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Update TextureStitchEvent.Pre to give access to the list of ResourceLocations that will be loaded as textures. (#5870)
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@@ -31,6 +31,7 @@ import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Set;
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import java.util.Map;
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import java.util.Optional;
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import java.util.Random;
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@@ -178,9 +179,9 @@ public class ForgeHooksClient
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return MinecraftForge.EVENT_BUS.post(new RenderSpecificHandEvent(hand, partialTicks, interpPitch, swingProgress, equipProgress, stack));
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}
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public static void onTextureStitchedPre(AtlasTexture map)
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public static void onTextureStitchedPre(AtlasTexture map, Set<ResourceLocation> resourceLocations)
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{
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ModLoader.get().postEvent(new TextureStitchEvent.Pre(map));
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ModLoader.get().postEvent(new TextureStitchEvent.Pre(map, resourceLocations));
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// ModelLoader.White.INSTANCE.register(map); // TODO Custom TAS
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ModelDynBucket.LoaderDynBucket.INSTANCE.register(map);
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}
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@@ -19,9 +19,12 @@
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package net.minecraftforge.client.event;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.eventbus.api.Event;
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import net.minecraft.client.renderer.texture.AtlasTexture;
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import java.util.Set;
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public class TextureStitchEvent extends Event
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{
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@@ -38,17 +41,29 @@ public class TextureStitchEvent extends Event
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}
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/**
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* Fired when the TextureMap is told to refresh it's stitched texture.
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* Called after the Stitched list is cleared, but before any blocks or items
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* add themselves to the list.
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* Fired when the TextureMap is told to refresh it's stitched texture.
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* Called before the {@link net.minecraft.client.renderer.texture.TextureAtlasSprite} are loaded.
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*/
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public static class Pre extends TextureStitchEvent
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{
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public Pre(AtlasTexture map){ super(map); }
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private final Set<ResourceLocation> sprites;
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public Pre(AtlasTexture map, Set<ResourceLocation> sprites)
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{
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super(map);
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this.sprites = sprites;
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}
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/**
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* Add a sprite to be stitched into the Texture Atlas.
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*/
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public boolean addSprite(ResourceLocation sprite) {
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return this.sprites.add(sprite);
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}
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}
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/**
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* This event is fired once the texture map has loaded all textures and
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* This event is fired once the texture map has loaded all textures and
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* stitched them together. All Icons should have there locations defined
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* by the time this is fired.
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*/
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