package game.gui; import game.Game; import game.inventory.ContainerHopper; import game.inventory.IInventory; import game.inventory.InventoryPlayer; public class GuiHopper extends GuiContainer { // /** The ResourceLocation containing the gui texture for the hopper */ // private static final String HOPPER_GUI_TEXTURE = "textures/gui/hopper.png"; /** The player inventory currently bound to this GUI instance */ private IInventory playerInventory; /** The hopper inventory bound to this GUI instance */ private IInventory hopperInventory; public GuiHopper(InventoryPlayer playerInv, IInventory hopperInv) { super(new ContainerHopper(playerInv, hopperInv, Game.getGame().thePlayer)); this.playerInventory = playerInv; this.hopperInventory = hopperInv; // this.allowUserInput = false; this.ySize = 133; } /** * Draw the foreground layer for the GuiContainer (everything in front of the items). Args : mouseX, mouseY */ public void drawGuiContainerForegroundLayer() { this.drawString(this.hopperInventory.getCommandName(), 8, 6); this.drawString(this.playerInventory.getCommandName(), 8, this.ySize - 96 + 2); } // /** // * Args : renderPartialTicks, mouseX, mouseY // */ // protected void drawGuiContainerBackgroundLayer(int mouseX, int mouseY) // { // GlState.color(1.0F, 1.0F, 1.0F, 1.0F); // this.gm.getTextureManager().bindTexture(HOPPER_GUI_TEXTURE); // int i = (this.width - this.xSize) / 2; // int j = (this.height - this.ySize) / 2; //// this.rect(i, j, 0, 0, this.xSize, this.ySize); // } }