001 package net.minecraft.client.gui;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005 import java.awt.image.BufferedImage;
006 import java.io.IOException;
007 import java.io.InputStream;
008 import java.text.Bidi;
009 import java.util.Arrays;
010 import java.util.Iterator;
011 import java.util.List;
012 import java.util.Random;
013 import javax.imageio.ImageIO;
014 import net.minecraft.client.renderer.RenderEngine;
015 import net.minecraft.client.renderer.Tessellator;
016 import net.minecraft.client.settings.GameSettings;
017 import net.minecraft.util.ChatAllowedCharacters;
018 import org.lwjgl.opengl.GL11;
019
020 @SideOnly(Side.CLIENT)
021 public class FontRenderer
022 {
023 /** Array of width of all the characters in default.png */
024 private int[] charWidth = new int[256];
025 public int fontTextureName = 0;
026
027 /** the height in pixels of default text */
028 public int FONT_HEIGHT = 9;
029 public Random fontRandom = new Random();
030
031 /**
032 * Array of the start/end column (in upper/lower nibble) for every glyph in the /font directory.
033 */
034 private byte[] glyphWidth = new byte[65536];
035
036 /**
037 * Array of GL texture ids for loaded glyph_XX.png images. Indexed by Unicode block (group of 256 chars).
038 */
039 private final int[] glyphTextureName = new int[256];
040
041 /**
042 * Array of RGB triplets defining the 16 standard chat colors followed by 16 darker version of the same colors for
043 * drop shadows.
044 */
045 private int[] colorCode = new int[32];
046
047 /**
048 * The currently bound GL texture ID. Avoids unnecessary glBindTexture() for the same texture if it's already bound.
049 */
050 private int boundTextureName;
051
052 /** The RenderEngine used to load and setup glyph textures. */
053 private final RenderEngine renderEngine;
054
055 /** Current X coordinate at which to draw the next character. */
056 private float posX;
057
058 /** Current Y coordinate at which to draw the next character. */
059 private float posY;
060
061 /**
062 * If true, strings should be rendered with Unicode fonts instead of the default.png font
063 */
064 private boolean unicodeFlag;
065
066 /**
067 * If true, the Unicode Bidirectional Algorithm should be run before rendering any string.
068 */
069 private boolean bidiFlag;
070
071 /** Used to specify new red value for the current color. */
072 private float red;
073
074 /** Used to specify new blue value for the current color. */
075 private float blue;
076
077 /** Used to specify new green value for the current color. */
078 private float green;
079
080 /** Used to speify new alpha value for the current color. */
081 private float alpha;
082
083 /** Text color of the currently rendering string. */
084 private int textColor;
085
086 /** Set if the "k" style (random) is active in currently rendering string */
087 private boolean randomStyle = false;
088
089 /** Set if the "l" style (bold) is active in currently rendering string */
090 private boolean boldStyle = false;
091
092 /** Set if the "o" style (italic) is active in currently rendering string */
093 private boolean italicStyle = false;
094
095 /**
096 * Set if the "n" style (underlined) is active in currently rendering string
097 */
098 private boolean underlineStyle = false;
099
100 /**
101 * Set if the "m" style (strikethrough) is active in currently rendering string
102 */
103 private boolean strikethroughStyle = false;
104
105 FontRenderer()
106 {
107 this.renderEngine = null;
108 }
109
110 public FontRenderer(GameSettings par1GameSettings, String par2Str, RenderEngine par3RenderEngine, boolean par4)
111 {
112 this.renderEngine = par3RenderEngine;
113 this.unicodeFlag = par4;
114 BufferedImage var5;
115
116 try
117 {
118 var5 = ImageIO.read(RenderEngine.class.getResourceAsStream(par2Str));
119 InputStream var6 = RenderEngine.class.getResourceAsStream("/font/glyph_sizes.bin");
120 var6.read(this.glyphWidth);
121 }
122 catch (IOException var18)
123 {
124 throw new RuntimeException(var18);
125 }
126
127 int var19 = var5.getWidth();
128 int var7 = var5.getHeight();
129 int[] var8 = new int[var19 * var7];
130 var5.getRGB(0, 0, var19, var7, var8, 0, var19);
131 int var9 = 0;
132 int var10;
133 int var11;
134 int var12;
135 int var13;
136 int var15;
137 int var16;
138
139 while (var9 < 256)
140 {
141 var10 = var9 % 16;
142 var11 = var9 / 16;
143 var12 = 7;
144
145 while (true)
146 {
147 if (var12 >= 0)
148 {
149 var13 = var10 * 8 + var12;
150 boolean var14 = true;
151
152 for (var15 = 0; var15 < 8 && var14; ++var15)
153 {
154 var16 = (var11 * 8 + var15) * var19;
155 int var17 = var8[var13 + var16] & 255;
156
157 if (var17 > 0)
158 {
159 var14 = false;
160 }
161 }
162
163 if (var14)
164 {
165 --var12;
166 continue;
167 }
168 }
169
170 if (var9 == 32)
171 {
172 var12 = 2;
173 }
174
175 this.charWidth[var9] = var12 + 2;
176 ++var9;
177 break;
178 }
179 }
180
181 this.fontTextureName = par3RenderEngine.allocateAndSetupTexture(var5);
182
183 for (var9 = 0; var9 < 32; ++var9)
184 {
185 var10 = (var9 >> 3 & 1) * 85;
186 var11 = (var9 >> 2 & 1) * 170 + var10;
187 var12 = (var9 >> 1 & 1) * 170 + var10;
188 var13 = (var9 >> 0 & 1) * 170 + var10;
189
190 if (var9 == 6)
191 {
192 var11 += 85;
193 }
194
195 if (par1GameSettings.anaglyph)
196 {
197 int var20 = (var11 * 30 + var12 * 59 + var13 * 11) / 100;
198 var15 = (var11 * 30 + var12 * 70) / 100;
199 var16 = (var11 * 30 + var13 * 70) / 100;
200 var11 = var20;
201 var12 = var15;
202 var13 = var16;
203 }
204
205 if (var9 >= 16)
206 {
207 var11 /= 4;
208 var12 /= 4;
209 var13 /= 4;
210 }
211
212 this.colorCode[var9] = (var11 & 255) << 16 | (var12 & 255) << 8 | var13 & 255;
213 }
214 }
215
216 /**
217 * Pick how to render a single character and return the width used.
218 */
219 private float renderCharAtPos(int par1, char par2, boolean par3)
220 {
221 return par2 == 32 ? 4.0F : (par1 > 0 && !this.unicodeFlag ? this.renderDefaultChar(par1 + 32, par3) : this.renderUnicodeChar(par2, par3));
222 }
223
224 /**
225 * Render a single character with the default.png font at current (posX,posY) location...
226 */
227 private float renderDefaultChar(int par1, boolean par2)
228 {
229 float var3 = (float)(par1 % 16 * 8);
230 float var4 = (float)(par1 / 16 * 8);
231 float var5 = par2 ? 1.0F : 0.0F;
232
233 if (this.boundTextureName != this.fontTextureName)
234 {
235 GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.fontTextureName);
236 this.boundTextureName = this.fontTextureName;
237 }
238
239 float var6 = (float)this.charWidth[par1] - 0.01F;
240 GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
241 GL11.glTexCoord2f(var3 / 128.0F, var4 / 128.0F);
242 GL11.glVertex3f(this.posX + var5, this.posY, 0.0F);
243 GL11.glTexCoord2f(var3 / 128.0F, (var4 + 7.99F) / 128.0F);
244 GL11.glVertex3f(this.posX - var5, this.posY + 7.99F, 0.0F);
245 GL11.glTexCoord2f((var3 + var6) / 128.0F, var4 / 128.0F);
246 GL11.glVertex3f(this.posX + var6 + var5, this.posY, 0.0F);
247 GL11.glTexCoord2f((var3 + var6) / 128.0F, (var4 + 7.99F) / 128.0F);
248 GL11.glVertex3f(this.posX + var6 - var5, this.posY + 7.99F, 0.0F);
249 GL11.glEnd();
250 return (float)this.charWidth[par1];
251 }
252
253 /**
254 * Load one of the /font/glyph_XX.png into a new GL texture and store the texture ID in glyphTextureName array.
255 */
256 private void loadGlyphTexture(int par1)
257 {
258 String var3 = String.format("/font/glyph_%02X.png", new Object[] {Integer.valueOf(par1)});
259 BufferedImage var2;
260
261 try
262 {
263 var2 = ImageIO.read(RenderEngine.class.getResourceAsStream(var3));
264 }
265 catch (IOException var5)
266 {
267 throw new RuntimeException(var5);
268 }
269
270 this.glyphTextureName[par1] = this.renderEngine.allocateAndSetupTexture(var2);
271 this.boundTextureName = this.glyphTextureName[par1];
272 }
273
274 /**
275 * Render a single Unicode character at current (posX,posY) location using one of the /font/glyph_XX.png files...
276 */
277 private float renderUnicodeChar(char par1, boolean par2)
278 {
279 if (this.glyphWidth[par1] == 0)
280 {
281 return 0.0F;
282 }
283 else
284 {
285 int var3 = par1 / 256;
286
287 if (this.glyphTextureName[var3] == 0)
288 {
289 this.loadGlyphTexture(var3);
290 }
291
292 if (this.boundTextureName != this.glyphTextureName[var3])
293 {
294 GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.glyphTextureName[var3]);
295 this.boundTextureName = this.glyphTextureName[var3];
296 }
297
298 int var4 = this.glyphWidth[par1] >>> 4;
299 int var5 = this.glyphWidth[par1] & 15;
300 float var6 = (float)var4;
301 float var7 = (float)(var5 + 1);
302 float var8 = (float)(par1 % 16 * 16) + var6;
303 float var9 = (float)((par1 & 255) / 16 * 16);
304 float var10 = var7 - var6 - 0.02F;
305 float var11 = par2 ? 1.0F : 0.0F;
306 GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
307 GL11.glTexCoord2f(var8 / 256.0F, var9 / 256.0F);
308 GL11.glVertex3f(this.posX + var11, this.posY, 0.0F);
309 GL11.glTexCoord2f(var8 / 256.0F, (var9 + 15.98F) / 256.0F);
310 GL11.glVertex3f(this.posX - var11, this.posY + 7.99F, 0.0F);
311 GL11.glTexCoord2f((var8 + var10) / 256.0F, var9 / 256.0F);
312 GL11.glVertex3f(this.posX + var10 / 2.0F + var11, this.posY, 0.0F);
313 GL11.glTexCoord2f((var8 + var10) / 256.0F, (var9 + 15.98F) / 256.0F);
314 GL11.glVertex3f(this.posX + var10 / 2.0F - var11, this.posY + 7.99F, 0.0F);
315 GL11.glEnd();
316 return (var7 - var6) / 2.0F + 1.0F;
317 }
318 }
319
320 /**
321 * Draws the specified string with a shadow.
322 */
323 public int drawStringWithShadow(String par1Str, int par2, int par3, int par4)
324 {
325 return this.func_85187_a(par1Str, par2, par3, par4, true);
326 }
327
328 /**
329 * Draws the specified string.
330 */
331 public int drawString(String par1Str, int par2, int par3, int par4)
332 {
333 return this.func_85187_a(par1Str, par2, par3, par4, false);
334 }
335
336 public int func_85187_a(String par1Str, int par2, int par3, int par4, boolean par5)
337 {
338 this.resetStyles();
339
340 if (this.bidiFlag)
341 {
342 par1Str = this.bidiReorder(par1Str);
343 }
344
345 int var6;
346
347 if (par5)
348 {
349 var6 = this.renderString(par1Str, par2 + 1, par3 + 1, par4, true);
350 var6 = Math.max(var6, this.renderString(par1Str, par2, par3, par4, false));
351 }
352 else
353 {
354 var6 = this.renderString(par1Str, par2, par3, par4, false);
355 }
356
357 return var6;
358 }
359
360 /**
361 * Apply Unicode Bidirectional Algorithm to string and return a new possibly reordered string for visual rendering.
362 */
363 private String bidiReorder(String par1Str)
364 {
365 if (par1Str != null && Bidi.requiresBidi(par1Str.toCharArray(), 0, par1Str.length()))
366 {
367 Bidi var2 = new Bidi(par1Str, -2);
368 byte[] var3 = new byte[var2.getRunCount()];
369 String[] var4 = new String[var3.length];
370 int var7;
371
372 for (int var5 = 0; var5 < var3.length; ++var5)
373 {
374 int var6 = var2.getRunStart(var5);
375 var7 = var2.getRunLimit(var5);
376 int var8 = var2.getRunLevel(var5);
377 String var9 = par1Str.substring(var6, var7);
378 var3[var5] = (byte)var8;
379 var4[var5] = var9;
380 }
381
382 String[] var11 = (String[])var4.clone();
383 Bidi.reorderVisually(var3, 0, var4, 0, var3.length);
384 StringBuilder var12 = new StringBuilder();
385 var7 = 0;
386
387 while (var7 < var4.length)
388 {
389 byte var13 = var3[var7];
390 int var14 = 0;
391
392 while (true)
393 {
394 if (var14 < var11.length)
395 {
396 if (!var11[var14].equals(var4[var7]))
397 {
398 ++var14;
399 continue;
400 }
401
402 var13 = var3[var14];
403 }
404
405 if ((var13 & 1) == 0)
406 {
407 var12.append(var4[var7]);
408 }
409 else
410 {
411 for (var14 = var4[var7].length() - 1; var14 >= 0; --var14)
412 {
413 char var10 = var4[var7].charAt(var14);
414
415 if (var10 == 40)
416 {
417 var10 = 41;
418 }
419 else if (var10 == 41)
420 {
421 var10 = 40;
422 }
423
424 var12.append(var10);
425 }
426 }
427
428 ++var7;
429 break;
430 }
431 }
432
433 return var12.toString();
434 }
435 else
436 {
437 return par1Str;
438 }
439 }
440
441 /**
442 * Reset all style flag fields in the class to false; called at the start of string rendering
443 */
444 private void resetStyles()
445 {
446 this.randomStyle = false;
447 this.boldStyle = false;
448 this.italicStyle = false;
449 this.underlineStyle = false;
450 this.strikethroughStyle = false;
451 }
452
453 /**
454 * Render a single line string at the current (posX,posY) and update posX
455 */
456 private void renderStringAtPos(String par1Str, boolean par2)
457 {
458 for (int var3 = 0; var3 < par1Str.length(); ++var3)
459 {
460 char var4 = par1Str.charAt(var3);
461 int var5;
462 int var6;
463
464 if (var4 == 167 && var3 + 1 < par1Str.length())
465 {
466 var5 = "0123456789abcdefklmnor".indexOf(par1Str.toLowerCase().charAt(var3 + 1));
467
468 if (var5 < 16)
469 {
470 this.randomStyle = false;
471 this.boldStyle = false;
472 this.strikethroughStyle = false;
473 this.underlineStyle = false;
474 this.italicStyle = false;
475
476 if (var5 < 0 || var5 > 15)
477 {
478 var5 = 15;
479 }
480
481 if (par2)
482 {
483 var5 += 16;
484 }
485
486 var6 = this.colorCode[var5];
487 this.textColor = var6;
488 GL11.glColor4f((float)(var6 >> 16) / 255.0F, (float)(var6 >> 8 & 255) / 255.0F, (float)(var6 & 255) / 255.0F, this.alpha);
489 }
490 else if (var5 == 16)
491 {
492 this.randomStyle = true;
493 }
494 else if (var5 == 17)
495 {
496 this.boldStyle = true;
497 }
498 else if (var5 == 18)
499 {
500 this.strikethroughStyle = true;
501 }
502 else if (var5 == 19)
503 {
504 this.underlineStyle = true;
505 }
506 else if (var5 == 20)
507 {
508 this.italicStyle = true;
509 }
510 else if (var5 == 21)
511 {
512 this.randomStyle = false;
513 this.boldStyle = false;
514 this.strikethroughStyle = false;
515 this.underlineStyle = false;
516 this.italicStyle = false;
517 GL11.glColor4f(this.red, this.blue, this.green, this.alpha);
518 }
519
520 ++var3;
521 }
522 else
523 {
524 var5 = ChatAllowedCharacters.allowedCharacters.indexOf(var4);
525
526 if (this.randomStyle && var5 > 0)
527 {
528 do
529 {
530 var6 = this.fontRandom.nextInt(ChatAllowedCharacters.allowedCharacters.length());
531 }
532 while (this.charWidth[var5 + 32] != this.charWidth[var6 + 32]);
533
534 var5 = var6;
535 }
536
537 float var9 = this.renderCharAtPos(var5, var4, this.italicStyle);
538
539 if (this.boldStyle)
540 {
541 ++this.posX;
542 this.renderCharAtPos(var5, var4, this.italicStyle);
543 --this.posX;
544 ++var9;
545 }
546
547 Tessellator var7;
548
549 if (this.strikethroughStyle)
550 {
551 var7 = Tessellator.instance;
552 GL11.glDisable(GL11.GL_TEXTURE_2D);
553 var7.startDrawingQuads();
554 var7.addVertex((double)this.posX, (double)(this.posY + (float)(this.FONT_HEIGHT / 2)), 0.0D);
555 var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)(this.FONT_HEIGHT / 2)), 0.0D);
556 var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)(this.FONT_HEIGHT / 2) - 1.0F), 0.0D);
557 var7.addVertex((double)this.posX, (double)(this.posY + (float)(this.FONT_HEIGHT / 2) - 1.0F), 0.0D);
558 var7.draw();
559 GL11.glEnable(GL11.GL_TEXTURE_2D);
560 }
561
562 if (this.underlineStyle)
563 {
564 var7 = Tessellator.instance;
565 GL11.glDisable(GL11.GL_TEXTURE_2D);
566 var7.startDrawingQuads();
567 int var8 = this.underlineStyle ? -1 : 0;
568 var7.addVertex((double)(this.posX + (float)var8), (double)(this.posY + (float)this.FONT_HEIGHT), 0.0D);
569 var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)this.FONT_HEIGHT), 0.0D);
570 var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)this.FONT_HEIGHT - 1.0F), 0.0D);
571 var7.addVertex((double)(this.posX + (float)var8), (double)(this.posY + (float)this.FONT_HEIGHT - 1.0F), 0.0D);
572 var7.draw();
573 GL11.glEnable(GL11.GL_TEXTURE_2D);
574 }
575
576 this.posX += (float)((int)var9);
577 }
578 }
579 }
580
581 /**
582 * Render string either left or right aligned depending on bidiFlag
583 */
584 private int renderStringAligned(String par1Str, int par2, int par3, int par4, int par5, boolean par6)
585 {
586 if (this.bidiFlag)
587 {
588 par1Str = this.bidiReorder(par1Str);
589 int var7 = this.getStringWidth(par1Str);
590 par2 = par2 + par4 - var7;
591 }
592
593 return this.renderString(par1Str, par2, par3, par5, par6);
594 }
595
596 /**
597 * Render single line string by setting GL color, current (posX,posY), and calling renderStringAtPos()
598 */
599 private int renderString(String par1Str, int par2, int par3, int par4, boolean par5)
600 {
601 if (par1Str == null)
602 {
603 return 0;
604 }
605 else
606 {
607 this.boundTextureName = 0;
608
609 if ((par4 & -67108864) == 0)
610 {
611 par4 |= -16777216;
612 }
613
614 if (par5)
615 {
616 par4 = (par4 & 16579836) >> 2 | par4 & -16777216;
617 }
618
619 this.red = (float)(par4 >> 16 & 255) / 255.0F;
620 this.blue = (float)(par4 >> 8 & 255) / 255.0F;
621 this.green = (float)(par4 & 255) / 255.0F;
622 this.alpha = (float)(par4 >> 24 & 255) / 255.0F;
623 GL11.glColor4f(this.red, this.blue, this.green, this.alpha);
624 this.posX = (float)par2;
625 this.posY = (float)par3;
626 this.renderStringAtPos(par1Str, par5);
627 return (int)this.posX;
628 }
629 }
630
631 /**
632 * Returns the width of this string. Equivalent of FontMetrics.stringWidth(String s).
633 */
634 public int getStringWidth(String par1Str)
635 {
636 if (par1Str == null)
637 {
638 return 0;
639 }
640 else
641 {
642 int var2 = 0;
643 boolean var3 = false;
644
645 for (int var4 = 0; var4 < par1Str.length(); ++var4)
646 {
647 char var5 = par1Str.charAt(var4);
648 int var6 = this.getCharWidth(var5);
649
650 if (var6 < 0 && var4 < par1Str.length() - 1)
651 {
652 ++var4;
653 var5 = par1Str.charAt(var4);
654
655 if (var5 != 108 && var5 != 76)
656 {
657 if (var5 == 114 || var5 == 82)
658 {
659 var3 = false;
660 }
661 }
662 else
663 {
664 var3 = true;
665 }
666
667 var6 = 0;
668 }
669
670 var2 += var6;
671
672 if (var3)
673 {
674 ++var2;
675 }
676 }
677
678 return var2;
679 }
680 }
681
682 /**
683 * Returns the width of this character as rendered.
684 */
685 public int getCharWidth(char par1)
686 {
687 if (par1 == 167)
688 {
689 return -1;
690 }
691 else if (par1 == 32)
692 {
693 return 4;
694 }
695 else
696 {
697 int var2 = ChatAllowedCharacters.allowedCharacters.indexOf(par1);
698
699 if (var2 >= 0 && !this.unicodeFlag)
700 {
701 return this.charWidth[var2 + 32];
702 }
703 else if (this.glyphWidth[par1] != 0)
704 {
705 int var3 = this.glyphWidth[par1] >>> 4;
706 int var4 = this.glyphWidth[par1] & 15;
707
708 if (var4 > 7)
709 {
710 var4 = 15;
711 var3 = 0;
712 }
713
714 ++var4;
715 return (var4 - var3) / 2 + 1;
716 }
717 else
718 {
719 return 0;
720 }
721 }
722 }
723
724 /**
725 * Trims a string to fit a specified Width.
726 */
727 public String trimStringToWidth(String par1Str, int par2)
728 {
729 return this.trimStringToWidth(par1Str, par2, false);
730 }
731
732 /**
733 * Trims a string to a specified width, and will reverse it if par3 is set.
734 */
735 public String trimStringToWidth(String par1Str, int par2, boolean par3)
736 {
737 StringBuilder var4 = new StringBuilder();
738 int var5 = 0;
739 int var6 = par3 ? par1Str.length() - 1 : 0;
740 int var7 = par3 ? -1 : 1;
741 boolean var8 = false;
742 boolean var9 = false;
743
744 for (int var10 = var6; var10 >= 0 && var10 < par1Str.length() && var5 < par2; var10 += var7)
745 {
746 char var11 = par1Str.charAt(var10);
747 int var12 = this.getCharWidth(var11);
748
749 if (var8)
750 {
751 var8 = false;
752
753 if (var11 != 108 && var11 != 76)
754 {
755 if (var11 == 114 || var11 == 82)
756 {
757 var9 = false;
758 }
759 }
760 else
761 {
762 var9 = true;
763 }
764 }
765 else if (var12 < 0)
766 {
767 var8 = true;
768 }
769 else
770 {
771 var5 += var12;
772
773 if (var9)
774 {
775 ++var5;
776 }
777 }
778
779 if (var5 > par2)
780 {
781 break;
782 }
783
784 if (par3)
785 {
786 var4.insert(0, var11);
787 }
788 else
789 {
790 var4.append(var11);
791 }
792 }
793
794 return var4.toString();
795 }
796
797 /**
798 * Remove all newline characters from the end of the string
799 */
800 private String trimStringNewline(String par1Str)
801 {
802 while (par1Str != null && par1Str.endsWith("\n"))
803 {
804 par1Str = par1Str.substring(0, par1Str.length() - 1);
805 }
806
807 return par1Str;
808 }
809
810 /**
811 * Splits and draws a String with wordwrap (maximum length is parameter k)
812 */
813 public void drawSplitString(String par1Str, int par2, int par3, int par4, int par5)
814 {
815 this.resetStyles();
816 this.textColor = par5;
817 par1Str = this.trimStringNewline(par1Str);
818 this.renderSplitString(par1Str, par2, par3, par4, false);
819 }
820
821 /**
822 * Perform actual work of rendering a multi-line string with wordwrap and with darker drop shadow color if flag is
823 * set
824 */
825 private void renderSplitString(String par1Str, int par2, int par3, int par4, boolean par5)
826 {
827 List var6 = this.listFormattedStringToWidth(par1Str, par4);
828
829 for (Iterator var7 = var6.iterator(); var7.hasNext(); par3 += this.FONT_HEIGHT)
830 {
831 String var8 = (String)var7.next();
832 this.renderStringAligned(var8, par2, par3, par4, this.textColor, par5);
833 }
834 }
835
836 /**
837 * Returns the width of the wordwrapped String (maximum length is parameter k)
838 */
839 public int splitStringWidth(String par1Str, int par2)
840 {
841 return this.FONT_HEIGHT * this.listFormattedStringToWidth(par1Str, par2).size();
842 }
843
844 /**
845 * Set unicodeFlag controlling whether strings should be rendered with Unicode fonts instead of the default.png
846 * font.
847 */
848 public void setUnicodeFlag(boolean par1)
849 {
850 this.unicodeFlag = par1;
851 }
852
853 /**
854 * Get unicodeFlag controlling whether strings should be rendered with Unicode fonts instead of the default.png
855 * font.
856 */
857 public boolean getUnicodeFlag()
858 {
859 return this.unicodeFlag;
860 }
861
862 /**
863 * Set bidiFlag to control if the Unicode Bidirectional Algorithm should be run before rendering any string.
864 */
865 public void setBidiFlag(boolean par1)
866 {
867 this.bidiFlag = par1;
868 }
869
870 /**
871 * Breaks a string into a list of pieces that will fit a specified width.
872 */
873 public List listFormattedStringToWidth(String par1Str, int par2)
874 {
875 return Arrays.asList(this.wrapFormattedStringToWidth(par1Str, par2).split("\n"));
876 }
877
878 /**
879 * Inserts newline and formatting into a string to wrap it within the specified width.
880 */
881 String wrapFormattedStringToWidth(String par1Str, int par2)
882 {
883 int var3 = this.sizeStringToWidth(par1Str, par2);
884
885 if (par1Str.length() <= var3)
886 {
887 return par1Str;
888 }
889 else
890 {
891 String var4 = par1Str.substring(0, var3);
892 char var5 = par1Str.charAt(var3);
893 boolean var6 = var5 == 32 || var5 == 10;
894 String var7 = getFormatFromString(var4) + par1Str.substring(var3 + (var6 ? 1 : 0));
895 return var4 + "\n" + this.wrapFormattedStringToWidth(var7, par2);
896 }
897 }
898
899 /**
900 * Determines how many characters from the string will fit into the specified width.
901 */
902 private int sizeStringToWidth(String par1Str, int par2)
903 {
904 int var3 = par1Str.length();
905 int var4 = 0;
906 int var5 = 0;
907 int var6 = -1;
908
909 for (boolean var7 = false; var5 < var3; ++var5)
910 {
911 char var8 = par1Str.charAt(var5);
912
913 switch (var8)
914 {
915 case 10:
916 --var5;
917 break;
918 case 167:
919 if (var5 < var3 - 1)
920 {
921 ++var5;
922 char var9 = par1Str.charAt(var5);
923
924 if (var9 != 108 && var9 != 76)
925 {
926 if (var9 == 114 || var9 == 82)
927 {
928 var7 = false;
929 }
930 }
931 else
932 {
933 var7 = true;
934 }
935 }
936
937 break;
938 case 32:
939 var6 = var5;
940 default:
941 var4 += this.getCharWidth(var8);
942
943 if (var7)
944 {
945 ++var4;
946 }
947 }
948
949 if (var8 == 10)
950 {
951 ++var5;
952 var6 = var5;
953 break;
954 }
955
956 if (var4 > par2)
957 {
958 break;
959 }
960 }
961
962 return var5 != var3 && var6 != -1 && var6 < var5 ? var6 : var5;
963 }
964
965 /**
966 * Checks if the char code is a hexadecimal character, used to set colour.
967 */
968 private static boolean isFormatColor(char par0)
969 {
970 return par0 >= 48 && par0 <= 57 || par0 >= 97 && par0 <= 102 || par0 >= 65 && par0 <= 70;
971 }
972
973 /**
974 * Checks if the char code is O-K...lLrRk-o... used to set special formatting.
975 */
976 private static boolean isFormatSpecial(char par0)
977 {
978 return par0 >= 107 && par0 <= 111 || par0 >= 75 && par0 <= 79 || par0 == 114 || par0 == 82;
979 }
980
981 /**
982 * Digests a string for nonprinting formatting characters then returns a string containing only that formatting.
983 */
984 private static String getFormatFromString(String par0Str)
985 {
986 String var1 = "";
987 int var2 = -1;
988 int var3 = par0Str.length();
989
990 while ((var2 = par0Str.indexOf(167, var2 + 1)) != -1)
991 {
992 if (var2 < var3 - 1)
993 {
994 char var4 = par0Str.charAt(var2 + 1);
995
996 if (isFormatColor(var4))
997 {
998 var1 = "\u00a7" + var4;
999 }
1000 else if (isFormatSpecial(var4))
1001 {
1002 var1 = var1 + "\u00a7" + var4;
1003 }
1004 }
1005 }
1006
1007 return var1;
1008 }
1009
1010 /**
1011 * Get bidiFlag that controls if the Unicode Bidirectional Algorithm should be run before rendering any string
1012 */
1013 public boolean getBidiFlag()
1014 {
1015 return this.bidiFlag;
1016 }
1017 }