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Wizardry/src/main/java/electroblob/wizardry/client/gui/GuiSpellDisplay.java
T

699 lines
32 KiB
Java

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