Commit ad484f3c22a4d4c168fc6375dd05ccd260754674
1 parent
7ed373de
Remaining legacy tabs -> spaces
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2 changed files
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372 additions
and
372 deletions
src/main/java/com/examplemod/Clock.java
@@ -19,223 +19,223 @@ import java.util.Calendar; | @@ -19,223 +19,223 @@ import java.util.Calendar; | ||
19 | */ | 19 | */ |
20 | public class Clock | 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 | * Draw a rectangle using the currently bound texture | 222 | * Draw a rectangle using the currently bound texture |
223 | */ | 223 | */ |
224 | private static void glDrawTexturedRect(int x, int y, int width, int height, int u, int v, int u2, int v2) | 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 | glDisableBlend(); | 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 | // We use the tessellator rather than drawing individual quads because | 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 | worldRenderer.begin(GL_QUADS, POSITION_TEX); | 239 | worldRenderer.begin(GL_QUADS, POSITION_TEX); |
240 | worldRenderer.pos(x + 0, y + height, 0).tex(u * texMapScale, v2 * texMapScale).endVertex(); | 240 | worldRenderer.pos(x + 0, y + height, 0).tex(u * texMapScale, v2 * texMapScale).endVertex(); |
241 | worldRenderer.pos(x + width, y + height, 0).tex(u2 * texMapScale, v2 * texMapScale).endVertex(); | 241 | worldRenderer.pos(x + width, y + height, 0).tex(u2 * texMapScale, v2 * texMapScale).endVertex(); |
@@ -243,13 +243,13 @@ public class Clock | @@ -243,13 +243,13 @@ public class Clock | ||
243 | worldRenderer.pos(x + 0, y + 0, 0).tex(u * texMapScale, v * texMapScale).endVertex(); | 243 | worldRenderer.pos(x + 0, y + 0, 0).tex(u * texMapScale, v * texMapScale).endVertex(); |
244 | tessellator.draw(); | 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 | glDisableBlend(); | 253 | glDisableBlend(); |
254 | glDisableTexture2D(); | 254 | glDisableTexture2D(); |
255 | glDisableCulling(); | 255 | glDisableCulling(); |
@@ -257,8 +257,8 @@ public class Clock | @@ -257,8 +257,8 @@ public class Clock | ||
257 | glColor4f(colour.getRed(), colour.getGreen(), colour.getBlue(), 1.0F); | 257 | glColor4f(colour.getRed(), colour.getGreen(), colour.getBlue(), 1.0F); |
258 | 258 | ||
259 | // Draw the quad | 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 | worldRenderer.begin(GL_QUADS, POSITION); | 262 | worldRenderer.begin(GL_QUADS, POSITION); |
263 | worldRenderer.pos(x1, y2, 0).endVertex(); | 263 | worldRenderer.pos(x1, y2, 0).endVertex(); |
264 | worldRenderer.pos(x2, y2, 0).endVertex(); | 264 | worldRenderer.pos(x2, y2, 0).endVertex(); |
src/main/java/com/examplemod/LiteModExample.java
@@ -26,167 +26,167 @@ import java.io.File; | @@ -26,167 +26,167 @@ import java.io.File; | ||
26 | @ExposableOptions(strategy = ConfigStrategy.Versioned, filename="examplemod.json") | 26 | @ExposableOptions(strategy = ConfigStrategy.Versioned, filename="examplemod.json") |
27 | public class LiteModExample implements Tickable, PreRenderListener, Configurable | 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 | this.clock.setVisible(this.clockVisible = visible); | 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 | // System.err.printf(">> onRenderWorld!\n"); | 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 | // System.err.printf(">> onSetupCameraTransform %s, %d, %d!\n", partialTicks, pass, timeSlice); | 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 | // System.err.printf(">> onRenderSky %s, %d!\n", partialTicks, pass); | 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 | // System.err.printf(">> onRenderClouds %s, %d!\n", partialTicks, pass); | 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 | // System.err.printf(">> onRenderTerrain %s, %d!\n", partialTicks, pass); | 190 | // System.err.printf(">> onRenderTerrain %s, %d!\n", partialTicks, pass); |
191 | - } | 191 | + } |
192 | } | 192 | } |