BloodMagic/BM_src/WayofTime/alchemicalWizardry/common/tileEntity/gui/GuiWritingTable.java
Fenn e3644f2d2b Massive rework of configs, items and blocks.
I redone where the items/blocsks are stored and how the configs are
handled to clean up it and give space. You can change the config line to
AWWayofTime if you want to keep the compatibility with old configs. Now
you reference the blocks from the ModBlocks and Items from the ModItems.
2014-01-17 21:05:38 +00:00

44 lines
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1.9 KiB
Java

package WayofTime.alchemicalWizardry.common.tileEntity.gui;
import WayofTime.alchemicalWizardry.common.tileEntity.TEWritingTable;
import WayofTime.alchemicalWizardry.common.tileEntity.container.ContainerWritingTable;
import net.minecraft.client.gui.inventory.GuiBrewingStand;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.StatCollector;
import org.lwjgl.opengl.GL11;
public class GuiWritingTable extends GuiContainer {
public GuiWritingTable(InventoryPlayer inventoryPlayer, TEWritingTable tileEntity)
{
//the container is instanciated and passed to the superclass for handling
super(new ContainerWritingTable(inventoryPlayer, tileEntity));
xSize = 176;
ySize = 222;
}
@Override
protected void drawGuiContainerForegroundLayer(int param1, int param2)
{
//draw text and stuff here
//the parameters for drawString are: string, x, y, color
fontRenderer.drawString("Alchemic Chemistry Set", 8, 6, 4210752);
//draws "Inventory" or your regional equivalent
fontRenderer.drawString(StatCollector.translateToLocal("container.inventory"), 8, 130, 4210752);
}
@Override
protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
{
//draw your Gui here, only thing you need to change is the path
//ResourceLocation texture = mc.renderEngine.getTexture("/gui/trap.png");
ResourceLocation test = new ResourceLocation("alchemicalwizardry", "gui/WritingTable.png");
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
this.mc.getTextureManager().bindTexture(test);
int x = (width - xSize) / 2;
int y = (height - ySize) / 2;
this.drawTexturedModalRect(x, y, 0, 0, xSize, ySize);
GuiBrewingStand d;
}
}