RedAvenger писал(а):
Самому разобраться куда полезнее GUI.java
package net.minecraft.src;
import org.lwjgl.opengl.GL11;
public class Gui
{
protected float zLevel = 0.0F;
protected void drawHorizontalLine(int par1, int par2, int par3, int par4)
{
if (par2 ‹ par1)
{
int var5 = par1;
par1 = par2;
par2 = var5;
}
drawRect(par1, par3, par2 + 1, par3 + 1, par4);
}
protected void drawVerticalLine(int par1, int par2, int par3, int par4)
{
if (par3 ‹ par2)
{
int var5 = par2;
par2 = par3;
par3 = var5;
}
drawRect(par1, par2 + 1, par1 + 1, par3, par4);
}
/**
* Draws a solid color rectangle with the specified coordinates and color.
*/
public static void drawRect(int par0, int par1, int par2, int par3, int par4)
{
int var5;
if (par0 ‹ par2)
{
var5 = par0;
par0 = par2;
par2 = var5;
}
if (par1 ‹ par3)
{
var5 = par1;
par1 = par3;
par3 = var5;
}
float var10 = (float)(par4 ›› 24 & 255) / 255.0F;
float var6 = (float)(par4 ›› 16 & 255) / 255.0F;
float var7 = (float)(par4 ›› 8 & 255) / 255.0F;
float var8 = (float)(par4 & 255) / 255.0F;
Tessellator var9 = Tessellator.instance;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4f(var6, var7, var8, var10);
var9.startDrawingQuads();
var9.addVertex((double)par0, (double)par3, 0.0D);
var9.addVertex((double)par2, (double)par3, 0.0D);
var9.addVertex((double)par2, (double)par1, 0.0D);
var9.addVertex((double)par0, (double)par1, 0.0D);
var9.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
/**
* Draws a rectangle with a vertical gradient between the specified colors.
*/
protected void drawGradientRect(int par1, int par2, int par3, int par4, int par5, int par6)
{
float var7 = (float)(par5 ›› 24 & 255) / 255.0F;
float var8 = (float)(par5 ›› 16 & 255) / 255.0F;
float var9 = (float)(par5 ›› 8 & 255) / 255.0F;
float var10 = (float)(par5 & 255) / 255.0F;
float var11 = (float)(par6 ›› 24 & 255) / 255.0F;
float var12 = (float)(par6 ›› 16 & 255) / 255.0F;
float var13 = (float)(par6 ›› 8 & 255) / 255.0F;
float var14 = (float)(par6 & 255) / 255.0F;
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glShadeModel(GL11.GL_SMOOTH);
Tessellator var15 = Tessellator.instance;
var15.startDrawingQuads();
var15.setColorRGBA_F(var8, var9, var10, var7);
var15.addVertex((double)par3, (double)par2, (double)this.zLevel);
var15.addVertex((double)par1, (double)par2, (double)this.zLevel);
var15.setColorRGBA_F(var12, var13, var14, var11);
var15.addVertex((double)par1, (double)par4, (double)this.zLevel);
var15.addVertex((double)par3, (double)par4, (double)this.zLevel);
var15.draw();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
/**
* Renders the specified text to the screen, center-aligned.
*/
public void drawCenteredString(FontRenderer par1FontRenderer, String par2Str, int par3, int par4, int par5)
{
par1FontRenderer.drawStringWithShadow(par2Str, par3 - par1FontRenderer.getStringWidth(par2Str) / 2, par4, par5);
}
/**
* Renders the specified text to the screen.
*/
public void drawString(FontRenderer par1FontRenderer, String par2Str, int par3, int par4, int par5)
{
par1FontRenderer.drawStringWithShadow(par2Str, par3, par4, par5);
}
/**
* Draws a textured rectangle at the stored z-value. Args: x, y, u, v, width, height
*/
public void drawTexturedModalRect(int par1, int par2, int par3, int par4, int par5, int par6)
{
float var7 = 0.00390625F;
float var8 = 0.00390625F;
Tessellator var9 = Tessellator.instance;
var9.startDrawingQuads();
var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + par6) * var8));
var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + par6) * var8));
var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + 0) * var8));
var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + 0) * var8));
var9.draw();
}
}
Shadow писал(а):
изменили кодЭто чистый код из игры