Update ObsidianUI to my 1.21.3 port

This commit is contained in:
Martin Prokoph
2024-11-18 14:16:44 +01:00
parent a23e8b8975
commit 3eec0dda4a
5 changed files with 18 additions and 14 deletions

View File

@@ -14,6 +14,7 @@ import eu.midnightdust.midnightcontrols.MidnightControlsConstants;
import eu.midnightdust.midnightcontrols.client.MidnightControlsClient;
import eu.midnightdust.midnightcontrols.client.util.platform.NetworkUtil;
import org.thinkingstudio.obsidianui.background.Background;
import org.thinkingstudio.obsidianui.mixin.DrawContextAccessor;
import org.thinkingstudio.obsidianui.widget.SpruceWidget;
import eu.midnightdust.lib.util.MidnightColorUtil;
import eu.midnightdust.midnightcontrols.MidnightControls;
@@ -501,27 +502,24 @@ public class MidnightControlsSettingsScreen extends SpruceScreen {
}
@Override
public void render(DrawContext context, SpruceWidget widget, int vOffset, int mouseX, int mouseY, float delta) {
fill(context.getMatrices(), widget.getX(), widget.getY(), widget.getX() + widget.getWidth(), widget.getY() + widget.getHeight(), MidnightColorUtil.hex2Rgb("#000000"));
fill(context, widget.getX(), widget.getY(), widget.getX() + widget.getWidth(), widget.getY() + widget.getHeight(), Color.black);
}
private static void fill(MatrixStack matrixStack, int x2, int y2, int x1, int y1, Color color) {
matrixStack.push();
private static void fill(DrawContext context, int x2, int y2, int x1, int y1, Color color) {
RenderLayer renderLayer = RenderLayer.getGui();
VertexConsumer vertexConsumer = ((DrawContextAccessor)context).getVertexConsumers().getBuffer(renderLayer);
Matrix4f matrix = matrixStack.peek().getPositionMatrix();
float r = (float)(color.getRed()) / 255.0F;
float g = (float)(color.getGreen()) / 255.0F;
float b = (float)(color.getBlue()) / 255.0F;
float t = (float)(transparency) / 255.0F;
BufferBuilder bufferBuilder = Tessellator.getInstance().begin(VertexFormat.DrawMode.QUADS, VertexFormats.POSITION_COLOR);
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
//RenderSystem.setShader(GameRenderer::getPositionColorProgram);
bufferBuilder.vertex(matrix, (float)x1, (float)y2, 0.0F).color(r, g, b, t);
bufferBuilder.vertex(matrix, (float)x2, (float)y2, 0.0F).color(r, g, b, t);
bufferBuilder.vertex(matrix, (float)x2, (float)y1, 0.0F).color(r, g, b, t);
bufferBuilder.vertex(matrix, (float)x1, (float)y1, 0.0F).color(r, g, b, t);
BufferRenderer.drawWithGlobalProgram(bufferBuilder.end());
vertexConsumer.vertex((float)x1, (float)y2, 0.0F).color(r, g, b, t);
vertexConsumer.vertex((float)x2, (float)y2, 0.0F).color(r, g, b, t);
vertexConsumer.vertex((float)x2, (float)y1, 0.0F).color(r, g, b, t);
vertexConsumer.vertex((float)x1, (float)y1, 0.0F).color(r, g, b, t);
RenderSystem.disableBlend();
matrixStack.pop();
context.draw();
}
}
}