TinkersConstruct/tinker/tconstruct/client/SmallFontRenderer.java
2013-02-02 01:48:55 -08:00

1042 lines
31 KiB
Java

package tinker.tconstruct.client;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.io.InputStream;
import java.text.Bidi;
import java.util.Arrays;
import java.util.Iterator;
import java.util.List;
import java.util.Random;
import javax.imageio.ImageIO;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.renderer.RenderEngine;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.settings.GameSettings;
import net.minecraft.util.ChatAllowedCharacters;
import org.lwjgl.opengl.GL11;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class SmallFontRenderer extends FontRenderer
{
/** Array of width of all the characters in default.png */
private int[] charWidth = new int[256];
public int fontTextureName = 0;
/** the height in pixels of default text */
public int FONT_HEIGHT = 9;
public Random fontRandom = new Random();
/**
* Array of the start/end column (in upper/lower nibble) for every glyph in the /font directory.
*/
private byte[] glyphWidth = new byte[65536];
/**
* Array of GL texture ids for loaded glyph_XX.png images. Indexed by Unicode block (group of 256 chars).
*/
private final int[] glyphTextureName = new int[256];
/**
* Array of RGB triplets defining the 16 standard chat colors followed by 16 darker version of the same colors for
* drop shadows.
*/
private int[] colorCode = new int[32];
/**
* The currently bound GL texture ID. Avoids unnecessary glBindTexture() for the same texture if it's already bound.
*/
private int boundTextureName;
/** The RenderEngine used to load and setup glyph textures. */
private final RenderEngine renderEngine;
/** Current X coordinate at which to draw the next character. */
private float posX;
/** Current Y coordinate at which to draw the next character. */
private float posY;
/**
* If true, strings should be rendered with Unicode fonts instead of the default.png font
*/
private boolean unicodeFlag;
/**
* If true, the Unicode Bidirectional Algorithm should be run before rendering any string.
*/
private boolean bidiFlag;
/** Used to specify new red value for the current color. */
private float red;
/** Used to specify new blue value for the current color. */
private float blue;
/** Used to specify new green value for the current color. */
private float green;
/** Used to speify new alpha value for the current color. */
private float alpha;
/** Text color of the currently rendering string. */
private int textColor;
/** Set if the "k" style (random) is active in currently rendering string */
private boolean randomStyle = false;
/** Set if the "l" style (bold) is active in currently rendering string */
private boolean boldStyle = false;
/** Set if the "o" style (italic) is active in currently rendering string */
private boolean italicStyle = false;
/**
* Set if the "n" style (underlined) is active in currently rendering string
*/
private boolean underlineStyle = false;
/**
* Set if the "m" style (strikethrough) is active in currently rendering string
*/
private boolean strikethroughStyle = false;
public static int guiScale;
public SmallFontRenderer(GameSettings gameSettings, String textImage, RenderEngine renderEngine, boolean unicode)
{
super(gameSettings, textImage, renderEngine, unicode);
this.renderEngine = renderEngine;
this.unicodeFlag = unicode;
BufferedImage var5;
guiScale = 1;
try
{
var5 = ImageIO.read(RenderEngine.class.getResourceAsStream(textImage));
InputStream var6 = RenderEngine.class.getResourceAsStream("/font/glyph_sizes.bin");
var6.read(this.glyphWidth);
}
catch (IOException var18)
{
throw new RuntimeException(var18);
}
int var19 = var5.getWidth();
int var7 = var5.getHeight();
int[] var8 = new int[var19 * var7];
var5.getRGB(0, 0, var19, var7, var8, 0, var19);
int var9 = 0;
int var10;
int var11;
int var12;
int var13;
int var15;
int var16;
while (var9 < 256)
{
var10 = var9 % 16;
var11 = var9 / 16;
var12 = 7;
while (true)
{
if (var12 >= 0)
{
var13 = var10 * 8 + var12;
boolean var14 = true;
for (var15 = 0; var15 < 8 && var14; ++var15)
{
var16 = (var11 * 8 + var15) * var19;
int var17 = var8[var13 + var16] & 255;
if (var17 > 0)
{
var14 = false;
}
}
if (var14)
{
--var12;
continue;
}
}
if (var9 == 32)
{
var12 = 2;
}
this.charWidth[var9] = var12 + 2;
++var9;
break;
}
}
this.fontTextureName = renderEngine.allocateAndSetupTexture(var5);
for (var9 = 0; var9 < 32; ++var9)
{
var10 = (var9 >> 3 & 1) * 85;
var11 = (var9 >> 2 & 1) * 170 + var10;
var12 = (var9 >> 1 & 1) * 170 + var10;
var13 = (var9 >> 0 & 1) * 170 + var10;
if (var9 == 6)
{
var11 += 85;
}
if (gameSettings.anaglyph)
{
int var20 = (var11 * 30 + var12 * 59 + var13 * 11) / 100;
var15 = (var11 * 30 + var12 * 70) / 100;
var16 = (var11 * 30 + var13 * 70) / 100;
var11 = var20;
var12 = var15;
var13 = var16;
}
if (var9 >= 16)
{
var11 /= 4;
var12 /= 4;
var13 /= 4;
}
this.colorCode[var9] = (var11 & 255) << 16 | (var12 & 255) << 8 | var13 & 255;
}
}
/**
* Pick how to render a single character and return the width used.
*/
private float renderCharAtPos(int par1, char par2, boolean par3)
{
return par2 == 32 ? 4.0F : (par1 > 0 && !this.unicodeFlag ? this.renderDefaultChar(par1 + 32, par3) : this.renderUnicodeChar(par2, par3));
}
/**
* Render a single character with the default.png font at current (posX,posY) location...
*/
private float renderDefaultChar(int par1, boolean par2)
{
float var3 = (float)(par1 % 16 * 8);
float var4 = (float)(par1 / 16 * 8);
float var5 = par2 ? 1.0F : 0.0F;
if (this.boundTextureName != this.fontTextureName)
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.fontTextureName);
this.boundTextureName = this.fontTextureName;
}
float var6 = (float)this.charWidth[par1] - 0.01F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(var3 / 128.0F, var4 / 128.0F);
GL11.glVertex3f(this.posX + var5, this.posY, 0.0F);
GL11.glTexCoord2f(var3 / 128.0F, (var4 + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX - var5, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f((var3 + var6) / 128.0F, var4 / 128.0F);
GL11.glVertex3f(this.posX + var6 + var5, this.posY, 0.0F);
GL11.glTexCoord2f((var3 + var6) / 128.0F, (var4 + 7.99F) / 128.0F);
GL11.glVertex3f(this.posX + var6 - var5, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return (float)this.charWidth[par1];
}
/**
* Load one of the /font/glyph_XX.png into a new GL texture and store the texture ID in glyphTextureName array.
*/
private void loadGlyphTexture(int par1)
{
String var3 = String.format("/font/glyph_%02X.png", new Object[] {Integer.valueOf(par1)});
BufferedImage var2;
try
{
var2 = ImageIO.read(RenderEngine.class.getResourceAsStream(var3));
}
catch (IOException var5)
{
throw new RuntimeException(var5);
}
this.glyphTextureName[par1] = this.renderEngine.allocateAndSetupTexture(var2);
this.boundTextureName = this.glyphTextureName[par1];
}
/**
* Render a single Unicode character at current (posX,posY) location using one of the /font/glyph_XX.png files...
*/
private float renderUnicodeChar(char par1, boolean par2)
{
if (this.glyphWidth[par1] == 0)
{
return 0.0F;
}
else
{
int var3 = par1 / 256;
if (this.glyphTextureName[var3] == 0)
{
this.loadGlyphTexture(var3);
}
if (this.boundTextureName != this.glyphTextureName[var3])
{
GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.glyphTextureName[var3]);
this.boundTextureName = this.glyphTextureName[var3];
}
int var4 = this.glyphWidth[par1] >>> 4;
int var5 = this.glyphWidth[par1] & 15;
float var6 = (float)var4;
float var7 = (float)(var5 + 1);
float var8 = (float)(par1 % 16 * 16) + var6;
float var9 = (float)((par1 & 255) / 16 * 16);
float var10 = var7 - var6 - 0.02F;
float var11 = par2 ? 1.0F : 0.0F;
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glTexCoord2f(var8 / 256.0F, var9 / 256.0F);
GL11.glVertex3f(this.posX + var11, this.posY, 0.0F);
GL11.glTexCoord2f(var8 / 256.0F, (var9 + 15.98F) / 256.0F);
GL11.glVertex3f(this.posX - var11, this.posY + 7.99F, 0.0F);
GL11.glTexCoord2f((var8 + var10) / 256.0F, var9 / 256.0F);
GL11.glVertex3f(this.posX + var10 / 2.0F + var11, this.posY, 0.0F);
GL11.glTexCoord2f((var8 + var10) / 256.0F, (var9 + 15.98F) / 256.0F);
GL11.glVertex3f(this.posX + var10 / 2.0F - var11, this.posY + 7.99F, 0.0F);
GL11.glEnd();
return (var7 - var6) / 2.0F + 1.0F;
}
}
/**
* Draws the specified string with a shadow.
*/
public int drawStringWithShadow(String par1Str, int par2, int par3, int par4)
{
return this.drawString(par1Str, par2, par3, par4, true);
}
/**
* Draws the specified string.
*/
public int drawString(String par1Str, int par2, int par3, int par4)
{
return this.drawString(par1Str, par2, par3, par4, false);
}
/**
* Draws the specified string. Args: string, x, y, color, dropShadow
*/
public int drawString(String par1Str, int par2, int par3, int par4, boolean par5)
{
this.resetStyles();
if (this.bidiFlag)
{
par1Str = this.bidiReorder(par1Str);
}
int var6;
if (par5)
{
var6 = this.renderString(par1Str, par2 + 1, par3 + 1, par4, true);
var6 = Math.max(var6, this.renderString(par1Str, par2, par3, par4, false));
}
else
{
var6 = this.renderString(par1Str, par2, par3, par4, false);
}
return var6;
}
/**
* Apply Unicode Bidirectional Algorithm to string and return a new possibly reordered string for visual rendering.
*/
private String bidiReorder(String par1Str)
{
if (par1Str != null && Bidi.requiresBidi(par1Str.toCharArray(), 0, par1Str.length()))
{
Bidi var2 = new Bidi(par1Str, -2);
byte[] var3 = new byte[var2.getRunCount()];
String[] var4 = new String[var3.length];
int var7;
for (int var5 = 0; var5 < var3.length; ++var5)
{
int var6 = var2.getRunStart(var5);
var7 = var2.getRunLimit(var5);
int var8 = var2.getRunLevel(var5);
String var9 = par1Str.substring(var6, var7);
var3[var5] = (byte)var8;
var4[var5] = var9;
}
String[] var11 = (String[])var4.clone();
Bidi.reorderVisually(var3, 0, var4, 0, var3.length);
StringBuilder var12 = new StringBuilder();
var7 = 0;
while (var7 < var4.length)
{
byte var13 = var3[var7];
int var14 = 0;
while (true)
{
if (var14 < var11.length)
{
if (!var11[var14].equals(var4[var7]))
{
++var14;
continue;
}
var13 = var3[var14];
}
if ((var13 & 1) == 0)
{
var12.append(var4[var7]);
}
else
{
for (var14 = var4[var7].length() - 1; var14 >= 0; --var14)
{
char var10 = var4[var7].charAt(var14);
if (var10 == 40)
{
var10 = 41;
}
else if (var10 == 41)
{
var10 = 40;
}
var12.append(var10);
}
}
++var7;
break;
}
}
return var12.toString();
}
else
{
return par1Str;
}
}
/**
* Reset all style flag fields in the class to false; called at the start of string rendering
*/
private void resetStyles()
{
this.randomStyle = false;
this.boldStyle = false;
this.italicStyle = false;
this.underlineStyle = false;
this.strikethroughStyle = false;
}
/**
* Render a single line string at the current (posX,posY) and update posX
*/
private void renderStringAtPos(String par1Str, boolean par2)
{
for (int var3 = 0; var3 < par1Str.length(); ++var3)
{
char var4 = par1Str.charAt(var3);
int var5;
int var6;
if (var4 == 167 && var3 + 1 < par1Str.length())
{
var5 = "0123456789abcdefklmnor".indexOf(par1Str.toLowerCase().charAt(var3 + 1));
if (var5 < 16)
{
this.randomStyle = false;
this.boldStyle = false;
this.strikethroughStyle = false;
this.underlineStyle = false;
this.italicStyle = false;
if (var5 < 0 || var5 > 15)
{
var5 = 15;
}
if (par2)
{
var5 += 16;
}
var6 = this.colorCode[var5];
this.textColor = var6;
GL11.glColor4f((float)(var6 >> 16) / 255.0F, (float)(var6 >> 8 & 255) / 255.0F, (float)(var6 & 255) / 255.0F, this.alpha);
}
else if (var5 == 16)
{
this.randomStyle = true;
}
else if (var5 == 17)
{
this.boldStyle = true;
}
else if (var5 == 18)
{
this.strikethroughStyle = true;
}
else if (var5 == 19)
{
this.underlineStyle = true;
}
else if (var5 == 20)
{
this.italicStyle = true;
}
else if (var5 == 21)
{
this.randomStyle = false;
this.boldStyle = false;
this.strikethroughStyle = false;
this.underlineStyle = false;
this.italicStyle = false;
GL11.glColor4f(this.red, this.blue, this.green, this.alpha);
}
++var3;
}
else
{
var5 = ChatAllowedCharacters.allowedCharacters.indexOf(var4);
if (this.randomStyle && var5 > 0)
{
do
{
var6 = this.fontRandom.nextInt(ChatAllowedCharacters.allowedCharacters.length());
}
while (this.charWidth[var5 + 32] != this.charWidth[var6 + 32]);
var5 = var6;
}
float scaleDown = 0.5F;
float scaleUp = 2.0F;
if (guiScale % 2 == 1)
//if (true)
{
scaleDown = 2/3F;
scaleUp = 1.5F;
}
GL11.glScalef(scaleDown, scaleDown, 1F);
float var9 = this.renderCharAtPos(var5, var4, this.italicStyle);
GL11.glScalef(scaleUp,scaleUp, 1F);
if (this.boldStyle)
{
++this.posX;
this.renderCharAtPos(var5, var4, this.italicStyle);
--this.posX;
++var9;
}
Tessellator var7;
if (this.strikethroughStyle)
{
var7 = Tessellator.instance;
GL11.glDisable(GL11.GL_TEXTURE_2D);
var7.startDrawingQuads();
var7.addVertex((double)this.posX, (double)(this.posY + (float)(this.FONT_HEIGHT / 2)), 0.0D);
var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)(this.FONT_HEIGHT / 2)), 0.0D);
var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)(this.FONT_HEIGHT / 2) - 1.0F), 0.0D);
var7.addVertex((double)this.posX, (double)(this.posY + (float)(this.FONT_HEIGHT / 2) - 1.0F), 0.0D);
var7.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
if (this.underlineStyle)
{
var7 = Tessellator.instance;
GL11.glDisable(GL11.GL_TEXTURE_2D);
var7.startDrawingQuads();
int var8 = this.underlineStyle ? -1 : 0;
var7.addVertex((double)(this.posX + (float)var8), (double)(this.posY + (float)this.FONT_HEIGHT), 0.0D);
var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)this.FONT_HEIGHT), 0.0D);
var7.addVertex((double)(this.posX + var9), (double)(this.posY + (float)this.FONT_HEIGHT - 1.0F), 0.0D);
var7.addVertex((double)(this.posX + (float)var8), (double)(this.posY + (float)this.FONT_HEIGHT - 1.0F), 0.0D);
var7.draw();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
this.posX += (float)((int)var9);
}
}
}
/**
* Render string either left or right aligned depending on bidiFlag
*/
private int renderStringAligned(String par1Str, int par2, int par3, int par4, int par5, boolean par6)
{
if (this.bidiFlag)
{
par1Str = this.bidiReorder(par1Str);
int var7 = this.getStringWidth(par1Str);
par2 = par2 + par4 - var7;
}
return this.renderString(par1Str, par2, par3, par5, par6);
}
/**
* Render single line string by setting GL color, current (posX,posY), and calling renderStringAtPos()
*/
private int renderString(String par1Str, int par2, int par3, int par4, boolean par5)
{
if (par1Str == null)
{
return 0;
}
else
{
this.boundTextureName = 0;
if ((par4 & -67108864) == 0)
{
par4 |= -16777216;
}
if (par5)
{
par4 = (par4 & 16579836) >> 2 | par4 & -16777216;
}
this.red = (float)(par4 >> 16 & 255) / 255.0F;
this.blue = (float)(par4 >> 8 & 255) / 255.0F;
this.green = (float)(par4 & 255) / 255.0F;
this.alpha = (float)(par4 >> 24 & 255) / 255.0F;
GL11.glColor4f(this.red, this.blue, this.green, this.alpha);
this.posX = (float)par2;
this.posY = (float)par3;
this.renderStringAtPos(par1Str, par5);
return (int)this.posX;
}
}
/**
* Returns the width of this string. Equivalent of FontMetrics.stringWidth(String s).
*/
public int getStringWidth(String par1Str)
{
if (par1Str == null)
{
return 0;
}
else
{
int var2 = 0;
boolean var3 = false;
for (int var4 = 0; var4 < par1Str.length(); ++var4)
{
char var5 = par1Str.charAt(var4);
int var6 = this.getCharWidth(var5);
if (var6 < 0 && var4 < par1Str.length() - 1)
{
++var4;
var5 = par1Str.charAt(var4);
if (var5 != 108 && var5 != 76)
{
if (var5 == 114 || var5 == 82)
{
var3 = false;
}
}
else
{
var3 = true;
}
var6 = 0;
}
var2 += var6;
if (var3)
{
++var2;
}
}
return var2;
}
}
/**
* Returns the width of this character as rendered.
*/
public int getCharWidth(char par1)
{
if (par1 == 167)
{
return -1;
}
else if (par1 == 32)
{
return 4;
}
else
{
int var2 = ChatAllowedCharacters.allowedCharacters.indexOf(par1);
if (var2 >= 0 && !this.unicodeFlag)
{
return this.charWidth[var2 + 32];
}
else if (this.glyphWidth[par1] != 0)
{
int var3 = this.glyphWidth[par1] >>> 4;
int var4 = this.glyphWidth[par1] & 15;
if (var4 > 7)
{
var4 = 15;
var3 = 0;
}
++var4;
return (var4 - var3) / 2 + 1;
}
else
{
return 0;
}
}
}
/**
* Trims a string to fit a specified Width.
*/
public String trimStringToWidth(String par1Str, int par2)
{
return this.trimStringToWidth(par1Str, par2, false);
}
/**
* Trims a string to a specified width, and will reverse it if par3 is set.
*/
public String trimStringToWidth(String par1Str, int par2, boolean par3)
{
StringBuilder var4 = new StringBuilder();
int var5 = 0;
int var6 = par3 ? par1Str.length() - 1 : 0;
int var7 = par3 ? -1 : 1;
boolean var8 = false;
boolean var9 = false;
for (int var10 = var6; var10 >= 0 && var10 < par1Str.length() && var5 < par2; var10 += var7)
{
char var11 = par1Str.charAt(var10);
int var12 = this.getCharWidth(var11);
if (var8)
{
var8 = false;
if (var11 != 108 && var11 != 76)
{
if (var11 == 114 || var11 == 82)
{
var9 = false;
}
}
else
{
var9 = true;
}
}
else if (var12 < 0)
{
var8 = true;
}
else
{
var5 += var12;
if (var9)
{
++var5;
}
}
if (var5 > par2)
{
break;
}
if (par3)
{
var4.insert(0, var11);
}
else
{
var4.append(var11);
}
}
return var4.toString();
}
/**
* Remove all newline characters from the end of the string
*/
private String trimStringNewline(String par1Str)
{
while (par1Str != null && par1Str.endsWith("\n"))
{
par1Str = par1Str.substring(0, par1Str.length() - 1);
}
return par1Str;
}
/**
* Splits and draws a String with wordwrap (maximum length is parameter k)
*/
public void drawSplitString(String string, int posX, int posY, int length, int par5)
{
this.resetStyles();
this.textColor = par5;
string = this.trimStringNewline(string);
if (this.guiScale % 2 == 0)
{
//posX -= 28;
posX *= 1.32;
posX -= 35;
posY *= 1.2;
length *= 1.32;
}
this.renderSplitString(string, posX, posY, length, false);
}
/**
* Perform actual work of rendering a multi-line string with wordwrap and with darker drop shadow color if flag is
* set
*/
private void renderSplitString(String par1Str, int par2, int par3, int par4, boolean par5)
{
List var6 = this.listFormattedStringToWidth(par1Str, par4);
for (Iterator var7 = var6.iterator(); var7.hasNext(); par3 += this.FONT_HEIGHT)
{
String var8 = (String)var7.next();
this.renderStringAligned(var8, par2, par3, par4, this.textColor, par5);
}
}
/**
* Returns the width of the wordwrapped String (maximum length is parameter k)
*/
public int splitStringWidth(String par1Str, int par2)
{
return this.FONT_HEIGHT * this.listFormattedStringToWidth(par1Str, par2).size();
}
/**
* Set unicodeFlag controlling whether strings should be rendered with Unicode fonts instead of the default.png
* font.
*/
public void setUnicodeFlag(boolean par1)
{
this.unicodeFlag = par1;
}
/**
* Get unicodeFlag controlling whether strings should be rendered with Unicode fonts instead of the default.png
* font.
*/
public boolean getUnicodeFlag()
{
return this.unicodeFlag;
}
/**
* Set bidiFlag to control if the Unicode Bidirectional Algorithm should be run before rendering any string.
*/
public void setBidiFlag(boolean par1)
{
this.bidiFlag = par1;
}
/**
* Breaks a string into a list of pieces that will fit a specified width.
*/
public List listFormattedStringToWidth(String par1Str, int par2)
{
return Arrays.asList(this.wrapFormattedString(par1Str, par2).split("\n"));
}
/**
* Inserts newline and formatting into a string to wrap it within the specified width.
*/
String wrapFormattedString(String par1Str, int par2)
{
int var3 = this.sizeStringToWidth(par1Str, par2);
if (par1Str.length() <= var3)
{
return par1Str;
}
else
{
String var4 = par1Str.substring(0, var3);
char var5 = par1Str.charAt(var3);
boolean var6 = var5 == 32 || var5 == 10;
String var7 = getFormatFromString(var4) + par1Str.substring(var3 + (var6 ? 1 : 0));
return var4 + "\n" + this.wrapFormattedString(var7, par2);
}
}
/**
* Determines how many characters from the string will fit into the specified width.
*/
private int sizeStringToWidth(String par1Str, int par2)
{
int var3 = par1Str.length();
int var4 = 0;
int var5 = 0;
int var6 = -1;
for (boolean var7 = false; var5 < var3; ++var5)
{
char var8 = par1Str.charAt(var5);
switch (var8)
{
case 10:
--var5;
break;
case 167:
if (var5 < var3 - 1)
{
++var5;
char var9 = par1Str.charAt(var5);
if (var9 != 108 && var9 != 76)
{
if (var9 == 114 || var9 == 82 || isFormatColor(var9))
{
var7 = false;
}
}
else
{
var7 = true;
}
}
break;
case 32:
var6 = var5;
default:
var4 += this.getCharWidth(var8);
if (var7)
{
++var4;
}
}
if (var8 == 10)
{
++var5;
var6 = var5;
break;
}
if (var4 > par2)
{
break;
}
}
return var5 != var3 && var6 != -1 && var6 < var5 ? var6 : var5;
}
/**
* Checks if the char code is a hexadecimal character, used to set colour.
*/
private static boolean isFormatColor(char par0)
{
return par0 >= 48 && par0 <= 57 || par0 >= 97 && par0 <= 102 || par0 >= 65 && par0 <= 70;
}
/**
* Checks if the char code is O-K...lLrRk-o... used to set special formatting.
*/
private static boolean isFormatSpecial(char par0)
{
return par0 >= 107 && par0 <= 111 || par0 >= 75 && par0 <= 79 || par0 == 114 || par0 == 82;
}
/**
* Digests a string for nonprinting formatting characters then returns a string containing only that formatting.
*/
private static String getFormatFromString(String par0Str)
{
String var1 = "";
int var2 = -1;
int var3 = par0Str.length();
while ((var2 = par0Str.indexOf(167, var2 + 1)) != -1)
{
if (var2 < var3 - 1)
{
char var4 = par0Str.charAt(var2 + 1);
if (isFormatColor(var4))
{
var1 = "\u00a7" + var4;
}
else if (isFormatSpecial(var4))
{
var1 = var1 + "\u00a7" + var4;
}
}
}
return var1;
}
/**
* Get bidiFlag that controls if the Unicode Bidirectional Algorithm should be run before rendering any string
*/
public boolean getBidiFlag()
{
return this.bidiFlag;
}
}