package net.minecraft.src;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

public class GuiInventory extends InventoryEffectRenderer
{
    /**
     * x size of the inventory window in pixels. Defined as float, passed as int
     */
    private float xSize_lo;

    /**
     * y size of the inventory window in pixels. Defined as float, passed as int.
     */
    private float ySize_lo;

    public GuiInventory(EntityPlayer par1EntityPlayer)
    {
        super(par1EntityPlayer.inventoryContainer);
        this.allowUserInput = true;
        par1EntityPlayer.addStat(AchievementList.openInventory, 1);
    }

    /**
     * Called from the main game loop to update the screen.
     */
    public void updateScreen()
    {
        if (this.mc.playerController.isInCreativeMode())
        {
            this.mc.displayGuiScreen(new GuiContainerCreative(this.mc.thePlayer));
        }
    }

    /**
     * Adds the buttons (and other controls) to the screen in question.
     */
    public void initGui()
    {
        this.buttonList.clear();

        if (this.mc.playerController.isInCreativeMode())
        {
            this.mc.displayGuiScreen(new GuiContainerCreative(this.mc.thePlayer));
        }
        else
        {
            super.initGui();
        }
    }

    /**
     * Draw the foreground layer for the GuiContainer (everything in front of the items)
     */
    protected void drawGuiContainerForegroundLayer(int par1, int par2)
    {
        this.fontRenderer.drawString(I18n.getString("container.crafting"), 86, 16, 4210752);
    }

    /**
     * Draws the screen and all the components in it.
     */
    public void drawScreen(int par1, int par2, float par3)
    {
        super.drawScreen(par1, par2, par3);
        this.xSize_lo = (float)par1;
        this.ySize_lo = (float)par2;
    }

    /**
     * Draw the background layer for the GuiContainer (everything behind the items)
     */
    protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
    {
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        field_110408_a.bindTexture();
        int var4 = this.guiLeft;
        int var5 = this.guiTop;
        this.drawTexturedModalRect(var4, var5, 0, 0, this.xSize, this.ySize);
        func_110423_a(var4 + 51, var5 + 75, 30, (float)(var4 + 51) - this.xSize_lo, (float)(var5 + 75 - 50) - this.ySize_lo, this.mc.thePlayer);
    }

    public static void func_110423_a(int par0, int par1, int par2, float par3, float par4, EntityLivingBase par5EntityLivingBase)
    {
        GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par0, (float)par1, 50.0F);
        GL11.glScalef((float)(-par2), (float)par2, (float)par2);
        GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
        float var6 = par5EntityLivingBase.renderYawOffset;
        float var7 = par5EntityLivingBase.rotationYaw;
        float var8 = par5EntityLivingBase.rotationPitch;
        float var9 = par5EntityLivingBase.prevRotationYawHead;
        float var10 = par5EntityLivingBase.rotationYawHead;
        GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
        RenderHelper.enableStandardItemLighting();
        GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(-((float)Math.atan((double)(par4 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
        par5EntityLivingBase.renderYawOffset = (float)Math.atan((double)(par3 / 40.0F)) * 20.0F;
        par5EntityLivingBase.rotationYaw = (float)Math.atan((double)(par3 / 40.0F)) * 40.0F;
        par5EntityLivingBase.rotationPitch = -((float)Math.atan((double)(par4 / 40.0F))) * 20.0F;
        par5EntityLivingBase.rotationYawHead = par5EntityLivingBase.rotationYaw;
        par5EntityLivingBase.prevRotationYawHead = par5EntityLivingBase.rotationYaw;
        GL11.glTranslatef(0.0F, par5EntityLivingBase.yOffset, 0.0F);
        RenderManager.instance.playerViewY = 180.0F;
        RenderManager.instance.renderEntityWithPosYaw(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
        par5EntityLivingBase.renderYawOffset = var6;
        par5EntityLivingBase.rotationYaw = var7;
        par5EntityLivingBase.rotationPitch = var8;
        par5EntityLivingBase.prevRotationYawHead = var9;
        par5EntityLivingBase.rotationYawHead = var10;
        GL11.glPopMatrix();
        RenderHelper.disableStandardItemLighting();
        GL11.glDisable(GL12.GL_RESCALE_NORMAL);
        OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
    }

    /**
     * Fired when a control is clicked. This is the equivalent of ActionListener.actionPerformed(ActionEvent e).
     */
    protected void actionPerformed(GuiButton par1GuiButton)
    {
        if (par1GuiButton.id == 0)
        {
            this.mc.displayGuiScreen(new GuiAchievements(this.mc.statFileWriter));
        }

        if (par1GuiButton.id == 1)
        {
            this.mc.displayGuiScreen(new GuiStats(this, this.mc.statFileWriter));
        }
    }
}
