Renderer

object Renderer

Types

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object screen

Functions

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fun color(red: Long, green: Long, blue: Long, alpha: Long = 255): Long
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fun colorize(red: Float, green: Float, blue: Float, alpha: Float = 1.0f)
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fun drawCircle(color: Long, x: Float, y: Float, radius: Float, steps: Int, drawMode: Int = 5)
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fun drawImage(image: Image, x: Double, y: Double, width: Double, height: Double)
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fun drawLine(color: Long, x1: Float, y1: Float, x2: Float, y2: Float, thickness: Float, drawMode: Int = 7)
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fun drawPlayer(player: Any, x: Int, y: Int, rotate: Boolean = false, showNametag: Boolean = false, showArmor: Boolean = true, showCape: Boolean = true, showHeldItem: Boolean = true, showArrows: Boolean = true)
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fun drawRect(color: Long, x: Float, y: Float, width: Float, height: Float)
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fun drawShape(color: Long, vararg vertexes: List<Float>, drawMode: Int = 9)
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fun drawString(text: String, x: Float, y: Float, shadow: Boolean = false)
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fun drawStringWithShadow(text: String, x: Float, y: Float)
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fun finishDraw()
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fun fixAlpha(color: Long): Long
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fun getColor(color: Int): Long
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fun getDrawMode(): Int?
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fun getFontRenderer(): FontRenderer
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fun getRainbow(step: Float, speed: Float = 1.0f): Long
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fun getRainbowColors(step: Float, speed: Float = 1.0f): IntArray
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fun getRenderManager(): RenderManager
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fun getStringWidth(text: String): Int
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fun retainTransforms(retain: Boolean)
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fun rotate(angle: Float)
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fun scale(scaleX: Float, scaleY: Float = scaleX)
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fun setDrawMode(drawMode: Int): Renderer
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fun translate(x: Float, y: Float, z: Float = 0.0f)

Properties

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val AQUA: Long
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val BLACK: Long
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val BLUE: Long
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var colorized: Long? = null
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val DARK_AQUA: Long
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val DARK_BLUE: Long
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val DARK_GRAY: Long
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val DARK_GREEN: Long
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val DARK_PURPLE: Long
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val DARK_RED: Long
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val GOLD: Long
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val GRAY: Long
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val GREEN: Long
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val LIGHT_PURPLE: Long
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val RED: Long
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val WHITE: Long
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val YELLOW: Long

Sources

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