Commit ad484f3c22a4d4c168fc6375dd05ccd260754674
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Remaining legacy tabs -> spaces
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372 deletions
src/main/java/com/examplemod/Clock.java
... | ... | @@ -19,223 +19,223 @@ import java.util.Calendar; |
19 | 19 | */ |
20 | 20 | public class Clock |
21 | 21 | { |
22 | - /** | |
23 | - * This is the clock face resource, you need to create a resource location | |
24 | - * for any assets that you wish to use. It is best to make these static to | |
25 | - * avoid new instances being created for every instance of the referencing | |
26 | - * object, this also means they will only be garbage collected when the | |
27 | - * class is garbage collected or when no instances of the class are left. | |
28 | - * | |
29 | - * <p>The first parameter for the resource location is the "domain" and this | |
30 | - * should normally be your mod's name. The domain MUST be lower case! The | |
31 | - * second is the resource "path" and represents the path to the resource | |
32 | - * within the domain. It is convention that the path always start with the | |
33 | - * resource type, such as "textures" in this case.</p> | |
34 | - * | |
35 | - * <p>Resources are always stored in a path of the form | |
36 | - * "assets/{domain}/{path}" which makes the appropriate path to the | |
37 | - * CLOCKFACE resource: "/assets/example/textures/clock/face.png"</p> | |
38 | - */ | |
39 | - private static final ResourceLocation CLOCKFACE = new ResourceLocation("example", "textures/clock/face.png"); | |
40 | - | |
41 | - /** | |
42 | - * Angles for the hands | |
43 | - */ | |
44 | - private float smallHandAngle, largeHandAngle, secondHandAngle; | |
45 | - | |
46 | - /** | |
47 | - * Sizes for each of the hands | |
48 | - */ | |
49 | - private float smallHandSize, largeHandSize, secondHandSize; | |
50 | - | |
51 | - /** | |
52 | - * Width of the hands | |
53 | - */ | |
54 | - private float handWidth = 1.0F; | |
55 | - | |
56 | - /** | |
57 | - * Colours for each of the hands | |
58 | - */ | |
59 | - private ReadableColor smallHandColour, largeHandColour, secondHandColour; | |
60 | - | |
61 | - /** | |
62 | - * Size and position for the clock | |
63 | - */ | |
64 | - private int xPos, yPos, size; | |
65 | - | |
66 | - /** | |
67 | - * Whether the clock is currently visible | |
68 | - */ | |
69 | - private boolean visible = true; | |
70 | - | |
71 | - /** | |
72 | - * @param xPos X position for the clock | |
73 | - * @param yPos Y position for the clock | |
74 | - */ | |
75 | - public Clock(int xPos, int yPos) | |
76 | - { | |
77 | - this.setPosition(xPos, yPos); | |
78 | - this.setSize(64); | |
79 | - | |
80 | - this.largeHandColour = ReadableColor.WHITE; | |
81 | - this.smallHandColour = ReadableColor.GREY; | |
82 | - this.secondHandColour = ReadableColor.ORANGE; | |
83 | - } | |
84 | - | |
85 | - /** | |
86 | - * @param xPos | |
87 | - * @param yPos | |
88 | - */ | |
89 | - public void setPosition(int xPos, int yPos) | |
90 | - { | |
91 | - this.xPos = Math.max(0, xPos); | |
92 | - this.yPos = Math.max(0, yPos); | |
93 | - } | |
94 | - | |
95 | - /** | |
96 | - * Set the size of the clock | |
97 | - * | |
98 | - * @param size new size (min is 32) | |
99 | - */ | |
100 | - public void setSize(int size) | |
101 | - { | |
102 | - this.size = Math.max(32, size); | |
103 | - | |
104 | - this.smallHandSize = this.size * 0.25F; | |
105 | - this.largeHandSize = this.size * 0.38F; | |
106 | - this.secondHandSize = this.size * 0.35F; | |
107 | - | |
108 | - this.handWidth = this.size / 64.0F; | |
109 | - } | |
110 | - | |
111 | - /** | |
112 | - * Get the current size | |
113 | - */ | |
114 | - public int getSize() | |
115 | - { | |
116 | - return this.size; | |
117 | - } | |
118 | - | |
119 | - /** | |
120 | - * Get whether the clock is currently visible | |
121 | - */ | |
122 | - public boolean isVisible() | |
123 | - { | |
124 | - return this.visible; | |
125 | - } | |
126 | - | |
127 | - /** | |
128 | - * Set whether the clock should be visible | |
129 | - * | |
130 | - * @param visible new visibility setting | |
131 | - */ | |
132 | - public void setVisible(boolean visible) | |
133 | - { | |
134 | - this.visible = visible; | |
135 | - } | |
136 | - | |
137 | - /** | |
138 | - * Render the clock at its current position, unless hidden | |
139 | - * | |
140 | - * @param minecraft Minecraft game instance | |
141 | - */ | |
142 | - public void render(Minecraft minecraft) | |
143 | - { | |
144 | - if (this.isVisible()) | |
145 | - { | |
146 | - // First, update the hand angles | |
147 | - this.calculateAngles(); | |
148 | - | |
149 | - // Then render the actual clock | |
150 | - this.renderClock(minecraft); | |
151 | - } | |
152 | - } | |
153 | - | |
154 | - /** | |
155 | - * Gets the current time and calculates the angles for the clock hands | |
156 | - */ | |
157 | - private void calculateAngles() | |
158 | - { | |
159 | - Calendar calendar = Calendar.getInstance(); | |
160 | - | |
161 | - int hour = calendar.get(Calendar.HOUR); | |
162 | - int minute = calendar.get(Calendar.MINUTE); | |
163 | - int second = calendar.get(Calendar.SECOND); | |
164 | - | |
165 | - this.smallHandAngle = 360.0F * (0.0833F * hour + 0.00138F * minute); | |
166 | - this.largeHandAngle = 360.0F * (0.0166F * minute); | |
167 | - this.secondHandAngle = 360.0F * (0.0166F * second); | |
168 | - } | |
169 | - | |
170 | - /** | |
171 | - * Renders the clock | |
172 | - * | |
173 | - * @param minecraft Minecraft game instance | |
174 | - */ | |
175 | - private void renderClock(Minecraft minecraft) | |
176 | - { | |
177 | - // Render the face | |
178 | - this.renderClockFace(minecraft); | |
179 | - | |
180 | - // Render each of the hands | |
181 | - this.renderClockHand(this.largeHandAngle, this.largeHandSize, this.handWidth * 1.2F, this.largeHandColour); | |
182 | - this.renderClockHand(this.smallHandAngle, this.smallHandSize, this.handWidth * 2.0F, this.smallHandColour); | |
183 | - this.renderClockHand(this.secondHandAngle, this.secondHandSize, this.handWidth * 1.2F, this.secondHandColour); | |
184 | - } | |
185 | - | |
186 | - /** | |
187 | - * Renders the clock face texture using the texture resource | |
188 | - * | |
189 | - * @param minecraft Minecraft game instance | |
190 | - */ | |
191 | - private void renderClockFace(Minecraft minecraft) | |
192 | - { | |
193 | - // Bind the texture resource | |
194 | - minecraft.getTextureManager().bindTexture(Clock.CLOCKFACE); | |
195 | - | |
196 | - // Draw a rectangle using the currently bound texture | |
197 | - glDrawTexturedRect(this.xPos, this.yPos, this.size, this.size, 1, 1, 511, 511); | |
198 | - } | |
199 | - | |
200 | - /** | |
201 | - * Render one of the hands | |
202 | - */ | |
203 | - private void renderClockHand(float angle, float length, float width, ReadableColor colour) | |
204 | - { | |
205 | - // Push the current transform onto the stack | |
206 | - glPushMatrix(); | |
207 | - | |
208 | - // Transform to the mid point of the clock | |
209 | - glTranslatef(this.xPos + (this.size / 2), this.yPos + (this.size / 2), 0); | |
210 | - | |
211 | - // and rotate by the hand angle | |
212 | - glRotatef(angle, 0.0F, 0.0F, 1.0F); | |
213 | - | |
214 | - // then draw the hand (straight up of course) | |
215 | - glDrawRect(width * -0.5F, length * 0.2F, width * 0.5F, -length, colour); | |
216 | - | |
217 | - // and finally restore the current transform | |
218 | - glPopMatrix(); | |
219 | - } | |
220 | - | |
22 | + /** | |
23 | + * This is the clock face resource, you need to create a resource location | |
24 | + * for any assets that you wish to use. It is best to make these static to | |
25 | + * avoid new instances being created for every instance of the referencing | |
26 | + * object, this also means they will only be garbage collected when the | |
27 | + * class is garbage collected or when no instances of the class are left. | |
28 | + * | |
29 | + * <p>The first parameter for the resource location is the "domain" and this | |
30 | + * should normally be your mod's name. The domain MUST be lower case! The | |
31 | + * second is the resource "path" and represents the path to the resource | |
32 | + * within the domain. It is convention that the path always start with the | |
33 | + * resource type, such as "textures" in this case.</p> | |
34 | + * | |
35 | + * <p>Resources are always stored in a path of the form | |
36 | + * "assets/{domain}/{path}" which makes the appropriate path to the | |
37 | + * CLOCKFACE resource: "/assets/example/textures/clock/face.png"</p> | |
38 | + */ | |
39 | + private static final ResourceLocation CLOCKFACE = new ResourceLocation("example", "textures/clock/face.png"); | |
40 | + | |
41 | + /** | |
42 | + * Angles for the hands | |
43 | + */ | |
44 | + private float smallHandAngle, largeHandAngle, secondHandAngle; | |
45 | + | |
46 | + /** | |
47 | + * Sizes for each of the hands | |
48 | + */ | |
49 | + private float smallHandSize, largeHandSize, secondHandSize; | |
50 | + | |
51 | + /** | |
52 | + * Width of the hands | |
53 | + */ | |
54 | + private float handWidth = 1.0F; | |
55 | + | |
56 | + /** | |
57 | + * Colours for each of the hands | |
58 | + */ | |
59 | + private ReadableColor smallHandColour, largeHandColour, secondHandColour; | |
60 | + | |
61 | + /** | |
62 | + * Size and position for the clock | |
63 | + */ | |
64 | + private int xPos, yPos, size; | |
65 | + | |
66 | + /** | |
67 | + * Whether the clock is currently visible | |
68 | + */ | |
69 | + private boolean visible = true; | |
70 | + | |
71 | + /** | |
72 | + * @param xPos X position for the clock | |
73 | + * @param yPos Y position for the clock | |
74 | + */ | |
75 | + public Clock(int xPos, int yPos) | |
76 | + { | |
77 | + this.setPosition(xPos, yPos); | |
78 | + this.setSize(64); | |
79 | + | |
80 | + this.largeHandColour = ReadableColor.WHITE; | |
81 | + this.smallHandColour = ReadableColor.GREY; | |
82 | + this.secondHandColour = ReadableColor.ORANGE; | |
83 | + } | |
84 | + | |
85 | + /** | |
86 | + * @param xPos | |
87 | + * @param yPos | |
88 | + */ | |
89 | + public void setPosition(int xPos, int yPos) | |
90 | + { | |
91 | + this.xPos = Math.max(0, xPos); | |
92 | + this.yPos = Math.max(0, yPos); | |
93 | + } | |
94 | + | |
95 | + /** | |
96 | + * Set the size of the clock | |
97 | + * | |
98 | + * @param size new size (min is 32) | |
99 | + */ | |
100 | + public void setSize(int size) | |
101 | + { | |
102 | + this.size = Math.max(32, size); | |
103 | + | |
104 | + this.smallHandSize = this.size * 0.25F; | |
105 | + this.largeHandSize = this.size * 0.38F; | |
106 | + this.secondHandSize = this.size * 0.35F; | |
107 | + | |
108 | + this.handWidth = this.size / 64.0F; | |
109 | + } | |
110 | + | |
111 | + /** | |
112 | + * Get the current size | |
113 | + */ | |
114 | + public int getSize() | |
115 | + { | |
116 | + return this.size; | |
117 | + } | |
118 | + | |
119 | + /** | |
120 | + * Get whether the clock is currently visible | |
121 | + */ | |
122 | + public boolean isVisible() | |
123 | + { | |
124 | + return this.visible; | |
125 | + } | |
126 | + | |
127 | + /** | |
128 | + * Set whether the clock should be visible | |
129 | + * | |
130 | + * @param visible new visibility setting | |
131 | + */ | |
132 | + public void setVisible(boolean visible) | |
133 | + { | |
134 | + this.visible = visible; | |
135 | + } | |
136 | + | |
137 | + /** | |
138 | + * Render the clock at its current position, unless hidden | |
139 | + * | |
140 | + * @param minecraft Minecraft game instance | |
141 | + */ | |
142 | + public void render(Minecraft minecraft) | |
143 | + { | |
144 | + if (this.isVisible()) | |
145 | + { | |
146 | + // First, update the hand angles | |
147 | + this.calculateAngles(); | |
148 | + | |
149 | + // Then render the actual clock | |
150 | + this.renderClock(minecraft); | |
151 | + } | |
152 | + } | |
153 | + | |
154 | + /** | |
155 | + * Gets the current time and calculates the angles for the clock hands | |
156 | + */ | |
157 | + private void calculateAngles() | |
158 | + { | |
159 | + Calendar calendar = Calendar.getInstance(); | |
160 | + | |
161 | + int hour = calendar.get(Calendar.HOUR); | |
162 | + int minute = calendar.get(Calendar.MINUTE); | |
163 | + int second = calendar.get(Calendar.SECOND); | |
164 | + | |
165 | + this.smallHandAngle = 360.0F * (0.0833F * hour + 0.00138F * minute); | |
166 | + this.largeHandAngle = 360.0F * (0.0166F * minute); | |
167 | + this.secondHandAngle = 360.0F * (0.0166F * second); | |
168 | + } | |
169 | + | |
170 | + /** | |
171 | + * Renders the clock | |
172 | + * | |
173 | + * @param minecraft Minecraft game instance | |
174 | + */ | |
175 | + private void renderClock(Minecraft minecraft) | |
176 | + { | |
177 | + // Render the face | |
178 | + this.renderClockFace(minecraft); | |
179 | + | |
180 | + // Render each of the hands | |
181 | + this.renderClockHand(this.largeHandAngle, this.largeHandSize, this.handWidth * 1.2F, this.largeHandColour); | |
182 | + this.renderClockHand(this.smallHandAngle, this.smallHandSize, this.handWidth * 2.0F, this.smallHandColour); | |
183 | + this.renderClockHand(this.secondHandAngle, this.secondHandSize, this.handWidth * 1.2F, this.secondHandColour); | |
184 | + } | |
185 | + | |
186 | + /** | |
187 | + * Renders the clock face texture using the texture resource | |
188 | + * | |
189 | + * @param minecraft Minecraft game instance | |
190 | + */ | |
191 | + private void renderClockFace(Minecraft minecraft) | |
192 | + { | |
193 | + // Bind the texture resource | |
194 | + minecraft.getTextureManager().bindTexture(Clock.CLOCKFACE); | |
195 | + | |
196 | + // Draw a rectangle using the currently bound texture | |
197 | + glDrawTexturedRect(this.xPos, this.yPos, this.size, this.size, 1, 1, 511, 511); | |
198 | + } | |
199 | + | |
200 | + /** | |
201 | + * Render one of the hands | |
202 | + */ | |
203 | + private void renderClockHand(float angle, float length, float width, ReadableColor colour) | |
204 | + { | |
205 | + // Push the current transform onto the stack | |
206 | + glPushMatrix(); | |
207 | + | |
208 | + // Transform to the mid point of the clock | |
209 | + glTranslatef(this.xPos + (this.size / 2), this.yPos + (this.size / 2), 0); | |
210 | + | |
211 | + // and rotate by the hand angle | |
212 | + glRotatef(angle, 0.0F, 0.0F, 1.0F); | |
213 | + | |
214 | + // then draw the hand (straight up of course) | |
215 | + glDrawRect(width * -0.5F, length * 0.2F, width * 0.5F, -length, colour); | |
216 | + | |
217 | + // and finally restore the current transform | |
218 | + glPopMatrix(); | |
219 | + } | |
220 | + | |
221 | 221 | /** |
222 | 222 | * Draw a rectangle using the currently bound texture |
223 | 223 | */ |
224 | 224 | private static void glDrawTexturedRect(int x, int y, int width, int height, int u, int v, int u2, int v2) |
225 | 225 | { |
226 | - // Set the appropriate OpenGL modes | |
227 | - glDisableLighting(); | |
226 | + // Set the appropriate OpenGL modes | |
227 | + glDisableLighting(); | |
228 | 228 | glDisableBlend(); |
229 | - glAlphaFunc(GL_GREATER, 0.01F); | |
230 | - glEnableTexture2D(); | |
231 | - glColor4f(1.0F, 1.0F, 1.0F, 1.0F); | |
232 | - | |
233 | - float texMapScale = 0.001953125F; // 512px | |
229 | + glAlphaFunc(GL_GREATER, 0.01F); | |
230 | + glEnableTexture2D(); | |
231 | + glColor4f(1.0F, 1.0F, 1.0F, 1.0F); | |
232 | + | |
233 | + float texMapScale = 0.001953125F; // 512px | |
234 | 234 | |
235 | 235 | // We use the tessellator rather than drawing individual quads because |
236 | - // it uses vertex arrays to draw the quads more efficiently. | |
237 | - Tessellator tessellator = Tessellator.getInstance(); | |
238 | - BufferBuilder worldRenderer = tessellator.getBuffer(); | |
236 | + // it uses vertex arrays to draw the quads more efficiently. | |
237 | + Tessellator tessellator = Tessellator.getInstance(); | |
238 | + BufferBuilder worldRenderer = tessellator.getBuffer(); | |
239 | 239 | worldRenderer.begin(GL_QUADS, POSITION_TEX); |
240 | 240 | worldRenderer.pos(x + 0, y + height, 0).tex(u * texMapScale, v2 * texMapScale).endVertex(); |
241 | 241 | worldRenderer.pos(x + width, y + height, 0).tex(u2 * texMapScale, v2 * texMapScale).endVertex(); |
... | ... | @@ -243,13 +243,13 @@ public class Clock |
243 | 243 | worldRenderer.pos(x + 0, y + 0, 0).tex(u * texMapScale, v * texMapScale).endVertex(); |
244 | 244 | tessellator.draw(); |
245 | 245 | } |
246 | - | |
247 | - /** | |
248 | - * Draw an opaque rectangle | |
249 | - */ | |
250 | - private static void glDrawRect(float x1, float y1, float x2, float y2, ReadableColor colour) | |
246 | + | |
247 | + /** | |
248 | + * Draw an opaque rectangle | |
249 | + */ | |
250 | + private static void glDrawRect(float x1, float y1, float x2, float y2, ReadableColor colour) | |
251 | 251 | { |
252 | - // Set GL modes | |
252 | + // Set GL modes | |
253 | 253 | glDisableBlend(); |
254 | 254 | glDisableTexture2D(); |
255 | 255 | glDisableCulling(); |
... | ... | @@ -257,8 +257,8 @@ public class Clock |
257 | 257 | glColor4f(colour.getRed(), colour.getGreen(), colour.getBlue(), 1.0F); |
258 | 258 | |
259 | 259 | // Draw the quad |
260 | - Tessellator tessellator = Tessellator.getInstance(); | |
261 | - BufferBuilder worldRenderer = tessellator.getBuffer(); | |
260 | + Tessellator tessellator = Tessellator.getInstance(); | |
261 | + BufferBuilder worldRenderer = tessellator.getBuffer(); | |
262 | 262 | worldRenderer.begin(GL_QUADS, POSITION); |
263 | 263 | worldRenderer.pos(x1, y2, 0).endVertex(); |
264 | 264 | worldRenderer.pos(x2, y2, 0).endVertex(); | ... | ... |
src/main/java/com/examplemod/LiteModExample.java
... | ... | @@ -26,167 +26,167 @@ import java.io.File; |
26 | 26 | @ExposableOptions(strategy = ConfigStrategy.Versioned, filename="examplemod.json") |
27 | 27 | public class LiteModExample implements Tickable, PreRenderListener, Configurable |
28 | 28 | { |
29 | - /** | |
30 | - * This is our instance of Clock which we will draw every tick | |
31 | - */ | |
32 | - private Clock clock = new Clock(10, 10); | |
33 | - | |
34 | - /** | |
35 | - * This is a keybinding that we will register with the game and use to | |
36 | - * toggle the clock | |
37 | - * | |
38 | - * Notice that we specify the key name as an *unlocalised* string. The | |
39 | - * localisation is provided from the included resource file. | |
40 | - */ | |
41 | - private static KeyBinding clockKeyBinding = new KeyBinding("key.clock.toggle", Keyboard.KEY_F12, "key.categories.litemods"); | |
42 | - | |
43 | - @Expose | |
44 | - @SerializedName("clock_size") | |
45 | - private int clockSize = 64; | |
46 | - | |
47 | - @Expose | |
48 | - @SerializedName("clock_visible") | |
49 | - private boolean clockVisible = true; | |
50 | - | |
51 | - /** | |
52 | - * Default constructor. All LiteMods must have a default constructor. In | |
53 | - * general you should do very little in the mod constructor EXCEPT for | |
54 | - * initialising any non-game-interfacing components or performing sanity | |
55 | - * checking prior to initialisation | |
56 | - */ | |
57 | - public LiteModExample() | |
58 | - { | |
59 | - } | |
60 | - | |
61 | - /** | |
62 | - * getName() should be used to return the display name of your mod and MUST | |
63 | - * NOT return null | |
64 | - * | |
65 | - * @see com.mumfrey.liteloader.LiteMod#getName() | |
66 | - */ | |
67 | - @Override | |
68 | - public String getName() | |
69 | - { | |
70 | - return "Example Mod"; | |
71 | - } | |
72 | - | |
73 | - /** | |
74 | - * getVersion() should return the same version string present in the mod | |
75 | - * metadata, although this is not a strict requirement. | |
76 | - * | |
77 | - * @see com.mumfrey.liteloader.LiteMod#getVersion() | |
78 | - */ | |
79 | - @Override | |
80 | - public String getVersion() | |
81 | - { | |
82 | - return "0.0.0"; | |
83 | - } | |
84 | - | |
85 | - @Override | |
86 | - public Class<? extends ConfigPanel> getConfigPanelClass() | |
87 | - { | |
88 | - return ExampleModConfigPanel.class; | |
89 | - } | |
90 | - | |
91 | - /** | |
92 | - * init() is called very early in the initialisation cycle, before the game | |
93 | - * is fully initialised, this means that it is important that your mod does | |
94 | - * not interact with the game in any way at this point. | |
95 | - * | |
96 | - * @see com.mumfrey.liteloader.LiteMod#init(java.io.File) | |
97 | - */ | |
98 | - @Override | |
99 | - public void init(File configPath) | |
100 | - { | |
101 | - // The key binding declared above won't do anything unless we register | |
102 | - // it, LiteLoader's Input manager provides a convenience method for this | |
103 | - LiteLoader.getInput().registerKeyBinding(LiteModExample.clockKeyBinding); | |
104 | - | |
105 | - this.clock.setSize(this.clockSize); | |
106 | - this.clock.setVisible(this.clockVisible); | |
107 | - } | |
108 | - | |
109 | - /** | |
110 | - * upgradeSettings is used to notify a mod that its version-specific | |
111 | - * settings are being migrated | |
112 | - * | |
113 | - * @see com.mumfrey.liteloader.LiteMod#upgradeSettings(java.lang.String, | |
114 | - * java.io.File, java.io.File) | |
115 | - */ | |
116 | - @Override | |
117 | - public void upgradeSettings(String version, File configPath, File oldConfigPath) | |
118 | - { | |
119 | - } | |
120 | - | |
121 | - @Override | |
122 | - public void onTick(Minecraft minecraft, float partialTicks, boolean inGame, boolean clock) | |
123 | - { | |
124 | - // The three checks here are critical to ensure that we only draw the | |
125 | - // clock as part of the "HUD" and don't draw it over active GUI's or | |
126 | - // other elements | |
127 | - if (inGame && minecraft.currentScreen == null && Minecraft.isGuiEnabled()) | |
128 | - { | |
129 | - if (LiteModExample.clockKeyBinding.isPressed()) | |
130 | - { | |
131 | - if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) | |
132 | - { | |
133 | - this.clockSize = (this.clockSize << 1) & 0x1FF; | |
134 | - this.clock.setSize(this.clockSize); | |
135 | - this.clockSize = this.clock.getSize(); | |
136 | - } | |
137 | - else | |
138 | - { | |
139 | - this.clock.setVisible(!this.clock.isVisible()); | |
140 | - this.clockVisible = this.clock.isVisible(); | |
141 | - } | |
142 | - | |
143 | - // Our @Expose annotations control what properties get saved, | |
144 | - // this tells liteloader to actually write properties to disk | |
145 | - LiteLoader.getInstance().writeConfig(this); | |
146 | - } | |
147 | - | |
148 | - // Render the clock | |
149 | - this.clock.render(minecraft); | |
150 | - } | |
151 | - } | |
152 | - | |
153 | - boolean getClockVisibility() | |
154 | - { | |
155 | - return this.clock.isVisible(); | |
156 | - } | |
157 | - | |
158 | - void setClockVisibility(boolean visible) | |
29 | + /** | |
30 | + * This is our instance of Clock which we will draw every tick | |
31 | + */ | |
32 | + private Clock clock = new Clock(10, 10); | |
33 | + | |
34 | + /** | |
35 | + * This is a keybinding that we will register with the game and use to | |
36 | + * toggle the clock | |
37 | + * | |
38 | + * Notice that we specify the key name as an *unlocalised* string. The | |
39 | + * localisation is provided from the included resource file. | |
40 | + */ | |
41 | + private static KeyBinding clockKeyBinding = new KeyBinding("key.clock.toggle", Keyboard.KEY_F12, "key.categories.litemods"); | |
42 | + | |
43 | + @Expose | |
44 | + @SerializedName("clock_size") | |
45 | + private int clockSize = 64; | |
46 | + | |
47 | + @Expose | |
48 | + @SerializedName("clock_visible") | |
49 | + private boolean clockVisible = true; | |
50 | + | |
51 | + /** | |
52 | + * Default constructor. All LiteMods must have a default constructor. In | |
53 | + * general you should do very little in the mod constructor EXCEPT for | |
54 | + * initialising any non-game-interfacing components or performing sanity | |
55 | + * checking prior to initialisation | |
56 | + */ | |
57 | + public LiteModExample() | |
58 | + { | |
59 | + } | |
60 | + | |
61 | + /** | |
62 | + * getName() should be used to return the display name of your mod and MUST | |
63 | + * NOT return null | |
64 | + * | |
65 | + * @see com.mumfrey.liteloader.LiteMod#getName() | |
66 | + */ | |
67 | + @Override | |
68 | + public String getName() | |
69 | + { | |
70 | + return "Example Mod"; | |
71 | + } | |
72 | + | |
73 | + /** | |
74 | + * getVersion() should return the same version string present in the mod | |
75 | + * metadata, although this is not a strict requirement. | |
76 | + * | |
77 | + * @see com.mumfrey.liteloader.LiteMod#getVersion() | |
78 | + */ | |
79 | + @Override | |
80 | + public String getVersion() | |
81 | + { | |
82 | + return "0.0.0"; | |
83 | + } | |
84 | + | |
85 | + @Override | |
86 | + public Class<? extends ConfigPanel> getConfigPanelClass() | |
87 | + { | |
88 | + return ExampleModConfigPanel.class; | |
89 | + } | |
90 | + | |
91 | + /** | |
92 | + * init() is called very early in the initialisation cycle, before the game | |
93 | + * is fully initialised, this means that it is important that your mod does | |
94 | + * not interact with the game in any way at this point. | |
95 | + * | |
96 | + * @see com.mumfrey.liteloader.LiteMod#init(java.io.File) | |
97 | + */ | |
98 | + @Override | |
99 | + public void init(File configPath) | |
100 | + { | |
101 | + // The key binding declared above won't do anything unless we register | |
102 | + // it, LiteLoader's Input manager provides a convenience method for this | |
103 | + LiteLoader.getInput().registerKeyBinding(LiteModExample.clockKeyBinding); | |
104 | + | |
105 | + this.clock.setSize(this.clockSize); | |
106 | + this.clock.setVisible(this.clockVisible); | |
107 | + } | |
108 | + | |
109 | + /** | |
110 | + * upgradeSettings is used to notify a mod that its version-specific | |
111 | + * settings are being migrated | |
112 | + * | |
113 | + * @see com.mumfrey.liteloader.LiteMod#upgradeSettings(java.lang.String, | |
114 | + * java.io.File, java.io.File) | |
115 | + */ | |
116 | + @Override | |
117 | + public void upgradeSettings(String version, File configPath, File oldConfigPath) | |
118 | + { | |
119 | + } | |
120 | + | |
121 | + @Override | |
122 | + public void onTick(Minecraft minecraft, float partialTicks, boolean inGame, boolean clock) | |
123 | + { | |
124 | + // The three checks here are critical to ensure that we only draw the | |
125 | + // clock as part of the "HUD" and don't draw it over active GUI's or | |
126 | + // other elements | |
127 | + if (inGame && minecraft.currentScreen == null && Minecraft.isGuiEnabled()) | |
128 | + { | |
129 | + if (LiteModExample.clockKeyBinding.isPressed()) | |
130 | + { | |
131 | + if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) | |
132 | + { | |
133 | + this.clockSize = (this.clockSize << 1) & 0x1FF; | |
134 | + this.clock.setSize(this.clockSize); | |
135 | + this.clockSize = this.clock.getSize(); | |
136 | + } | |
137 | + else | |
138 | + { | |
139 | + this.clock.setVisible(!this.clock.isVisible()); | |
140 | + this.clockVisible = this.clock.isVisible(); | |
141 | + } | |
142 | + | |
143 | + // Our @Expose annotations control what properties get saved, | |
144 | + // this tells liteloader to actually write properties to disk | |
145 | + LiteLoader.getInstance().writeConfig(this); | |
146 | + } | |
147 | + | |
148 | + // Render the clock | |
149 | + this.clock.render(minecraft); | |
150 | + } | |
151 | + } | |
152 | + | |
153 | + boolean getClockVisibility() | |
154 | + { | |
155 | + return this.clock.isVisible(); | |
156 | + } | |
157 | + | |
158 | + void setClockVisibility(boolean visible) | |
159 | 159 | { |
160 | 160 | this.clock.setVisible(this.clockVisible = visible); |
161 | 161 | } |
162 | - | |
163 | - @Override | |
164 | - public void onRenderWorld(float partialTicks) | |
165 | - { | |
162 | + | |
163 | + @Override | |
164 | + public void onRenderWorld(float partialTicks) | |
165 | + { | |
166 | 166 | // System.err.printf(">> onRenderWorld!\n"); |
167 | - } | |
168 | - | |
169 | - @Override | |
170 | - public void onSetupCameraTransform(float partialTicks, int pass, long timeSlice) | |
171 | - { | |
167 | + } | |
168 | + | |
169 | + @Override | |
170 | + public void onSetupCameraTransform(float partialTicks, int pass, long timeSlice) | |
171 | + { | |
172 | 172 | // System.err.printf(">> onSetupCameraTransform %s, %d, %d!\n", partialTicks, pass, timeSlice); |
173 | - } | |
174 | - | |
175 | - @Override | |
176 | - public void onRenderSky(float partialTicks, int pass) | |
177 | - { | |
173 | + } | |
174 | + | |
175 | + @Override | |
176 | + public void onRenderSky(float partialTicks, int pass) | |
177 | + { | |
178 | 178 | // System.err.printf(">> onRenderSky %s, %d!\n", partialTicks, pass); |
179 | - } | |
180 | - | |
181 | - @Override | |
182 | - public void onRenderClouds(float partialTicks, int pass, RenderGlobal renderGlobal) | |
183 | - { | |
179 | + } | |
180 | + | |
181 | + @Override | |
182 | + public void onRenderClouds(float partialTicks, int pass, RenderGlobal renderGlobal) | |
183 | + { | |
184 | 184 | // System.err.printf(">> onRenderClouds %s, %d!\n", partialTicks, pass); |
185 | - } | |
186 | - | |
187 | - @Override | |
188 | - public void onRenderTerrain(float partialTicks, int pass) | |
189 | - { | |
185 | + } | |
186 | + | |
187 | + @Override | |
188 | + public void onRenderTerrain(float partialTicks, int pass) | |
189 | + { | |
190 | 190 | // System.err.printf(">> onRenderTerrain %s, %d!\n", partialTicks, pass); |
191 | - } | |
191 | + } | |
192 | 192 | } | ... | ... |