forked from RepoMirrors/kami-blue
move tooltip to the left if it doesn't fit
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2fcdba1bf0
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@ -1,6 +1,7 @@
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package me.zeroeightsix.kami.gui.kami.theme.kami;
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import me.zeroeightsix.kami.KamiMod;
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import me.zeroeightsix.kami.command.Command;
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import me.zeroeightsix.kami.gui.kami.KamiGUI;
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import me.zeroeightsix.kami.gui.kami.RenderHelper;
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import me.zeroeightsix.kami.gui.kami.component.SettingsPanel;
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@ -9,6 +10,8 @@ import me.zeroeightsix.kami.gui.rgui.component.use.CheckButton;
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import me.zeroeightsix.kami.gui.rgui.render.AbstractComponentUI;
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import me.zeroeightsix.kami.gui.rgui.render.font.FontRenderer;
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import me.zeroeightsix.kami.gui.rgui.util.ContainerHelper;
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import me.zeroeightsix.kami.util.Wrapper;
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import org.lwjgl.input.Mouse;
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import java.util.List;
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@ -44,11 +47,20 @@ public class RootCheckButtonUI<T extends CheckButton> extends AbstractComponentU
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glDisable(GL_SCISSOR_TEST); // let it draw outside of the container
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glDepthRange(0, 0.01); // set render priority to the top
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RenderHelper.drawTooltip(component.getWidth() + 14, 0,
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KamiGUI.fontRenderer.getStringWidth(component.getDescription() + 2), KamiGUI.fontRenderer.getFontHeight() + 6,
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int tooltipX = 14;
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int tooltipWidth = KamiGUI.fontRenderer.getStringWidth(component.getDescription() + 2);
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boolean tooBig = Wrapper.getMinecraft().displayWidth < (Mouse.getX() + (tooltipWidth * 2 + (component.getWidth() * 2)));
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if (tooBig) {
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tooltipX = -tooltipX - tooltipWidth - component.getWidth();
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}
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RenderHelper.drawTooltip(component.getWidth() + tooltipX, 0,
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tooltipWidth, KamiGUI.fontRenderer.getFontHeight() + 6,
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1.5f, 0.17F, 0.17F, 0.18F, 0.9F,
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toF(GuiC.windowOutline.color.getRed()), toF(GuiC.windowOutline.color.getGreen()), toF(GuiC.windowOutline.color.getBlue()));
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RenderHelper.drawText(component.getWidth() + 17, KamiGUI.fontRenderer.getFontHeight() / 2, rgbToInt(255, 255, 255), component.getDescription());
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RenderHelper.drawText(component.getWidth() + tooltipX + 3, KamiGUI.fontRenderer.getFontHeight() / 2, rgbToInt(255, 255, 255), component.getDescription());
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glEnable(GL_SCISSOR_TEST); // stop drawing outside of the container
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glDepthRange(0, 1.0); // set the render priority back to normal
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