本文整理汇总了Java中vazkii.botania.api.internal.IGuiLexiconEntry类的典型用法代码示例。如果您正苦于以下问题:Java IGuiLexiconEntry类的具体用法?Java IGuiLexiconEntry怎么用?Java IGuiLexiconEntry使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
IGuiLexiconEntry类属于vazkii.botania.api.internal包,在下文中一共展示了IGuiLexiconEntry类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: renderEntity
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@SideOnly(Side.CLIENT)
public void renderEntity(IGuiLexiconEntry gui, TileEntity entity, int x, int y, int scale, float rotation) {
entity.setWorldObj(Minecraft.getMinecraft() != null ? Minecraft.getMinecraft().theWorld : null);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glPushMatrix();
GL11.glTranslatef(x, y, 75.0F);
GL11.glScalef(-scale, scale, scale);
GL11.glRotatef(180F, 0.0F, 0.25F, 1.0F);
GL11.glRotatef(rotation, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GL11.glTranslatef(0.0F, 0, 0.0F);
RenderManager.instance.playerViewY = 180.0F;
TileEntitySpecialRenderer render = TileEntityRendererDispatcher.instance.getSpecialRenderer(te);
if(render != null)
render.renderTileEntityAt(entity, 0, 0, 0, 1);
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
if(relativeMouseX >= x - width * scale / 2 - 10 && relativeMouseY >= y - height * scale - 20 && relativeMouseX <= x + width * scale / 2 + 10 && relativeMouseY <= y + 20)
tooltipEntity = true;
}
示例2: renderScreen
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@Override
public void renderScreen(IGuiLexiconEntry gui, int mx, int my) {
super.renderScreen(gui, mx, my);
String[] data = text.split(":", 5);
try {
renderText(Integer.valueOf(gui.getLeft() + data[0] + 16), gui.getTop() + Integer.valueOf(data[1] + 2), Integer.valueOf(data[2]), Integer.valueOf(data[3]), data[4]);
}catch (Exception e){
renderText(2, 2, 4, 10, "something went wrong");
}
}
示例3: renderScreen
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void renderScreen(IGuiLexiconEntry gui, int mx, int my) {
int text_x = gui.getLeft() + 16;
int text_y = gui.getTop() + gui.getHeight() - 40;
int entity_scale = getEntityScale(size);
int entity_x = gui.getLeft() + gui.getWidth() / 2;
int entity_y = gui.getTop() + gui.getHeight() / 2 + MathHelper.floor_float(height * entity_scale / 2);
renderEntity(gui, te, entity_x, entity_y, entity_scale, existed * 2);
PageText.renderText(text_x, text_y, gui.getWidth() - 30, gui.getHeight(), getUnlocalizedName());
}
示例4: renderEntity
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@SideOnly(Side.CLIENT)
public void renderEntity(IGuiLexiconEntry gui, TileEntity entity, int x, int y, int scale, float rotation) {
entity.setWorldObj(Minecraft.getMinecraft() != null ? Minecraft.getMinecraft().theWorld : null);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glPushMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glTranslatef(x, y, 75);
GL11.glRotatef(180F, 0.0F, 0.25F, 1.0F);
GL11.glRotatef(rotation, 0, 1f, 0);
GL11.glRotatef(rotation, 0.0F, 1F, 0.0F);
GL11.glTranslatef(20,0,0);
GL11.glScalef(-scale, scale, scale);
GL11.glTranslatef(0, 0, 0);
GL11.glRectf(1, 1, 10, 10);
RenderHelper.enableStandardItemLighting();
RenderManager.instance.playerViewY = 180.0F;
TileEntitySpecialRenderer render = TileEntityRendererDispatcher.instance.getSpecialRenderer(te);
if(render != null)
render.renderTileEntityAt(entity, 0, 0, 0, 1);
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
if(relativeMouseX >= x - width * scale / 2 - 10 && relativeMouseY >= y - height * scale - 20 && relativeMouseX <= x + width * scale / 2 + 10 && relativeMouseY <= y + 20)
tooltipEntity = true;
}
示例5: updateScreen
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Called per update tick. Feel free to override fully, the
* call to updateScreen() is for backwards compatibility.
*/
@SideOnly(Side.CLIENT)
public void updateScreen(IGuiLexiconEntry gui) {
updateScreen();
}
示例6: onOpened
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Called when this page is opened, be it via initGui() or when the player changes page.
* You can add buttons and whatever you'd do on initGui() here.
*/
@SideOnly(Side.CLIENT)
public void onOpened(IGuiLexiconEntry gui) {
// NO-OP
}
示例7: onClosed
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Called when this page is opened, be it via closing the gui or when the player changes page.
* Make sure to dispose of anything you don't use any more, such as buttons in the gui's buttonList.
*/
@SideOnly(Side.CLIENT)
public void onClosed(IGuiLexiconEntry gui) {
// NO-OP
}
示例8: onActionPerformed
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Called when a button is pressed, equivalent to GuiScreen.actionPerformed.
*/
@SideOnly(Side.CLIENT)
public void onActionPerformed(IGuiLexiconEntry gui, GuiButton button) {
// NO-OP
}
示例9: renderScreen
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Does the rendering for this page.
* @param gui The active GuiScreen
* @param mx The mouse's relative X position.
* @param my The mouse's relative Y position.
*/
@SideOnly(Side.CLIENT)
public abstract void renderScreen(IGuiLexiconEntry gui, int mx, int my);
示例10: onOpened
import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
* Called when this page is opened, be it via initGui() or when the player changes page.
* You can add buttons and whatever you'd do on initGui() here.
*/
@SideOnly(Side.CLIENT)
public void onOpened(IGuiLexiconEntry gui) {}