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Java IGuiLexiconEntry类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中vazkii.botania.api.internal.IGuiLexiconEntry的典型用法代码示例。如果您正苦于以下问题:Java IGuiLexiconEntry类的具体用法?Java IGuiLexiconEntry怎么用?Java IGuiLexiconEntry使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



IGuiLexiconEntry类属于vazkii.botania.api.internal包,在下文中一共展示了IGuiLexiconEntry类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: renderEntity

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@SideOnly(Side.CLIENT)
public void renderEntity(IGuiLexiconEntry gui, TileEntity entity, int x, int y, int scale, float rotation) {
	entity.setWorldObj(Minecraft.getMinecraft() != null ? Minecraft.getMinecraft().theWorld : null);

	GL11.glEnable(GL11.GL_COLOR_MATERIAL);
	GL11.glPushMatrix();
	GL11.glTranslatef(x, y, 75.0F);
	GL11.glScalef(-scale, scale, scale);
	GL11.glRotatef(180F, 0.0F, 0.25F, 1.0F);
	GL11.glRotatef(rotation, 0.0F, 1.0F, 0.0F);
	RenderHelper.enableStandardItemLighting();
	GL11.glTranslatef(0.0F, 0, 0.0F);
	RenderManager.instance.playerViewY = 180.0F;
	TileEntitySpecialRenderer render = TileEntityRendererDispatcher.instance.getSpecialRenderer(te);
	if(render != null)
		render.renderTileEntityAt(entity, 0, 0, 0, 1);
	GL11.glPopMatrix();
	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);

	if(relativeMouseX >= x - width * scale / 2 - 10  && relativeMouseY >= y - height * scale - 20 && relativeMouseX <= x + width * scale / 2 + 10 && relativeMouseY <= y + 20)
		tooltipEntity = true;
}
 
开发者ID:UnderMybrella,项目名称:Minegate,代码行数:27,代码来源:PageTileEntity.java


示例2: renderScreen

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@Override
public void renderScreen(IGuiLexiconEntry gui, int mx, int my) {
    super.renderScreen(gui, mx, my);
    String[] data = text.split(":", 5);
   try {
       renderText(Integer.valueOf(gui.getLeft() + data[0] + 16), gui.getTop() + Integer.valueOf(data[1] + 2), Integer.valueOf(data[2]), Integer.valueOf(data[3]), data[4]);
   }catch (Exception e){
       renderText(2, 2, 4, 10, "something went wrong");
   }
}
 
开发者ID:ParadoxCodersTeam,项目名称:Botanic-Energistics,代码行数:11,代码来源:LexionEntryHelper.java


示例3: renderScreen

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void renderScreen(IGuiLexiconEntry gui, int mx, int my) {
	int text_x = gui.getLeft() + 16;
	int text_y = gui.getTop() + gui.getHeight() - 40;
	int entity_scale = getEntityScale(size);
	int entity_x = gui.getLeft() + gui.getWidth() / 2;
	int entity_y = gui.getTop() + gui.getHeight() / 2 + MathHelper.floor_float(height * entity_scale / 2);

	renderEntity(gui, te, entity_x, entity_y, entity_scale, existed * 2);

	PageText.renderText(text_x, text_y, gui.getWidth() - 30, gui.getHeight(), getUnlocalizedName());
}
 
开发者ID:UnderMybrella,项目名称:Minegate,代码行数:14,代码来源:PageTileEntity.java


示例4: renderEntity

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
@SideOnly(Side.CLIENT)
public void renderEntity(IGuiLexiconEntry gui, TileEntity entity, int x, int y, int scale, float rotation) {
	entity.setWorldObj(Minecraft.getMinecraft() != null ? Minecraft.getMinecraft().theWorld : null);

	GL11.glEnable(GL11.GL_COLOR_MATERIAL);
	GL11.glPushMatrix();
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
	GL11.glTranslatef(x, y, 75);
	GL11.glRotatef(180F, 0.0F, 0.25F, 1.0F);
	GL11.glRotatef(rotation, 0, 1f, 0);
	GL11.glRotatef(rotation, 0.0F, 1F, 0.0F);
	GL11.glTranslatef(20,0,0);
	GL11.glScalef(-scale, scale, scale);
	GL11.glTranslatef(0, 0, 0);
	GL11.glRectf(1, 1, 10, 10);
	RenderHelper.enableStandardItemLighting();
	RenderManager.instance.playerViewY = 180.0F;
	TileEntitySpecialRenderer render = TileEntityRendererDispatcher.instance.getSpecialRenderer(te);
	if(render != null)
		render.renderTileEntityAt(entity, 0, 0, 0, 1);
	GL11.glPopMatrix();
	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);

	if(relativeMouseX >= x - width * scale / 2 - 10  && relativeMouseY >= y - height * scale - 20 && relativeMouseX <= x + width * scale / 2 + 10 && relativeMouseY <= y + 20)
		tooltipEntity = true;
}
 
开发者ID:UnderMybrella,项目名称:Minegate,代码行数:31,代码来源:PageTileEntity.java


示例5: updateScreen

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Called per update tick. Feel free to override fully, the
 * call to updateScreen() is for backwards compatibility.
 */
@SideOnly(Side.CLIENT)
public void updateScreen(IGuiLexiconEntry gui) {
	updateScreen();
}
 
开发者ID:VapourDrive,项目名称:Hammerz,代码行数:9,代码来源:LexiconPage.java


示例6: onOpened

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Called when this page is opened, be it via initGui() or when the player changes page.
 * You can add buttons and whatever you'd do on initGui() here.
 */
@SideOnly(Side.CLIENT)
public void onOpened(IGuiLexiconEntry gui) {
	// NO-OP
}
 
开发者ID:Nincodedo,项目名称:Nincrafty-Things,代码行数:9,代码来源:LexiconPage.java


示例7: onClosed

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Called when this page is opened, be it via closing the gui or when the player changes page.
 * Make sure to dispose of anything you don't use any more, such as buttons in the gui's buttonList.
 */
@SideOnly(Side.CLIENT)
public void onClosed(IGuiLexiconEntry gui) {
	// NO-OP
}
 
开发者ID:Nincodedo,项目名称:Nincrafty-Things,代码行数:9,代码来源:LexiconPage.java


示例8: onActionPerformed

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Called when a button is pressed, equivalent to GuiScreen.actionPerformed.
 */
@SideOnly(Side.CLIENT)
public void onActionPerformed(IGuiLexiconEntry gui, GuiButton button) {
	// NO-OP
}
 
开发者ID:Nincodedo,项目名称:Nincrafty-Things,代码行数:8,代码来源:LexiconPage.java


示例9: renderScreen

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Does the rendering for this page.
 * @param gui The active GuiScreen
 * @param mx The mouse's relative X position.
 * @param my The mouse's relative Y position.
 */
@SideOnly(Side.CLIENT)
public abstract void renderScreen(IGuiLexiconEntry gui, int mx, int my);
 
开发者ID:VapourDrive,项目名称:Hammerz,代码行数:9,代码来源:LexiconPage.java


示例10: onOpened

import vazkii.botania.api.internal.IGuiLexiconEntry; //导入依赖的package包/类
/**
 * Called when this page is opened, be it via initGui() or when the player changes page.
 * You can add buttons and whatever you'd do on initGui() here.
 */
@SideOnly(Side.CLIENT)
public void onOpened(IGuiLexiconEntry gui) {}
 
开发者ID:VapourDrive,项目名称:Hammerz,代码行数:7,代码来源:LexiconPage.java



注:本文中的vazkii.botania.api.internal.IGuiLexiconEntry类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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