ForgePatch/src/main/java/net/minecraftforge/client/event/GuiScreenEvent.java

368 lines
11 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2018.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.client.event;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.InventoryEffectRenderer;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiScreen;
import net.minecraftforge.eventbus.api.Cancelable;
import net.minecraftforge.eventbus.api.Event;
/**
* Event classes for GuiScreen events.
*
* @author bspkrs
*/
@OnlyIn(Dist.CLIENT)
public class GuiScreenEvent extends Event
{
private final GuiScreen gui;
public GuiScreenEvent(GuiScreen gui)
{
this.gui = gui;
}
/**
* The GuiScreen object generating this event.
*/
public GuiScreen getGui()
{
return gui;
}
public static class InitGuiEvent extends GuiScreenEvent
{
private List<GuiButton> buttonList;
public InitGuiEvent(GuiScreen gui, List<GuiButton> buttonList)
{
super(gui);
this.setButtonList(buttonList);
}
/**
* The {@link #buttonList} field from the GuiScreen object referenced by {@link #gui}.
*/
public List<GuiButton> getButtonList()
{
return buttonList;
}
public void setButtonList(List<GuiButton> buttonList)
{
this.buttonList = buttonList;
}
/**
* This event fires just after initializing {@link GuiScreen#mc}, {@link GuiScreen#fontRenderer},
* {@link GuiScreen#width}, and {@link GuiScreen#height}.<br/><br/>
*
* If canceled the following lines are skipped in {@link GuiScreen#setWorldAndResolution(Minecraft, int, int)}:<br/>
* {@code this.buttonList.clear();}<br/>
* {@code this.initGui();}<br/>
*/
@Cancelable
public static class Pre extends InitGuiEvent
{
public Pre(GuiScreen gui, List<GuiButton> buttonList)
{
super(gui, buttonList);
}
}
/**
* This event fires right after {@link GuiScreen#initGui()}.
* This is a good place to alter a GuiScreen's component layout if desired.
*/
public static class Post extends InitGuiEvent
{
public Post(GuiScreen gui, List<GuiButton> buttonList)
{
super(gui, buttonList);
}
}
}
public static class DrawScreenEvent extends GuiScreenEvent
{
private final int mouseX;
private final int mouseY;
private final float renderPartialTicks;
public DrawScreenEvent(GuiScreen gui, int mouseX, int mouseY, float renderPartialTicks)
{
super(gui);
this.mouseX = mouseX;
this.mouseY = mouseY;
this.renderPartialTicks = renderPartialTicks;
}
/**
* The x coordinate of the mouse pointer on the screen.
*/
public int getMouseX()
{
return mouseX;
}
/**
* The y coordinate of the mouse pointer on the screen.
*/
public int getMouseY()
{
return mouseY;
}
/**
* Partial render ticks elapsed.
*/
public float getRenderPartialTicks()
{
return renderPartialTicks;
}
/**
* This event fires just before {@link GuiScreen#drawScreen(int, int, float)} is called.
* Cancel this event to skip {@link GuiScreen#drawScreen(int, int, float)}.
*/
@Cancelable
public static class Pre extends DrawScreenEvent
{
public Pre(GuiScreen gui, int mouseX, int mouseY, float renderPartialTicks)
{
super(gui, mouseX, mouseY, renderPartialTicks);
}
}
/**
* This event fires just after {@link GuiScreen#drawScreen(int, int, float)} is called.
*/
public static class Post extends DrawScreenEvent
{
public Post(GuiScreen gui, int mouseX, int mouseY, float renderPartialTicks)
{
super(gui, mouseX, mouseY, renderPartialTicks);
}
}
}
/**
* This event fires at the end of {@link GuiScreen#drawDefaultBackground()} and before the rest of the Gui draws.
* This allows drawing next to Guis, above the background but below any tooltips.
*/
/*
public static class BackgroundDrawnEvent extends GuiScreenEvent
{
private final int mouseX;
private final int mouseY;
public BackgroundDrawnEvent(GuiScreen gui)
{
super(gui);
final ScaledResolution scaledresolution = new ScaledResolution(gui.mc);
final int scaledWidth = scaledresolution.getScaledWidth();
final int scaledHeight = scaledresolution.getScaledHeight();
this.mouseX = Mouse.getX() * scaledWidth / gui.mc.displayWidth;
this.mouseY = scaledHeight - Mouse.getY() * scaledHeight / gui.mc.displayHeight - 1;
}
*/
/**
* The x coordinate of the mouse pointer on the screen.
*//*
public int getMouseX()
{
return mouseX;
}
*/
/**
* The y coordinate of the mouse pointer on the screen.
*//*
public int getMouseY()
{
return mouseY;
}
}
*/
/**
* This event fires in {@link InventoryEffectRenderer#updateActivePotionEffects()}
* when potion effects are active and the gui wants to move over.
* Cancel this event to prevent the Gui from being moved.
*/
@Cancelable
public static class PotionShiftEvent extends GuiScreenEvent
{
public PotionShiftEvent(GuiScreen gui)
{
super(gui);
}
}
public static class ActionPerformedEvent extends GuiScreenEvent
{
private GuiButton button;
private List<GuiButton> buttonList;
public ActionPerformedEvent(GuiScreen gui, GuiButton button, List<GuiButton> buttonList)
{
super(gui);
this.setButton(button);
this.setButtonList(new ArrayList<GuiButton>(buttonList));
}
/**
* The button that was clicked.
*/
public GuiButton getButton()
{
return button;
}
public void setButton(GuiButton button)
{
this.button = button;
}
/**
* A COPY of the {@link #buttonList} field from the GuiScreen referenced by {@link #gui}.
*/
public List<GuiButton> getButtonList()
{
return buttonList;
}
public void setButtonList(List<GuiButton> buttonList)
{
this.buttonList = buttonList;
}
/**
* This event fires once it has been determined that a GuiButton object has been clicked.
* Cancel this event to bypass {@link GuiScreen#actionPerformed(GuiButton)}.
* Replace button with a different button from buttonList to have that button's action executed.
*/
@Cancelable
public static class Pre extends ActionPerformedEvent
{
public Pre(GuiScreen gui, GuiButton button, List<GuiButton> buttonList)
{
super(gui, button, buttonList);
}
}
/**
* This event fires after {@link GuiScreen#actionPerformed(GuiButton)} provided that the active
* screen has not been changed as a result of {@link GuiScreen#actionPerformed(GuiButton)}.
*/
public static class Post extends ActionPerformedEvent
{
public Post(GuiScreen gui, GuiButton button, List<GuiButton> buttonList)
{
super(gui, button, buttonList);
}
}
}
public static class MouseInputEvent extends GuiScreenEvent
{
public MouseInputEvent(GuiScreen gui)
{
super(gui);
}
/**
* This event fires when mouse input is detected by a GuiScreen.
* Cancel this event to bypass {@link GuiScreen#handleMouseInput()}.
*/
@Cancelable
public static class Pre extends MouseInputEvent
{
public Pre(GuiScreen gui)
{
super(gui);
}
}
/**
* This event fires after {@link GuiScreen#handleMouseInput()} provided that the active
* screen has not been changed as a result of {@link GuiScreen#handleMouseInput()} and
* the {@link GuiScreen#mouseHandled} flag has not been set.
* Cancel this event when you successfully use the mouse input to prevent other handlers from using the same input.
*/
@Cancelable
public static class Post extends MouseInputEvent
{
public Post(GuiScreen gui)
{
super(gui);
}
}
}
public static class KeyboardInputEvent extends GuiScreenEvent
{
public KeyboardInputEvent(GuiScreen gui)
{
super(gui);
}
/**
* This event fires when keyboard input is detected by a GuiScreen.
* Cancel this event to bypass {@link GuiScreen#handleKeyboardInput()}.
*/
@Cancelable
public static class Pre extends KeyboardInputEvent
{
public Pre(GuiScreen gui)
{
super(gui);
}
}
/**
* This event fires after {@link GuiScreen#handleKeyboardInput()} provided that the active
* screen has not been changed as a result of {@link GuiScreen#handleKeyboardInput()} and
* the {@link GuiScreen#keyHandled} flag has not been set.
* Cancel this event when you successfully use the keyboard input to prevent other handlers from using the same input.
*/
@Cancelable
public static class Post extends KeyboardInputEvent
{
public Post(GuiScreen gui)
{
super(gui);
}
}
}
}