shadow on text, use builtin function for damagebar

This commit is contained in:
Tom Erik
2016-03-25 21:31:42 +01:00
parent 2ec0ec5629
commit a9b243e67f

View File

@@ -188,7 +188,7 @@ public abstract class GuiBase extends GuiContainer {
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.disableDepth();
fontRendererObj.drawString(text, 30-stringWidth, 22, 16777215);
fontRendererObj.drawStringWithShadow(text, 30-stringWidth, 22, 16777215);
GlStateManager.enableDepth();
GlStateManager.enableTexture2D();
GlStateManager.depthMask(true);
@@ -197,46 +197,8 @@ public abstract class GuiBase extends GuiContainer {
GlStateManager.popMatrix();
}
if (stack.getItem().showDurabilityBar(stack))
{
double health = stack.getItem().getDurabilityForDisplay(stack);
int j = (int)Math.round(13.0D - health * 13.0D);
int i = (int)Math.round(255.0D - health * 255.0D);
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
this.draw(vertexbuffer, x + 2, y + 13, 13, 2, 0, 0, 0, 255);
this.draw(vertexbuffer, x + 2, y + 13, 12, 1, (255 - i) / 4, 64, 0, 255);
this.draw(vertexbuffer, x + 2, y + 13, j, 1, 255 - i, i, 0, 255);
//GlStateManager.enableBlend(); // Forge: Disable Blend because it screws with a lot of things down the line.
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
EntityPlayerSP entityplayersp = Minecraft.getMinecraft().thePlayer;
float f = entityplayersp == null ? 0.0F : entityplayersp.getCooldownTracker().getCooldown(stack.getItem(), Minecraft.getMinecraft().getRenderPartialTicks());
if (f > 0.0F)
{
GlStateManager.disableLighting();
GlStateManager.disableDepth();
GlStateManager.disableTexture2D();
Tessellator tessellator1 = Tessellator.getInstance();
VertexBuffer vertexbuffer1 = tessellator1.getBuffer();
this.draw(vertexbuffer1, x, y + MathHelper.floor_float(16.0F * (1.0F - f)), 16, MathHelper.ceiling_float_int(16.0F * f), 255, 255, 255, 127);
GlStateManager.enableTexture2D();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
}
itemRender.renderItemOverlayIntoGUI(fontRendererObj, stack, x, y, "");
}
private void draw(VertexBuffer renderer, int x, int y, int width, int height, int red, int green, int blue, int alpha)