blob: d27dfb06da34ef1de939567dc464871341c69c43 [file] [log] [blame] [raw]
package li.cil.oc.client.gui
import li.cil.oc.client.Textures
import li.cil.oc.common.container.ComponentSlot
import li.cil.oc.util.RenderState
import net.minecraft.client.gui.inventory.GuiContainer
import net.minecraft.client.renderer.Tessellator
import net.minecraft.client.renderer.texture.TextureMap
import net.minecraft.inventory.{Container, Slot}
import net.minecraft.util.StatCollector
import org.lwjgl.opengl.GL11
import li.cil.oc.common.InventorySlots.Tier
abstract class DynamicGuiContainer(container: Container) extends GuiContainer(container) {
override def drawGuiContainerForegroundLayer(mouseX: Int, mouseY: Int) {
fontRenderer.drawString(
StatCollector.translateToLocal("container.inventory"),
8, ySize - 96 + 2, 0x404040)
}
override def drawGuiContainerBackgroundLayer(dt: Float, mouseX: Int, mouseY: Int) {
mc.renderEngine.bindTexture(Textures.guiBackground)
drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize)
}
override def drawSlotInventory(slot: Slot) {
slot match {
case component: ComponentSlot if component.tier == Tier.None => // Ignore.
case _ =>
if (slot.slotNumber < container.inventorySlots.size() - 36) {
GL11.glDisable(GL11.GL_LIGHTING)
drawSlotBackground(slot.xDisplayPosition - 1, slot.yDisplayPosition - 1)
GL11.glEnable(GL11.GL_LIGHTING)
}
RenderState.makeItBlend()
super.drawSlotInventory(slot)
GL11.glDisable(GL11.GL_BLEND)
if (!slot.getHasStack) slot match {
case component: ComponentSlot if component.tierIcon != null =>
mc.getTextureManager.bindTexture(TextureMap.locationItemsTexture)
GL11.glDisable(GL11.GL_DEPTH_TEST)
GL11.glDisable(GL11.GL_LIGHTING)
drawTexturedModelRectFromIcon(slot.xDisplayPosition, slot.yDisplayPosition, component.tierIcon, 16, 16)
GL11.glEnable(GL11.GL_LIGHTING)
GL11.glEnable(GL11.GL_DEPTH_TEST)
case _ =>
}
}
}
private def drawSlotBackground(x: Int, y: Int) {
GL11.glColor4f(1, 1, 1, 1)
mc.renderEngine.bindTexture(Textures.guiSlot)
val t = Tessellator.instance
t.startDrawingQuads()
t.addVertexWithUV(x, y + 18, zLevel, 0, 1)
t.addVertexWithUV(x + 18, y + 18, zLevel, 1, 1)
t.addVertexWithUV(x + 18, y, zLevel, 1, 0)
t.addVertexWithUV(x, y, zLevel, 0, 0)
t.draw()
}
}