001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import org.lwjgl.opengl.GL11;
006    
007    @SideOnly(Side.CLIENT)
008    public class Gui
009    {
010        protected float zLevel = 0.0F;
011    
012        protected void drawHorizontalLine(int par1, int par2, int par3, int par4)
013        {
014            if (par2 < par1)
015            {
016                int var5 = par1;
017                par1 = par2;
018                par2 = var5;
019            }
020    
021            drawRect(par1, par3, par2 + 1, par3 + 1, par4);
022        }
023    
024        protected void drawVerticalLine(int par1, int par2, int par3, int par4)
025        {
026            if (par3 < par2)
027            {
028                int var5 = par2;
029                par2 = par3;
030                par3 = var5;
031            }
032    
033            drawRect(par1, par2 + 1, par1 + 1, par3, par4);
034        }
035    
036        /**
037         * Draws a solid color rectangle with the specified coordinates and color.
038         */
039        public static void drawRect(int par0, int par1, int par2, int par3, int par4)
040        {
041            int var5;
042    
043            if (par0 < par2)
044            {
045                var5 = par0;
046                par0 = par2;
047                par2 = var5;
048            }
049    
050            if (par1 < par3)
051            {
052                var5 = par1;
053                par1 = par3;
054                par3 = var5;
055            }
056    
057            float var10 = (float)(par4 >> 24 & 255) / 255.0F;
058            float var6 = (float)(par4 >> 16 & 255) / 255.0F;
059            float var7 = (float)(par4 >> 8 & 255) / 255.0F;
060            float var8 = (float)(par4 & 255) / 255.0F;
061            Tessellator var9 = Tessellator.instance;
062            GL11.glEnable(GL11.GL_BLEND);
063            GL11.glDisable(GL11.GL_TEXTURE_2D);
064            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
065            GL11.glColor4f(var6, var7, var8, var10);
066            var9.startDrawingQuads();
067            var9.addVertex((double)par0, (double)par3, 0.0D);
068            var9.addVertex((double)par2, (double)par3, 0.0D);
069            var9.addVertex((double)par2, (double)par1, 0.0D);
070            var9.addVertex((double)par0, (double)par1, 0.0D);
071            var9.draw();
072            GL11.glEnable(GL11.GL_TEXTURE_2D);
073            GL11.glDisable(GL11.GL_BLEND);
074        }
075    
076        /**
077         * Draws a rectangle with a vertical gradient between the specified colors.
078         */
079        protected void drawGradientRect(int par1, int par2, int par3, int par4, int par5, int par6)
080        {
081            float var7 = (float)(par5 >> 24 & 255) / 255.0F;
082            float var8 = (float)(par5 >> 16 & 255) / 255.0F;
083            float var9 = (float)(par5 >> 8 & 255) / 255.0F;
084            float var10 = (float)(par5 & 255) / 255.0F;
085            float var11 = (float)(par6 >> 24 & 255) / 255.0F;
086            float var12 = (float)(par6 >> 16 & 255) / 255.0F;
087            float var13 = (float)(par6 >> 8 & 255) / 255.0F;
088            float var14 = (float)(par6 & 255) / 255.0F;
089            GL11.glDisable(GL11.GL_TEXTURE_2D);
090            GL11.glEnable(GL11.GL_BLEND);
091            GL11.glDisable(GL11.GL_ALPHA_TEST);
092            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
093            GL11.glShadeModel(GL11.GL_SMOOTH);
094            Tessellator var15 = Tessellator.instance;
095            var15.startDrawingQuads();
096            var15.setColorRGBA_F(var8, var9, var10, var7);
097            var15.addVertex((double)par3, (double)par2, (double)this.zLevel);
098            var15.addVertex((double)par1, (double)par2, (double)this.zLevel);
099            var15.setColorRGBA_F(var12, var13, var14, var11);
100            var15.addVertex((double)par1, (double)par4, (double)this.zLevel);
101            var15.addVertex((double)par3, (double)par4, (double)this.zLevel);
102            var15.draw();
103            GL11.glShadeModel(GL11.GL_FLAT);
104            GL11.glDisable(GL11.GL_BLEND);
105            GL11.glEnable(GL11.GL_ALPHA_TEST);
106            GL11.glEnable(GL11.GL_TEXTURE_2D);
107        }
108    
109        /**
110         * Renders the specified text to the screen, center-aligned.
111         */
112        public void drawCenteredString(FontRenderer par1FontRenderer, String par2Str, int par3, int par4, int par5)
113        {
114            par1FontRenderer.drawStringWithShadow(par2Str, par3 - par1FontRenderer.getStringWidth(par2Str) / 2, par4, par5);
115        }
116    
117        /**
118         * Renders the specified text to the screen.
119         */
120        public void drawString(FontRenderer par1FontRenderer, String par2Str, int par3, int par4, int par5)
121        {
122            par1FontRenderer.drawStringWithShadow(par2Str, par3, par4, par5);
123        }
124    
125        /**
126         * Draws a textured rectangle at the stored z-value. Args: x, y, u, v, width, height
127         */
128        public void drawTexturedModalRect(int par1, int par2, int par3, int par4, int par5, int par6)
129        {
130            float var7 = 0.00390625F;
131            float var8 = 0.00390625F;
132            Tessellator var9 = Tessellator.instance;
133            var9.startDrawingQuads();
134            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + par6) * var8));
135            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + par6), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + par6) * var8));
136            var9.addVertexWithUV((double)(par1 + par5), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + par5) * var7), (double)((float)(par4 + 0) * var8));
137            var9.addVertexWithUV((double)(par1 + 0), (double)(par2 + 0), (double)this.zLevel, (double)((float)(par3 + 0) * var7), (double)((float)(par4 + 0) * var8));
138            var9.draw();
139        }
140    }