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package de.pewpewproject.lasertag.client.screen; |
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import com.mojang.blaze3d.platform.GlStateManager; |
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import com.mojang.blaze3d.systems.RenderSystem; |
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import de.pewpewproject.lasertag.lasertaggame.state.synced.implementation.UIState; |
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import net.minecraft.client.MinecraftClient; |
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import net.minecraft.client.gui.DrawableHelper; |
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import net.minecraft.client.gui.screen.Screen; |
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import net.minecraft.client.render.*; |
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import net.minecraft.client.util.NarratorManager; |
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import net.minecraft.client.util.math.MatrixStack; |
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import net.minecraft.text.Text; |
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import net.minecraft.util.Identifier; |
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/** |
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* Class to implement the custom lasertag loading screen |
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* |
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* @author Étienne Muser |
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*/ |
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public class LasertagLoadingScreen extends Screen { |
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private static final Identifier VIGNETTE_TEXTURE = new Identifier("textures/misc/vignette.png"); |
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public LasertagLoadingScreen() { |
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super(NarratorManager.EMPTY); |
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} |
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@Override |
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public void render(MatrixStack matrices, int mouseX, int mouseY, float delta) { |
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// Get the game managers |
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var gameManager = MinecraftClient.getInstance().world.getClientLasertagManager(); |
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var uiState = gameManager.getSyncedState().getUIState(); |
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var hMid = this.height / 2.0F; |
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var wMid = this.width / 2.0F; |
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this.renderBackground(); |
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this.renderVignette(); |
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var textColor = 0xFFFFFFFF; |
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var stepString = uiState.mapLoadingStepString + "..."; |
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var textWidth = this.textRenderer.getWidth(stepString); |
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this.textRenderer.drawWithShadow(matrices, Text.literal(stepString), wMid - (textWidth / 2.0F), hMid - 15, textColor); |
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int barStart = (int)(wMid - (UIState.progressBarWidth / 2.0)); |
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int progressWidth = (int) (UIState.progressBarWidth * uiState.mapLoadingProgress); |
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int barUpperHeight = (int)hMid + 10; |
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int barLowerHeight = (int)hMid + 15; |
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// Draw background |
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DrawableHelper.fill(matrices, barStart, barUpperHeight, barStart + UIState.progressBarWidth, barLowerHeight, UIState.boxColor); |
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// Draw progress |
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DrawableHelper.fill(matrices, barStart, barUpperHeight, barStart + progressWidth, barLowerHeight, 0xFFFFFFFF); |
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super.render(matrices, mouseX, mouseY, delta); |
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} |
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// Override the keyPressed so that the player can't close the loading screen with escape |
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@Override |
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public boolean keyPressed(int keyCode, int scanCode, int modifiers) { |
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return false; |
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} |
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private void renderBackground() { |
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RenderSystem.setShader(GameRenderer::getPositionTexColorShader); |
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RenderSystem.setShaderTexture(0, DrawableHelper.OPTIONS_BACKGROUND_TEXTURE); |
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Tessellator tessellator = Tessellator.getInstance(); |
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BufferBuilder bufferBuilder = tessellator.getBuffer(); |
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bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); |
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var a = 0.5f; |
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bufferBuilder.vertex(0.0, this.height, this.getZOffset()).texture(0.0f, 0.0f ).color(a, a, a, 1.0f).next(); |
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bufferBuilder.vertex(this.width, this.height, this.getZOffset()).texture(this.width * 0.015625f * 2.0f, 0.0f ).color(a, a, a, 1.0f).next(); |
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bufferBuilder.vertex(this.width, 0.0, this.getZOffset()).texture(this.width * 0.015625f * 2.0f, this.height * 0.015625f * 2.0f).color(a, a, a, 1.0f).next(); |
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bufferBuilder.vertex(0.0, 0.0, this.getZOffset()).texture(0.0f, this.height * 0.015625f * 2.0f).color(a, a, a, 1.0f).next(); |
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tessellator.draw(); |
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} |
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private void renderVignette() { |
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RenderSystem.setShader(GameRenderer::getPositionTexColorShader); |
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RenderSystem.setShaderTexture(0, VIGNETTE_TEXTURE); |
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RenderSystem.enableBlend(); |
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RenderSystem.blendFunc(GlStateManager.SrcFactor.ZERO, GlStateManager.DstFactor.ONE_MINUS_SRC_COLOR); |
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Tessellator tessellator = Tessellator.getInstance(); |
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BufferBuilder bufferBuilder = tessellator.getBuffer(); |
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bufferBuilder.begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_TEXTURE_COLOR); |
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bufferBuilder.vertex(0.0, this.height, this.getZOffset()).texture(0.0f, 1.0f).color(1.0f, 1.0f, 1.0f, 1.0f).next(); |
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bufferBuilder.vertex(this.width, this.height, this.getZOffset()).texture(1.0f, 1.0f).color(1.0f, 1.0f, 1.0f, 1.0f).next(); |
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bufferBuilder.vertex(this.width, 0.0, this.getZOffset()).texture(1.0f, 0.0f).color(1.0f, 1.0f, 1.0f, 1.0f).next(); |
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bufferBuilder.vertex(0.0, 0.0, this.getZOffset()).texture(0.0f, 0.0f).color(1.0f, 1.0f, 1.0f, 1.0f).next(); |
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tessellator.draw(); |
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RenderSystem.disableBlend(); |
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} |
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} |
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