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Example 1 with InGameHud

use of net.minecraft.client.gui.hud.InGameHud in project Potions-HUD-Fabric by Samuel-Martineau.

the class InGameHudMixin method renderStatusEffectOverlay.

/**
 * @author Samuel-Martineau
 * @reason Prevents the default status effects overlay from being rendered
 */
@Overwrite()
public void renderStatusEffectOverlay(MatrixStack matrices) {
    MinecraftClient client = MinecraftClient.getInstance();
    InGameHud inGameHud = client.inGameHud;
    TextRenderer textRenderer = inGameHud.getTextRenderer();
    int spriteSize = 18;
    assert client.player != null;
    Collection<StatusEffectInstance> statusEffectsCollection = client.player.getStatusEffects();
    if (!statusEffectsCollection.isEmpty()) {
        RenderSystem.enableBlend();
        StatusEffectSpriteManager statusEffectSpriteManager = client.getStatusEffectSpriteManager();
        List<Runnable> statusEffectsRunnableList = Lists.newArrayListWithExpectedSize(statusEffectsCollection.size());
        RenderSystem.setShaderTexture(0, HandledScreen.BACKGROUND_TEXTURE);
        Iterator<StatusEffectInstance> statusEffectsIterator = Ordering.natural().reverse().sortedCopy(statusEffectsCollection).iterator();
        int i = 0;
        while (statusEffectsIterator.hasNext()) {
            int x = PotionsHUDMod.CONFIG_MANAGER.X_OFFSET;
            int y = spriteSize * i + PotionsHUDMod.CONFIG_MANAGER.Y_OFFSET;
            StatusEffectInstance statusEffectInstance = statusEffectsIterator.next();
            StatusEffect statusEffect = statusEffectInstance.getEffectType();
            if (statusEffectInstance.shouldShowIcon()) {
                Sprite statusEffectSprite = statusEffectSpriteManager.getSprite(statusEffect);
                statusEffectsRunnableList.add(() -> {
                    RenderSystem.setShaderTexture(0, statusEffectSprite.getAtlas().getId());
                    DrawableHelper.drawSprite(matrices, x, y, inGameHud.getZOffset(), spriteSize, spriteSize, statusEffectSprite);
                    int duration = statusEffectInstance.getDuration() / 20;
                    long mins = TimeUnit.SECONDS.toMinutes(duration);
                    long secs = duration - TimeUnit.MINUTES.toSeconds(mins);
                    String formattedDuration;
                    if (statusEffectInstance.isPermanent())
                        formattedDuration = "∞";
                    else if (mins == 0)
                        formattedDuration = secs + " sec";
                    else
                        formattedDuration = String.format("%d min, %d sec", mins, secs);
                    float textX = x + spriteSize + 3;
                    float textY = y + (spriteSize / 2f - textRenderer.fontHeight / 2.5f);
                    int color;
                    if (duration <= 5)
                        color = 0xFF5555;
                    else if (duration <= 15)
                        color = 0xFFAA00;
                    else if (duration <= 25)
                        color = 0xFFFF55;
                    else
                        color = 0xFFFFFF;
                    textRenderer.draw(matrices, formattedDuration, textX, textY, color);
                });
            }
            i++;
        }
        statusEffectsRunnableList.forEach(Runnable::run);
    }
}
Also used : Sprite(net.minecraft.client.texture.Sprite) StatusEffectInstance(net.minecraft.entity.effect.StatusEffectInstance) StatusEffectSpriteManager(net.minecraft.client.texture.StatusEffectSpriteManager) StatusEffect(net.minecraft.entity.effect.StatusEffect) InGameHud(net.minecraft.client.gui.hud.InGameHud) MinecraftClient(net.minecraft.client.MinecraftClient) TextRenderer(net.minecraft.client.font.TextRenderer) Overwrite(org.spongepowered.asm.mixin.Overwrite)

Example 2 with InGameHud

use of net.minecraft.client.gui.hud.InGameHud in project Potions-HUD-Fabric by Samuel-Martineau.

the class HUD method render.

private void render() {
    final PlayerEntity player = client.player;
    final InGameHud inGameHud = client.inGameHud;
    final TextRenderer textRenderer = client.textRenderer;
    final MatrixStack matrixStack = new MatrixStack();
    if (player == null)
        return;
    Collection<StatusEffectInstance> statusEffects = player.getStatusEffects();
    final GameOptions gameOptions = ((MinecraftClientMixin) MinecraftClient.getInstance()).getGameOptions();
    if (!statusEffects.isEmpty() && !gameOptions.debugEnabled) {
        RenderSystem.enableBlend();
        StatusEffectSpriteManager statusEffectSpriteManager = client.getStatusEffectSpriteManager();
        List<Runnable> statusEffectsRunnables = Lists.newArrayListWithExpectedSize(statusEffects.size());
        final int spriteSize = 18;
        for (StatusEffectInstance statusEffectInstance : Ordering.natural().reverse().sortedCopy(statusEffects)) {
            StatusEffect statusEffect = statusEffectInstance.getEffectType();
            final int duration = statusEffectInstance.getDuration() / 20;
            final long mins = TimeUnit.SECONDS.toMinutes(duration);
            final long secs = duration - TimeUnit.MINUTES.toSeconds(mins);
            String formattedDuration;
            if (statusEffectInstance.isPermanent())
                formattedDuration = "∞";
            else if (mins == 0)
                formattedDuration = secs + " sec";
            else
                formattedDuration = String.format("%d min, %d sec", mins, secs);
            final int x = 3;
            final int y = spriteSize * statusEffectsRunnables.size() + 3;
            System.out.println("\n   \n---\n   ");
            Sprite sprite = statusEffectSpriteManager.getSprite(statusEffect);
            System.out.println(sprite);
            System.out.println(sprite.getAtlas().getId());
            System.out.println(x);
            System.out.println(y);
            System.out.println(inGameHud.getZOffset());
            statusEffectsRunnables.add(() -> {
                client.getTextureManager().bindTexture(sprite.getAtlas().getId());
                DrawableHelper.drawSprite(matrixStack, x, y, inGameHud.getZOffset(), 18, 18, sprite);
                final float textYOffset = spriteSize / 2f - textRenderer.fontHeight / 2.5f;
                int color;
                if (duration <= 5)
                    color = 0xFF5555;
                else if (duration <= 15)
                    color = 0xFFAA00;
                else if (duration <= 25)
                    color = 0xFFFF55;
                else
                    color = 0xFFFFFF;
                textRenderer.draw(matrixStack, formattedDuration, x + spriteSize + 3, y + textYOffset, color);
            });
        }
        statusEffectsRunnables.forEach(Runnable::run);
    }
}
Also used : MinecraftClientMixin(me.smartineau.mixin.MinecraftClientMixin) Sprite(net.minecraft.client.texture.Sprite) MatrixStack(net.minecraft.client.util.math.MatrixStack) StatusEffectInstance(net.minecraft.entity.effect.StatusEffectInstance) StatusEffectSpriteManager(net.minecraft.client.texture.StatusEffectSpriteManager) PlayerEntity(net.minecraft.entity.player.PlayerEntity) StatusEffect(net.minecraft.entity.effect.StatusEffect) InGameHud(net.minecraft.client.gui.hud.InGameHud) GameOptions(net.minecraft.client.option.GameOptions) TextRenderer(net.minecraft.client.font.TextRenderer)

Aggregations

TextRenderer (net.minecraft.client.font.TextRenderer)2 InGameHud (net.minecraft.client.gui.hud.InGameHud)2 Sprite (net.minecraft.client.texture.Sprite)2 StatusEffectSpriteManager (net.minecraft.client.texture.StatusEffectSpriteManager)2 StatusEffect (net.minecraft.entity.effect.StatusEffect)2 StatusEffectInstance (net.minecraft.entity.effect.StatusEffectInstance)2 MinecraftClientMixin (me.smartineau.mixin.MinecraftClientMixin)1 MinecraftClient (net.minecraft.client.MinecraftClient)1 GameOptions (net.minecraft.client.option.GameOptions)1 MatrixStack (net.minecraft.client.util.math.MatrixStack)1 PlayerEntity (net.minecraft.entity.player.PlayerEntity)1 Overwrite (org.spongepowered.asm.mixin.Overwrite)1