MoulConfigRenderContext

Constructors

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constructor(drawContext: GuiGraphics)
constructor(drawContext: GuiGraphics)
constructor(drawContext: GuiGraphics)
constructor(drawContext: GuiGraphics)
constructor(drawContext: GuiGraphics)
constructor(drawContext: GuiGraphicsExtractor)

Functions

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open fun assertNoScissors()
open fun assertNoScissors()
open fun assertNoScissors()
open fun assertNoScissors()
open fun assertNoScissors()
open fun assertNoScissors()
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open fun clearScissor()
open fun clearScissor()
open fun clearScissor()
open fun clearScissor()
open fun clearScissor()
open fun clearScissor()
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open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
open fun drawColoredRect(left: Float, top: Float, right: Float, bottom: Float, color: Int)
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open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
open fun drawColouredQuads(color: Int, coordinates: Array<Float>)
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open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
open fun drawDarkRect(x: Int, y: Int, width: Int, height: Int, shadow: Boolean)
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open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
open fun drawGradientRect(left: Int, top: Int, right: Int, bottom: Int, startColor: Int, endColor: Int)
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open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
open fun drawOnTop(layer: Layer, escapeScissors: RenderContext.ScissorBehaviour, later: Consumer<RenderContext>)
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open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
open fun drawString(fontRenderer: IFontRenderer, text: StructuredText, x: Int, y: Int, color: Int, shadow: Boolean)
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open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
open fun drawTexturedTintedRect(texture: MyResourceLocation, x: Float, y: Float, width: Float, height: Float, u1: Float, v1: Float, u2: Float, v2: Float, color: Int, filter: TextureFilter)
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open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
open fun drawTooltipNow(x: Int, y: Int, tooltipLines: List<StructuredText>)
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open fun getMatrices(): Matrix3x2fStack
open fun getMatrices(): Matrix3x2fStack
open fun getMatrices(): PoseStack
open fun getMatrices(): PoseStack
open fun getMatrices(): Matrix3x2fStack
open fun getMatrices(): Matrix3x2fStack
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open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
open fun invertedRect(left: Float, top: Float, right: Float, bottom: Float, additiveColor: Int)
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open fun popMatrix()
open fun popMatrix()
open fun popMatrix()
open fun popMatrix()
open fun popMatrix()
open fun popMatrix()
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open fun popScissor()
open fun popScissor()
open fun popScissor()
open fun popScissor()
open fun popScissor()
open fun popScissor()
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open fun pushMatrix()
open fun pushMatrix()
open fun pushMatrix()
open fun pushMatrix()
open fun pushMatrix()
open fun pushMatrix()
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open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushRawScissor(left: Int, top: Int, right: Int, bottom: Int)
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open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
open fun pushScissor(left: Int, top: Int, right: Int, bottom: Int)
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open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
open fun renderItemStack(itemStack: IItemStack, x: Int, y: Int, @Nullable overlayText: @Nullable StructuredText)
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open fun scale(x: Float, y: Float)
open fun scale(x: Float, y: Float)
open fun scale(x: Float, y: Float)
open fun scale(x: Float, y: Float)
open fun scale(x: Float, y: Float)
open fun scale(x: Float, y: Float)
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open fun translate(x: Float, y: Float)
open fun translate(x: Float, y: Float)
open fun translate(x: Float, y: Float)
open fun translate(x: Float, y: Float)
open fun translate(x: Float, y: Float)
open fun translate(x: Float, y: Float)