eb.core.gui.GuiHelper.java Source code

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Here is the source code for eb.core.gui.GuiHelper.java

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package eb.core.gui;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.RenderEngine;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

/**
 * @author Lerp
 * @license Lesser GNU Public License v3 http://www.gnu.org/licenses/lgpl.html
 */

@SideOnly(Side.CLIENT)
public class GuiHelper {
    public static boolean pointInRect(int pointX, int pointY, int x, int y, int width, int height) {
        return (pointY > y && pointY < (y + height) && pointX > x && pointX < (x + width));
    }

    public static int RGBtoInt(int red, int green, int blue) {
        return 255 << 24 | red << 16 | +green << 8 | blue;
    }

    public static FontRenderer getFontRenderer() {
        return Minecraft.getMinecraft().fontRenderer;
    }

    public static RenderEngine getRenderEngine() {
        return Minecraft.getMinecraft().renderEngine;
    }

    public static ScaledResolution getScaledResolution(int width, int height) {
        return new ScaledResolution(Minecraft.getMinecraft().gameSettings, width, height);
    }

    public static void drawTexturedRect(int x, int y, int width, int height) {
        drawTexturedRect(x, y, width, height, 1, new int[] { 0, 1 }, new int[] { 0, 1 });
    }

    public static void drawTexturedRect(int x, int y, int width, int height, int textureSize, int[] u, int[] v) {
        float uf[] = new float[] { (float) u[0] / (float) textureSize, (float) u[1] / (float) textureSize };
        float vf[] = new float[] { (float) v[0] / (float) textureSize, (float) v[1] / (float) textureSize };

        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(uf[0], vf[0]);
        GL11.glVertex2i(x, y);
        GL11.glTexCoord2f(uf[0], vf[1]);
        GL11.glVertex2i(x, y + height);
        GL11.glTexCoord2f(uf[1], vf[1]);
        GL11.glVertex2i(x + width, y + height);
        GL11.glTexCoord2f(uf[1], vf[0]);
        GL11.glVertex2i(x + width, y);
        GL11.glEnd();
    }
}