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Posted

Hi!

I am trying to draw a rectangle in a screen.

I read about Gui#drawRect(), but it is for 1.12.2.

IS there any way to do it in 1.14.4? 

package com.olivemod.blocks.machine.energy.fluid_transporter;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;

import javax.swing.Icon;
import javax.swing.ImageIcon;

import com.mojang.blaze3d.platform.GlStateManager;
import com.olivemod.init.BlockInit;
import com.olivemod.utils.ModUtils;
import com.olivemod.utils.Reference.Reference;
import com.sun.javafx.iio.ImageStorage.ImageType;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.screen.inventory.ContainerScreen;
import net.minecraft.client.renderer.BlockRendererDispatcher;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.texture.AtlasTexture;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.renderer.texture.TextureAtlasSpriteStitcher;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.fluid.Fluid;
import net.minecraft.fluid.FluidState;
import net.minecraft.fluid.Fluids;
import net.minecraft.fluid.IFluidState;
import net.minecraft.inventory.container.PlayerContainer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TranslationTextComponent;
import net.minecraftforge.energy.EnergyStorage;
import net.minecraftforge.fluids.FluidStack;
import sun.java2d.loops.DrawRect;

public class FluidTransporterScreen extends ContainerScreen<FluidTransporterContainer>{
	
	private static final ResourceLocation guiLocation = new ResourceLocation(Reference.MOD_ID, "textures/gui/machine/fluid_transporter_gui.png");

	public FluidTransporterScreen(FluidTransporterContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) {
		super(screenContainer, inv, titleIn);
		
		
	}
	
	@Override
	public void render(final int mouseX, final int mouseY, final float partialTick) {
		
		this.renderBackground();
		super.render(mouseX, mouseY, partialTick);
		this.renderHoveredToolTip(mouseX, mouseY);
		
		int relMouseX = mouseX - this.guiLeft;
		int relMouseY = mouseY - this.guiTop;
		
		final TileEntityFluidTransporter tileEntityFluidTransporter = this.container.tileEntityFluidTransporter;
		boolean energyBarHovered = relMouseX > 150 && relMouseX < 170 && relMouseY > 4 && relMouseY < 81;
		boolean fluidBarHovered = relMouseX > 131 && relMouseX < 150 && relMouseY > 4 && relMouseY < 81;
		
		if(energyBarHovered)
		{
			String toolTip = new TranslationTextComponent("gui." + Reference.MOD_ID + ".energy", String.valueOf(tileEntityFluidTransporter.energyStorage.getEnergyStored())).getFormattedText();
			this.renderTooltip(toolTip, mouseX, mouseY);
			
		}
		else if(fluidBarHovered)
		{
			String toolTip = new TranslationTextComponent(String.valueOf(tileEntityFluidTransporter.tank.getFluidAmount()) + "/" + String.valueOf(tileEntityFluidTransporter.tank.getCapacity())).getFormattedText();
			this.renderTooltip(toolTip, mouseX, mouseY);
		}
	}
	
	@Override
	protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) {
		
		super.drawGuiContainerForegroundLayer(mouseX, mouseY);
		String string = this.title.getFormattedText();
		this.font.drawString(string, (float)(this.xSize / 2 - this.font.getStringWidth(string) / 2), 6.0F, 0x404040);
		this.font.drawString(this.playerInventory.getDisplayName().getFormattedText(), 8.0F, (this.ySize - 96 + 2), 0x404040);
		if(!tileEntityFluidTransporter.tank.isEmpty())
		{ 
			String fluidInTank = tileEntityFluidTransporter.tank.getFluid().getTranslationKey();
			int amount = getFluidInTank(tileEntityFluidTransporter);
			this.font.drawString(fluidInTank + ": " + String.valueOf(amount), 9.0f, this.ySize - 95 + 2, 0x404040);
			DrawRect.
		}
		
	}

	@Override
	protected void drawGuiContainerBackgroundLayer(final float partialTicks, final int mouseX, final int mouseY) {	
		GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
		this.minecraft.getTextureManager().bindTexture(guiLocation);
		
		int startX = this.guiLeft;
		int startY = this.guiTop;
		
		// Screen #blit draws a part of the current texture (assumed to be 256x256) to the screen
		// The parameters are (x, y, u, v, width, height)		
		this.blit(startX, startY, 0, 0, this.xSize, this.ySize);
		
		final TileEntityFluidTransporter tileEntityFluidTransporter = container.tileEntityFluidTransporter;
		if(tileEntityFluidTransporter.energyStorage.getEnergyStored() > 0)
		{
			this.blit(startX + 151, startY + 5 + 74 - getEnergyProgressScaled(), 177, 36, 17,getEnergyProgressScaled());
		}
		if(tileEntityFluidTransporter.cookTime > 0)
		{
			this.blit(startX + 77, startY + 15, 176, 0, getCookProgressScaled(), 36);
		}
		
	}

	private int getFluidInTank(TileEntityFluidTransporter tileEntityFluidTransporter2) {

		/*
		 * First getFluid() -> returns the fluidStack
		 * Second getFluid() -> returns the fluid
		*/
		if(tileEntityFluidTransporter2.tank.getFluid().isEmpty())
			return 0;
		
		return tileEntityFluidTransporter2.tank.getFluidAmount()/tileEntityFluidTransporter2.tank.getCapacity() * 74;
		
	}

	final TileEntityFluidTransporter tileEntityFluidTransporter = container.tileEntityFluidTransporter;
	
	private int getCookProgressScaled() {
		
		int i = this.tileEntityFluidTransporter.cookTime;
		return i != 0 ? i*24/ModUtils.getCookTime(tileEntityFluidTransporter.inventory.getStackInSlot(2), tileEntityFluidTransporter.inventory.getStackInSlot(3), tileEntityFluidTransporter.inventory.getStackInSlot(4)) : 0;
	}

	
	private int getEnergyProgressScaled() {

		final EnergyStorage storage = tileEntityFluidTransporter.energyStorage;
		return Math.round((float)storage.getEnergyStored() / (float)storage.getMaxEnergyStored() * 74);
		
	}

	private static Icon getColoredRect(Color color) {
		
		BufferedImage image = new BufferedImage(19, 76, BufferedImage.TYPE_INT_RGB);
		Graphics graphics = image.getGraphics();
		graphics.setColor(color);
		graphics.fillRect(130, 5, 19, 76);
		graphics.setColor(Color.black);
		return new ImageIcon(image);
	}
}

p.s.

I cannot draw it on the texture because i need to render it every time with a different color.

Posted

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Haven't ever tried to do that, so I am not sure.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
7 minutes ago, Draco18s said:

Haven't ever tried to do that, so I am not sure.

I just would do the same rendered fluid bar of fluid Transporter of Thermal Expansion or Can Machine of IC2.

 

Anyway, till I won't learnt to do it, I will just print the fluid contains

Thanks for help

Posted

Check out what other methods are available in the Screen class, what blit calls, etc. You might find what you're looking for.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)

this is from a previous post on the forum, but apparently it's from Mekanism 😛:

    //Some blit param namings , thank you Mekanism
    //blit(int x, int y, int textureX, int textureY, int width, int height);
    //blit(int x, int y, TextureAtlasSprite icon, int width, int height);
    //blit(int x, int y, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight);
    //blit(int x, int y, int zLevel, float textureX, float textureY, int width, int height, int textureWidth, int textureHeight);
    //blit(int x, int y, int desiredWidth, int desiredHeight, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight);
    //innerBlit(int x, int endX, int y, int endY, int zLevel, int width, int height, float textureX, float textureY, int textureWidth, int textureHeight);

 

Edited by poopoodice
Posted (edited)
1 hour ago, poopoodice said:

this is from a previous post on the forum, but apparently it's from Mekanism 😛:


    //Some blit param namings , thank you Mekanism
    //blit(int x, int y, int textureX, int textureY, int width, int height);
    //blit(int x, int y, TextureAtlasSprite icon, int width, int height);
    //blit(int x, int y, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight);
    //blit(int x, int y, int zLevel, float textureX, float textureY, int width, int height, int textureWidth, int textureHeight);
    //blit(int x, int y, int desiredWidth, int desiredHeight, int textureX, int textureY, int width, int height, int textureWidth, int textureHeight);
    //innerBlit(int x, int endX, int y, int endY, int zLevel, int width, int height, float textureX, float textureY, int textureWidth, int textureHeight);

 

This should render a blue/Red/others color... rectangular?

 

I read about TextureAtlasSprite, but I didn't understand what are, when are usefull and how use them. Could explain?

 

I understood that TextureAtlasSprite are used on render blocks' textures (like shulker box, when opened), not to render GUI with my achieve

Edited by dyno

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