Java tutorial
package totemic_commons.pokefenn.client; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.renderer.Tessellator; import org.lwjgl.opengl.GL11; import java.util.List; import java.util.Random; /** * Created by Pokefenn. * Licensed under MIT (If this is one of my Mods) */ public class RenderHelper { public static void renderTooltip(int x, int y, List<String> tooltipData) { int color = 0x505000ff; int color2 = 0xf0100010; renderTooltip(x, y, tooltipData, color, color2); } public static void renderTooltipOrange(int x, int y, List<String> tooltipData) { int color = 0x50a06600; int color2 = 0xf01e1200; renderTooltip(x, y, tooltipData, color, color2); } public static void renderTooltipGreen(int x, int y, List<String> tooltipData) { int color = 0x5000a000; int color2 = 0xf0001e00; renderTooltip(x, y, tooltipData, color, color2); } public static void renderTooltip(int x, int y, List<String> tooltipData, int color, int color2) { boolean lighting = GL11.glGetBoolean(GL11.GL_LIGHTING); if (lighting) net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting(); if (!tooltipData.isEmpty()) { int var5 = 0; int var6; int var7; FontRenderer fontRenderer = Minecraft.getMinecraft().fontRenderer; for (var6 = 0; var6 < tooltipData.size(); ++var6) { var7 = fontRenderer.getStringWidth(tooltipData.get(var6)); if (var7 > var5) var5 = var7; } var6 = x + 12; var7 = y - 12; int var9 = 8; if (tooltipData.size() > 1) var9 += 2 + (tooltipData.size() - 1) * 10; float z = 300F; drawGradientRect(var6 - 3, var7 - 4, z, var6 + var5 + 3, var7 - 3, color2, color2); drawGradientRect(var6 - 3, var7 + var9 + 3, z, var6 + var5 + 3, var7 + var9 + 4, color2, color2); drawGradientRect(var6 - 3, var7 - 3, z, var6 + var5 + 3, var7 + var9 + 3, color2, color2); drawGradientRect(var6 - 4, var7 - 3, z, var6 - 3, var7 + var9 + 3, color2, color2); drawGradientRect(var6 + var5 + 3, var7 - 3, z, var6 + var5 + 4, var7 + var9 + 3, color2, color2); int var12 = (color & 0xFFFFFF) >> 1 | color & -16777216; drawGradientRect(var6 - 3, var7 - 3 + 1, z, var6 - 3 + 1, var7 + var9 + 3 - 1, color, var12); drawGradientRect(var6 + var5 + 2, var7 - 3 + 1, z, var6 + var5 + 3, var7 + var9 + 3 - 1, color, var12); drawGradientRect(var6 - 3, var7 - 3, z, var6 + var5 + 3, var7 - 3 + 1, color, color); drawGradientRect(var6 - 3, var7 + var9 + 2, z, var6 + var5 + 3, var7 + var9 + 3, var12, var12); GL11.glDisable(GL11.GL_DEPTH_TEST); for (int var13 = 0; var13 < tooltipData.size(); ++var13) { String var14 = tooltipData.get(var13); fontRenderer.drawStringWithShadow(var14, var6, var7, -1); if (var13 == 0) var7 += 2; var7 += 10; } GL11.glEnable(GL11.GL_DEPTH_TEST); } if (!lighting) net.minecraft.client.renderer.RenderHelper.disableStandardItemLighting(); GL11.glColor4f(1F, 1F, 1F, 1F); } public static void drawGradientRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) { float var7 = (par5 >> 24 & 255) / 255F; float var8 = (par5 >> 16 & 255) / 255F; float var9 = (par5 >> 8 & 255) / 255F; float var10 = (par5 & 255) / 255F; float var11 = (par6 >> 24 & 255) / 255F; float var12 = (par6 >> 16 & 255) / 255F; float var13 = (par6 >> 8 & 255) / 255F; float var14 = (par6 & 255) / 255F; GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glShadeModel(GL11.GL_SMOOTH); Tessellator var15 = Tessellator.instance; var15.startDrawingQuads(); var15.setColorRGBA_F(var8, var9, var10, var7); var15.addVertex(par3, par2, z); var15.addVertex(par1, par2, z); var15.setColorRGBA_F(var12, var13, var14, var11); var15.addVertex(par1, par4, z); var15.addVertex(par3, par4, z); var15.draw(); GL11.glShadeModel(GL11.GL_FLAT); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); } public static void drawTexturedModalRect(int par1, int par2, float z, int par3, int par4, int par5, int par6) { float f = 0.00390625F; float f1 = 0.00390625F; Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(par1 + 0, par2 + par6, z, (par3 + 0) * f, (par4 + par6) * f1); tessellator.addVertexWithUV(par1 + par5, par2 + par6, z, (par3 + par5) * f, (par4 + par6) * f1); tessellator.addVertexWithUV(par1 + par5, par2 + 0, z, (par3 + par5) * f, (par4 + 0) * f1); tessellator.addVertexWithUV(par1 + 0, par2 + 0, z, (par3 + 0) * f, (par4 + 0) * f1); tessellator.draw(); } public static void renderStar(int color, float xScale, float yScale, float zScale, long seed) { Tessellator tessellator = Tessellator.instance; int ticks = (int) (Minecraft.getMinecraft().theWorld.getTotalWorldTime() % 200); if (ticks >= 100) ticks = 200 - ticks - 1; float f1 = ticks / 200F; float f2 = 0F; if (f1 > 0.7F) f2 = (f1 - 0.7F) / 0.2F; Random random = new Random(seed); GL11.glPushMatrix(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(770, 1); GL11.glDisable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDepthMask(false); GL11.glTranslatef(0F, -1F, -2F); GL11.glScalef(xScale, yScale, zScale); for (int i = 0; i < (f1 + f1 * f1) / 2F * 90F + 30F; i++) { GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F); GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F); GL11.glRotatef(random.nextFloat() * 360F, 0F, 0F, 1F); GL11.glRotatef(random.nextFloat() * 360F, 1F, 0F, 0F); GL11.glRotatef(random.nextFloat() * 360F, 0F, 1F, 0F); GL11.glRotatef(random.nextFloat() * 360F + f1 * 90F, 0F, 0F, 1F); tessellator.startDrawing(GL11.GL_TRIANGLE_FAN); float f3 = random.nextFloat() * 20F + 5F + f2 * 10F; float f4 = random.nextFloat() * 2F + 1F + f2 * 2F; tessellator.setColorRGBA_I(color, (int) (255F * (1F - f2))); tessellator.addVertex(0, 0, 0); tessellator.setColorRGBA_F(0F, 0F, 0F, 0); tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4); tessellator.addVertex(0.866D * f4, f3, -0.5F * f4); tessellator.addVertex(0, f3, 1F * f4); tessellator.addVertex(-0.866D * f4, f3, -0.5F * f4); tessellator.draw(); } GL11.glDepthMask(true); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glShadeModel(GL11.GL_FLAT); GL11.glColor4f(1F, 1F, 1F, 1F); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glPopMatrix(); } }