Cleaned up and fixed screen text.
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@ -27,29 +27,30 @@ public class GuiRenderTickMixin {
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}
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}
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// Initialize variables
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// Initialize variables
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double screenHalfWidth = Minecraft.getInstance().getWindow().getGuiScaledWidth() / 2.0;
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Font font = Minecraft.getInstance().font;
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double screenHalfHeight = Minecraft.getInstance().getWindow().getGuiScaledHeight() / 2.0;
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float guiHalfWidth = Minecraft.getInstance().getWindow().getGuiScaledWidth() / 2f;
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float guiHalfHeight = Minecraft.getInstance().getWindow().getGuiScaledHeight() / 2f;
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int scale = Config.Client.GUI_SCREEN_TEXT_SCALE.get();
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float heightPositionScale = 1.5f;
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// Setup
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// Setup
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PoseStack poseStack = guiGraphics.pose();
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PoseStack poseStack = guiGraphics.pose();
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poseStack.pushPose();
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poseStack.pushPose();
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poseStack.translate(screenHalfWidth, screenHalfHeight, 0);
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poseStack.translate(guiHalfWidth, guiHalfHeight, 0);
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RenderSystem.enableBlend();
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RenderSystem.enableBlend();
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RenderSystem.defaultBlendFunc();
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RenderSystem.defaultBlendFunc();
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// Render player state text
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// Render player state text
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poseStack.pushPose();
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poseStack.pushPose();
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poseStack.scale(Config.Client.GUI_SCREEN_TEXT_SCALE.get(), Config.Client.GUI_SCREEN_TEXT_SCALE.get(), Config.Client.GUI_SCREEN_TEXT_SCALE.get());
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poseStack.scale(scale, scale, scale);
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// Check if we should draw the state
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// Check if we should draw the state
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if (Proxy.Client.getPlayerState() != null && !Proxy.Client.getPlayerState().equals(ProtectedPlayer.State.ACTIVE)) {
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if (Proxy.Client.getPlayerState() != null && !Proxy.Client.getPlayerState().equals(ProtectedPlayer.State.ACTIVE)) {
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// Initialize variables
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// Initialize variables
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Font font = Minecraft.getInstance().font;
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int textHalfWidth = font.width(Proxy.Client.getPlayerState().toString()) / 2;
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int textHalfWidth = font.width(Proxy.Client.getPlayerState().toString()) / 2;
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int textHalfHeight = font.lineHeight / 2;
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int textHalfHeight = font.lineHeight / 2;
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float positionScale = 1.5f;
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int offsetX = -textHalfWidth;
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int offsetX = -textHalfWidth;
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int offsetY = (int)-((textHalfHeight + screenHalfHeight) / positionScale);
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int offsetY = (int)-(textHalfHeight + ((guiHalfHeight / heightPositionScale) / scale));
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int argb = 0xFFFFFFFF;
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int argb = 0xFFFFFFFF;
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// Draw the player's protection state
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// Draw the player's protection state
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