BloodMagic/src/main/java/WayofTime/bloodmagic/client/hud/HUDElement.java

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package WayofTime.bloodmagic.client.hud;
import WayofTime.bloodmagic.util.handler.event.ClientHandler;
import lombok.Getter;
import lombok.Setter;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.VertexBuffer;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
@Getter
@Setter
public abstract class HUDElement {
private int xOffset;
private int yOffset;
private final int xOffsetDefault;
private final int yOffsetDefault;
private final RenderGameOverlayEvent.ElementType elementType;
public HUDElement(int xOffset, int yOffset, RenderGameOverlayEvent.ElementType elementType) {
this.xOffset = xOffset;
this.xOffsetDefault = xOffset;
this.yOffset = yOffset;
this.yOffsetDefault = yOffset;
this.elementType = elementType;
ClientHandler.hudElements.add(this);
}
public abstract void render(Minecraft minecraft, ScaledResolution resolution, float partialTicks);
public abstract boolean shouldRender(Minecraft minecraft);
public void onPositionChanged() {
}
public void resetToDefault() {
this.xOffset = xOffsetDefault;
this.yOffset = yOffsetDefault;
}
public void drawTexturedModalRect(int x, int y, int textureX, int textureY, int width, int height) {
float f = 0.00390625F;
float f1 = 0.00390625F;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX);
vertexbuffer.pos((double)(x + 0), (double)(y + height), 0).tex((double)((float)(textureX + 0) * f), (double)((float)(textureY + height) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)(y + height), 0).tex((double)((float)(textureX + width) * f), (double)((float)(textureY + height) * f1)).endVertex();
vertexbuffer.pos((double)(x + width), (double)(y + 0), 0).tex((double)((float)(textureX + width) * f), (double)((float)(textureY + 0) * f1)).endVertex();
vertexbuffer.pos((double)(x + 0), (double)(y + 0), 0).tex((double)((float)(textureX + 0) * f), (double)((float)(textureY + 0) * f1)).endVertex();
tessellator.draw();
}
}