blob: 793e57c8edd2d281126dae3f159132471480760a [file] [log] [blame] [raw]
package li.cil.oc.client.gui
import java.util
import li.cil.oc.api
import li.cil.oc.Settings
import li.cil.oc.client.{PacketSender => ClientPacketSender, Textures}
import li.cil.oc.common.container
import li.cil.oc.common.tileentity
import net.minecraft.client.gui.GuiButton
import net.minecraft.entity.player.InventoryPlayer
import net.minecraft.util.StatCollector
import org.lwjgl.opengl.GL11
import net.minecraft.client.renderer.Tessellator
class RobotAssembler(playerInventory: InventoryPlayer, val assembler: tileentity.RobotAssembler) extends DynamicGuiContainer(new container.RobotAssembler(playerInventory, assembler)) {
xSize = 176
ySize = 192
private def assemblerContainer = inventorySlots.asInstanceOf[container.RobotAssembler]
protected var runButton: ImageButton = _
private val progressX = 28
private val progressY = 92
private val progressWidth = 140
private val progressHeight = 12
def add[T](list: util.List[T], value: Any) = list.add(value.asInstanceOf[T])
protected override def actionPerformed(button: GuiButton) {
if (button.id == 0 && !assemblerContainer.isAssembling && assembler.complexity <= assembler.maxComplexity) {
ClientPacketSender.sendRobotAssemblerStart(assembler)
}
}
override def drawScreen(mouseX: Int, mouseY: Int, dt: Float) {
runButton.enabled = assembler.complexity <= assembler.maxComplexity && !assemblerContainer.isAssembling && assembler.isItemValidForSlot(0, assembler.getStackInSlot(0))
runButton.toggled = !runButton.enabled
super.drawScreen(mouseX, mouseY, dt)
}
override def initGui() {
super.initGui()
runButton = new ImageButton(0, guiLeft + 7, guiTop + 89, 18, 18, Textures.guiButtonRun, canToggle = true)
add(buttonList, runButton)
}
override def drawGuiContainerForegroundLayer(mouseX: Int, mouseY: Int) = {
GL11.glPushAttrib(0xFFFFFFFF) // Me lazy... prevents NEI render glitch.
if (!assemblerContainer.isAssembling) {
if (!inventorySlots.getSlot(0).getHasStack) {
fontRenderer.drawString(
StatCollector.translateToLocal(Settings.namespace + "gui.RobotAssembler.InsertCase"),
30, 94, 0x404040)
}
else if (api.Items.get(inventorySlots.getSlot(0).getStack) == api.Items.get("robot")) {
fontRenderer.drawString(
StatCollector.translateToLocal(Settings.namespace + "gui.RobotAssembler.CollectRobot"),
30, 94, 0x404040)
}
else {
fontRenderer.drawString(
StatCollector.translateToLocalFormatted(Settings.namespace + "gui.RobotAssembler.Complexity", Int.box(assembler.complexity), Int.box(assembler.maxComplexity)),
30, 94, if (assembler.complexity <= assembler.maxComplexity) 0x404040 else 0x804040)
}
if (runButton.func_82252_a) {
val tooltip = new java.util.ArrayList[String]
tooltip.add(StatCollector.translateToLocal(Settings.namespace + "gui.RobotAssembler.Run"))
drawHoveringText(tooltip, mouseX - guiLeft, mouseY - guiTop, fontRenderer)
}
}
else if (isPointInRegion(progressX, progressY, progressWidth, progressHeight, mouseX, mouseY)) {
val tooltip = new java.util.ArrayList[String]
val timeRemaining = formatTime(assemblerContainer.assemblyRemainingTime)
tooltip.add(StatCollector.translateToLocalFormatted(Settings.namespace + "gui.RobotAssembler.Progress", assemblerContainer.assemblyProgress.toInt.toString, timeRemaining))
copiedDrawHoveringText(tooltip, mouseX - guiLeft, mouseY - guiTop, fontRenderer)
}
GL11.glPopAttrib()
}
private def formatTime(seconds: Int) = {
// Assembly times should not / rarely exceed one hour, so this is good enough.
if (seconds < 60) "0:%02d".format(seconds)
else "%d:%02d".format(seconds / 60, seconds % 60)
}
override def drawGuiContainerBackgroundLayer(dt: Float, mouseX: Int, mouseY: Int) {
GL11.glColor3f(1, 1, 1) // Required under Linux.
super.drawGuiContainerBackgroundLayer(dt, mouseX, mouseY)
mc.renderEngine.bindTexture(Textures.guiRobotAssembler)
drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize)
if (assemblerContainer.isAssembling) {
drawProgress()
}
}
override def doesGuiPauseGame = false
private def drawProgress() {
val level = assemblerContainer.assemblyProgress / 100.0
val u0 = 0
val u1 = progressWidth / 256.0 * level
val v0 = 1 - progressHeight / 256.0
val v1 = 1
val x = guiLeft + progressX
val y = guiTop + progressY
val w = progressWidth * level
val t = Tessellator.instance
t.startDrawingQuads()
t.addVertexWithUV(x, y, zLevel, u0, v0)
t.addVertexWithUV(x, y + progressHeight, zLevel, u0, v1)
t.addVertexWithUV(x + w, y + progressHeight, zLevel, u1, v1)
t.addVertexWithUV(x + w, y, zLevel, u1, v0)
t.draw()
}
}