progress = 1;
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// Doesn't really matter what progress is when in creative, but we might as well avoid the calculation.
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if(!player.isCreative()){
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// Subtracted partial tick time to make it smoother
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progress = maxCooldown == 0 ? 1 : (maxCooldown - (float)cooldown + partialTicks) / maxCooldown;
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}
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skin.drawBackground(x, y, flipX, flipY, icon, progress, player.isCreative(), player.isPotionActive(WizardryPotions.arcane_jammer));
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}
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GlStateManager.popMatrix();
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}
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/**
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* Gets the name of the given spell, with formatting added according to its cooldown and whether the given player
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* has discovered it.
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* @param spell The spell to get the name of.
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* @param player The player to test for having discovered the given spell.
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* @param cooldown The spell's current cooldown.
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* @return The spell name, with relevant formatting added, for use with the {@link MixedFontRenderer}.
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*/
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private static String getFormattedSpellName(Spell spell, EntityPlayer player, int cooldown){
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boolean discovered = true;
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if(!player.isCreative() && WizardData.get(player) != null){
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discovered = WizardData.get(player).hasSpellBeenDiscovered(spell);
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}
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// Makes spells greyed out if they are in cooldown
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String format = cooldown > 0 ? "\u00A78" : spell.getElement().getFormattingCode();
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if(!discovered) format = "\u00A79";
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// Obfuscates the spell name if the player has the arcane jammer effect
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if(player.isPotionActive(WizardryPotions.arcane_jammer)) format = format + "\u00A7k";
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String name = discovered ? spell.getDisplayName() : SpellGlyphData.getGlyphName(spell, player.world);
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name = format + name;
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if(!discovered) name = "#" + name + "#";
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return name;
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}
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@SubscribeEvent
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public static void onLivingUpdateEvent(LivingUpdateEvent event){
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if(event.getEntity() == Minecraft.getMinecraft().player){ // Makes sure this only gets called once each tick.
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if(switchTimer > 0) switchTimer--;
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else if(switchTimer < 0) switchTimer++;
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}
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}
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/** Called from preInit in the main mod class (via the proxies) to initialise the HUD skins, and again on each
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* resource reload. */
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public static void loadSkins(IResourceManager manager){
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try {
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List<IResource> indexFiles = manager.getAllResources(INDEX);
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skins.clear(); // Wipes the skins map before repopulating it
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for(IResource indexFile : indexFiles){
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BufferedReader reader = new BufferedReader(new InputStreamReader(indexFile.getInputStream(), StandardCharsets.UTF_8));
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JsonElement je = gson.fromJson(reader, JsonElement.class);
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JsonObject json = je.getAsJsonObject();
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// Need to iterate over these since we don't know what they're called or how many there are
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for(Entry<String, JsonElement> entry : json.entrySet()){
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String key = entry.getKey(); // Find out what each element is called, this will be the skins map key
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// It's a good idea to use JsonUtils because it produces more helpful error messages (that pack
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// makers should understand).
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JsonObject skinData = JsonUtils.getJsonObject(json, key);
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String[] splitName = ResourceLocation.splitObjectName(JsonUtils.getString(skinData, "texture"));
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ResourceLocation texture = new ResourceLocation(splitName[0], "textures/" + splitName[1] + ".png");
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splitName = ResourceLocation.splitObjectName(JsonUtils.getString(skinData, "metadata"));
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ResourceLocation metadata = new ResourceLocation(splitName[0], "textures/" + splitName[1] + ".json");
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// The nice thing about this is it overwrites the existing mapping, and since the index files are in
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// ascending order of resource pack priority, this means resource packs can override existing skins
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// by specifying one with the same key.
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skins.put(key, new Skin(texture, metadata));
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}
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}
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} catch (IOException e){
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// If an exception is thrown, chances are the resource pack did not have a spell_hud folder, so nothing
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// else needs to be done.
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Wizardry.logger.error("Error reading spell HUD skin index file: ", e);
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}
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}
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/**
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* Instances of this class represent individual HUD skins, complete with texture and all necessary metadata. This
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* class serves to separate the logic behind the spell HUD from its actual rendering.
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* All information and processing done within this class relates only to the actual drawing; spells and such like
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* must be queried outside of this class and fed into the methods as appropriate.
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*
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* @author Electroblob
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* @since Wizardry 4.2
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*/
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public static class Skin {
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/** The texture file for this skin. */
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private final ResourceLocation texture;
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/** The display name of the skin in the config menu. */
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private String name;
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/** The description of the skin shown when its button is hovered over in the config menu. */
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private String description;
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/** Width of the entire spell HUD. */
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private int width;
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/** Height of the entire spell HUD. */
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private int height;
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/** Whether the entire HUD is flipped when on the right-hand side of the screen. If this is false, the HUD will
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* still appear on the right-hand side of the screen, but in the same orientation as on the left-hand side. */
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private boolean mirrorX;
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/** Whether the entire HUD is flipped when at the top of the screen. If this is false, the HUD will
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* still appear at the top of the screen, but in the same orientation as at the bottom. */
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private boolean mirrorY;
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/** Distance of the spell icon from the left edge of the screen (or right edge when flipped). */
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private int spellIconInsetX;
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/** Distance of the spell icon from the bottom edge of the screen (or top edge when flipped). */
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private int spellIconInsetY;
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/** Distance of the spell name from the left edge of the screen (or right edge when flipped). */
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private int textInsetX;
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/** Distance of the spell name from the bottom edge of the screen (or the top edge when flipped). */
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private int textInsetY;
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/** Horizontal distance between the start of adjacent spell names. */
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private int cascadeOffsetX;
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/** Vertical distance between the start of adjacent spell names. */
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private int cascadeOffsetY;
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/** Distance of the cooldown bar from the left edge of the screen (or right edge when flipped). */
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private int cooldownBarX;
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/** Distance of the cooldown bar from the bottom edge of the screen (or top edge when flipped). */
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private int cooldownBarY;
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/** Length of the cooldown bar. */
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private int cooldownBarLength;
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/** Height of the cooldown bar. */
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private int cooldownBarHeight;
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/** Whether the cooldown bar is flipped horizontally when the HUD is on the right-hand side of the screen. */
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private boolean cooldownBarMirrorX;
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/** Whether the cooldown bar is flipped vertically when the HUD is at the top of the screen. */
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private boolean cooldownBarMirrorY;
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/** Whether the cooldown bar progress overlay is shown when the cooldown bar is full (i.e. when progress = 1). */
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private boolean showCooldownWhenFull;
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private final Minecraft mc;
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/** Creates a new skin with the given texture and reads its values from the given metadata json file. */
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public Skin(ResourceLocation texture, ResourceLocation metadata){
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mc = Minecraft.getMinecraft();
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this.texture = texture;
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try {
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// This time we only want the highest priority file
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IResource metadataFile = Minecraft.getMinecraft().getResourceManager().getResource(metadata);
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BufferedReader reader = new BufferedReader(new InputStreamReader(metadataFile.getInputStream(), StandardCharsets.UTF_8));
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JsonElement je = gson.fromJson(reader, JsonElement.class);
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parseJson(je.getAsJsonObject());
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} catch (IOException e){
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// If an exception is thrown, chances are the resource pack did not have a spell_hud folder, so nothing
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// else needs to be done.
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Wizardry.logger.error("Error reading spell HUD skin metadata file: ", e);
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}
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}
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/** Returns the display name of this HUD skin, which is shown in the config GUI. */
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public String getName(){
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return name;
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}
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/** Returns the description of this HUD skin, which is shown in its tooltip in the config GUI. */
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public String getDescription(){
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return description;
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}
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/** Returns the overall width of this spell HUD skin. */
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public int getWidth(){
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return width;
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}
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/** Returns the overall height of this spell HUD skin. */
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public int getHeight(){
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return height;
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}
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/** Actually reads the metadata values for this skin from the json file. */
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private void parseJson(JsonObject json){
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// For now, all the keys must be present for the metadata file to work (the only ones that could reasonably
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// have a default anyway are the mirror values).
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name = JsonUtils.getString(json, "name");
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description = JsonUtils.getString(json, "description");
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width = JsonUtils.getInt(json, "width");
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if(width > 128) Wizardry.logger.warn("The width of the spell HUD skin " + name + " exceeds 128, this may cause it to render strangely.");
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height = JsonUtils.getInt(json, "height");
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JsonObject mirror = JsonUtils.getJsonObject(json, "mirror");
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mirrorX = JsonUtils.getBoolean(mirror, "x");
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mirrorY = JsonUtils.getBoolean(mirror, "y");
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JsonObject spellIconInset = JsonUtils.getJsonObject(json, "spell_icon_inset");
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spellIconInsetX = JsonUtils.getInt(spellIconInset, "x");
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spellIconInsetY = JsonUtils.getInt(spellIconInset, "y");
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JsonObject textInset = JsonUtils.getJsonObject(json, "text_inset");
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textInsetX = JsonUtils.getInt(textInset, "x");
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textInsetY = JsonUtils.getInt(textInset, "y");
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JsonObject cascadeOffset = JsonUtils.getJsonObject(json, "spell_cascade_offset");
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cascadeOffsetX = JsonUtils.getInt(cascadeOffset, "x");
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cascadeOffsetY = JsonUtils.getInt(cascadeOffset, "y");
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JsonObject cooldownBar = JsonUtils.getJsonObject(json, "cooldown_bar");
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cooldownBarX = JsonUtils.getInt(cooldownBar, "x");
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cooldownBarY = JsonUtils.getInt(cooldownBar, "y");
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cooldownBarLength = JsonUtils.getInt(cooldownBar, "length");
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cooldownBarHeight = JsonUtils.getInt(cooldownBar, "height");
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|
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JsonObject cooldownBarMirror = JsonUtils.getJsonObject(cooldownBar, "mirror");
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cooldownBarMirrorX = JsonUtils.getBoolean(cooldownBarMirror, "x");
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cooldownBarMirrorY = JsonUtils.getBoolean(cooldownBarMirror, "y");
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|
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showCooldownWhenFull = JsonUtils.getBoolean(cooldownBar, "show_when_full");
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}
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// The idea of these methods is that everything in here relates only to the actual drawing of the HUD. In other
|
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// words, all processing of which spells to draw and so on is done outside of here. This means that the config
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|
// GUI can easily display its preview without having a player or wand stack object to query.
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|
|
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/**
|
|
* Draws the background layer of this HUD skin at the given position with the given orientations, with the given
|
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* spell icon and cooldown bar progress.
|
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*
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* @param x The x-coordinate of the corner of the spell HUD. The bottom left corner <i>of the actual texture</i>
|
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* will always be at this position unless mirrorX/Y is false, so for example if flipX is false and flipY is true,
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* this will be the corner of the HUD that is closest to the top left corner of the screen.
|
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* @param y The y-coordinate of the corner of the spell HUD; see above.
|
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* @param flipX Whether to flip the HUD horizontally.
|
|
* @param flipY Whether to flip the HUD vertically.
|
|
* @param icon A {@code ResourceLocation} corresponding to the icon of the selected spell.
|
|
* @param cooldownBarProgress The fraction of the cooldown bar to draw; must be between 0 and 1 (inclusive).
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|
* @param creativeMode True to draw the creative mode HUD, false for the survival mode version.
|
|
* @param jammed True to show the 'glitch' effect (user for arcane jammer), false to draw normally.
|
|
*/
|
|
public void drawBackground(int x, int y, boolean flipX, boolean flipY, ResourceLocation icon, float cooldownBarProgress, boolean creativeMode, boolean jammed){
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|
|
|
// Moves the origin if the HUD does not mirror; neatens the rest of the code.
|
|
if(flipX && !mirrorX) x -= width;
|
|
if(flipY && !mirrorY) y += height;
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|
|
|
GlStateManager.pushMatrix();
|
|
GlStateManager.enableBlend();
|
|
GlStateManager.blendFunc(SourceFactor.SRC_ALPHA, DestFactor.ONE_MINUS_SRC_ALPHA);
|
|
GlStateManager.color(1, 1, 1);
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|
|
|
// Spell illustration - this is now done first so it is behind the HUD texture
|
|
mc.renderEngine.bindTexture(icon);
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|
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int x1 = flipX && mirrorX ? x - spellIconInsetX - SPELL_ICON_SIZE : x + spellIconInsetX;
|
|
// y is upside-down so this is the other way round
|
|
int y1 = flipY && mirrorY ? y + spellIconInsetY : y - spellIconInsetY - SPELL_ICON_SIZE;
|
|
|
|
if(jammed){
|
|
random.setSeed(Minecraft.getMinecraft().world.getTotalWorldTime() / 2);
|
|
DrawingUtils.drawGlitchRect(random, x1, y1, 0, 0, SPELL_ICON_SIZE, SPELL_ICON_SIZE, SPELL_ICON_SIZE, SPELL_ICON_SIZE, false, false);
|
|
}else{
|
|
DrawingUtils.drawTexturedRect(x1, y1, 0, 0, SPELL_ICON_SIZE, SPELL_ICON_SIZE, SPELL_ICON_SIZE, SPELL_ICON_SIZE);
|
|
}
|
|
|
|
// Background of spell hud
|
|
mc.renderEngine.bindTexture(texture);
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|
|
|
x1 = flipX && mirrorX ? x - width : x;
|
|
y1 = flipY && mirrorY ? y : y - height;
|
|
// The 128 here is a uv value, not a dimension, and hence is left as a hardcoded number.
|
|
// TODO: Since the HUD is wider than it is tall, perhaps the creative mode texture should be in the bottom half instead of the right half?
|
|
if(jammed){
|
|
DrawingUtils.drawGlitchRect(random, x1, y1, creativeMode ? 128 : 0, 0, width, height, 256, 256, flipX && mirrorX, flipY && mirrorY);
|
|
}else{
|
|
DrawingUtils.drawTexturedFlippedRect(x1, y1, creativeMode ? 128 : 0, 0, width, height, 256, 256, flipX && mirrorX, flipY && mirrorY);
|
|
}
|
|
|
|
// Cooldown bar
|
|
if(!creativeMode && cooldownBarProgress > 0 && (showCooldownWhenFull || cooldownBarProgress < 1)){
|
|
|
|
int l = (int)(cooldownBarProgress * cooldownBarLength);
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|
|
|
x1 = flipX && mirrorX ? x - cooldownBarX - (cooldownBarMirrorX ? l : cooldownBarLength) : x + cooldownBarX;
|
|
y1 = flipY && mirrorY ? y + cooldownBarY : y - cooldownBarY - cooldownBarHeight;
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|
|
|
int u = cooldownBarX; // This doesn't change, even when cooldownBarMirrorX is true, because it should
|
|
int v = height; // always start with the left-hand in the actual texture file
|
|
|
|
if(jammed){
|
|
DrawingUtils.drawGlitchRect(random, x1, y1, u, v, l, cooldownBarHeight, 256, 256, flipX && cooldownBarMirrorX, flipY && cooldownBarMirrorY);
|
|
}else{
|
|
DrawingUtils.drawTexturedFlippedRect(x1, y1, u, v, l, cooldownBarHeight, 256, 256, flipX && cooldownBarMirrorX, flipY && cooldownBarMirrorY);
|
|
}
|
|
}
|
|
|
|
GlStateManager.popMatrix();
|
|
|
|
// Blend needs to be left enabled here because otherwise the hotbar becomes opaque
|
|
}
|
|
|
|
/**
|
|
* Draws the text layer of this HUD skin at the given position with the given orientations, with the given
|
|
* spell name strings.
|
|
*
|
|
* @param x The x-coordinate of the corner of the spell HUD. The bottom left corner <i>of the actual texture</i>
|
|
* will always be at this position, so for example if flipX is false and flipY is true, this will be the corner
|
|
* of the HUD that is closest to the top left corner of the screen.
|
|
* @param y The y-coordinate of the corner of the spell HUD; see above.
|
|
* @param flipX Whether to flip the HUD horizontally.
|
|
* @param flipY Whether to flip the HUD vertically.
|
|
* @param prevSpellName The name of the previous spell. This string will be drawn <i>directly</i> using the
|
|
* {@link MixedFontRenderer}; as such it should be supplied with formatting codes and # characters already
|
|
* appended.
|
|
* @param spellName The name of the currently selected spell; see above.
|
|
* @param nextSpellName The name of the next spell; see above.
|
|
* @param animationProgress The progress of the spell switching animation, as a fraction between 0 and 1
|
|
* (inclusive). Positive values indicate switching forwards, negative values indicate switching backwards, and
|
|
* a value of zero indicates that the spell is not currently being switched.
|
|
*/
|
|
public void drawText(int x, int y, boolean flipX, boolean flipY, String prevSpellName, String spellName, String nextSpellName, float animationProgress){
|
|
|
|
// Moves the origin if the HUD does not mirror; neatens the rest of the code.
|
|
if(flipX && !mirrorX) x -= width;
|
|
if(flipY && !mirrorY) y += height;
|
|
|
|
FontRenderer font = ClientProxy.mixedFontRenderer; // On this occasion we're client-side so this is OK
|
|
|
|
// Position of the selected spell name in normal display, also used for interpolation when animating
|
|
int x1 = flipX && mirrorX ? x - width : x + textInsetX;
|
|
// The text is an odd number of pixels high so we need to subtract an extra 1 when not flipped
|
|
int y1 = flipY && mirrorY ? y + textInsetY - font.FONT_HEIGHT/2 + 2 : y - textInsetY - font.FONT_HEIGHT/2 - 1;
|
|
|
|
int maxWidth = width - textInsetX; // Maximum width of the text
|
|
|
|
if(animationProgress == 0){ // Normal display
|
|
|
|
float xPrev = flipX && mirrorX ? x - width : x + textInsetX - (flipY ? -1 : 1) * cascadeOffsetX;
|
|
float xNext = flipX && mirrorX ? x - width : x + textInsetX + (flipY ? -1 : 1) * cascadeOffsetX;
|
|
// Don't ask me why adding 1 to this makes it look more even, it just does!
|
|
float yPrev = y1 - (cascadeOffsetY + 1); // No need to account for flipY because previous is always above.
|
|
float yNext = y1 + cascadeOffsetY; // No need to account for flipY because next is always below.
|
|
float maxWidthPrev = maxWidth + (flipY ? -1 : 1) * cascadeOffsetX;
|
|
float maxWidthNext = maxWidth - (flipY ? -1 : 1) * cascadeOffsetX;
|
|
int nextPrevClr = DrawingUtils.makeTranslucent(0xffffff, SPELL_NAME_OPACITY);
|
|
|
|
DrawingUtils.drawScaledStringToWidth(font, prevSpellName, xPrev, yPrev, SPELL_NAME_SCALE, nextPrevClr, maxWidthPrev, true, flipX && mirrorX);
|
|
DrawingUtils.drawScaledStringToWidth(font, spellName, x1, y1, 1, 0xffffffff, maxWidth, true, flipX && mirrorX);
|
|
DrawingUtils.drawScaledStringToWidth(font, nextSpellName, xNext, yNext, SPELL_NAME_SCALE, nextPrevClr, maxWidthNext, true, flipX && mirrorX);
|
|
|
|
}else{ // Switching spells
|
|
|
|
boolean reverse = animationProgress < 0;
|
|
if(reverse) animationProgress = 1 - Math.abs(animationProgress); // Simplest way of reversing the animation
|
|
|
|
float xPrev = flipX && mirrorX ? x - width : x + textInsetX - (flipY ? -1 : 1) * cascadeOffsetX * animationProgress;
|
|
float xNext = flipX && mirrorX ? x - width : x + textInsetX + (flipY ? -1 : 1) * cascadeOffsetX * (1 - animationProgress);
|
|
float yPrev = y1 - (cascadeOffsetY + 1) * animationProgress; // No need to account for flipY because previous is always above.
|
|
float yNext = y1 + cascadeOffsetY * (1 - animationProgress); // No need to account for flipY because next is always below.
|
|
float maxWidthPrev = maxWidth + (flipY ? -1 : 1) * cascadeOffsetX * animationProgress;
|
|
float maxWidthNext = maxWidth - (flipY ? -1 : 1) * cascadeOffsetX * (1 - animationProgress);
|
|
float scalePrev = SPELL_NAME_SCALE + (1 - SPELL_NAME_SCALE) * (1 - animationProgress);
|
|
float scaleNext = SPELL_NAME_SCALE + (1 - SPELL_NAME_SCALE) * (animationProgress);
|
|
int clrPrev = DrawingUtils.makeTranslucent(0xffffff, SPELL_NAME_OPACITY + (1 - SPELL_NAME_OPACITY) * (1 - animationProgress));
|
|
int clrNext = DrawingUtils.makeTranslucent(0xffffff, SPELL_NAME_OPACITY + (1 - SPELL_NAME_OPACITY) * animationProgress);
|
|
|
|
if(reverse){ // Switching to previous spell
|
|
|
|
// Only renders the next spell and the current one
|
|
DrawingUtils.drawScaledStringToWidth(font, spellName, xPrev, yPrev, scalePrev, clrPrev, maxWidthPrev, true, flipX && mirrorX);
|
|
DrawingUtils.drawScaledStringToWidth(font, nextSpellName, xNext, yNext, scaleNext, clrNext, maxWidthNext, true, flipX && mirrorX);
|
|
|
|
}else{ // Switching to next spell
|
|
|
|
// Only renders the previous spell and the current one
|
|
DrawingUtils.drawScaledStringToWidth(font, prevSpellName, xPrev, yPrev, scalePrev, clrPrev, maxWidthPrev, true, flipX && mirrorX);
|
|
DrawingUtils.drawScaledStringToWidth(font, spellName, xNext, yNext, scaleNext, clrNext, maxWidthNext, true, flipX && mirrorX);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|