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DebugDraw class in JBox2D
#9
UPDATE: It appears to be the setFlags() method that is causing this. Sad
(07-14-2012, 01:30 AM)Qwertygiy Wrote: Let me take a Minecraft example.

IInventory:
Code:
package net.minecraft.src;

public interface IInventory
{
    /**
     * Returns the number of slots in the inventory.
     */
    int getSizeInventory();

    /**
     * Returns the stack in slot i
     */
    ItemStack getStackInSlot(int var1);

    /**
     * Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new
     * stack.
     */
    ItemStack decrStackSize(int var1, int var2);

    /**
     * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
     * like when you close a workbench GUI.
     */
    ItemStack getStackInSlotOnClosing(int var1);

    /**
     * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
     */
    void setInventorySlotContents(int var1, ItemStack var2);

    /**
     * Returns the name of the inventory.
     */
    String getInvName();

    /**
     * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended.
     */
    int getInventoryStackLimit();

    /**
     * Called when an the contents of an Inventory change, usually
     */
    void onInventoryChanged();

    boolean isUseableByPlayer(EntityPlayer var1);

    void openChest();

    void closeChest();
}


InventoryBasic:
Code:
package net.minecraft.src;

import java.util.List;

public class InventoryBasic implements IInventory
{
    private String inventoryTitle;
    private int slotsCount;
    private ItemStack[] inventoryContents;
    private List field_20073_d;

    public InventoryBasic(String par1Str, int par2)
    {
        this.inventoryTitle = par1Str;
        this.slotsCount = par2;
        this.inventoryContents = new ItemStack[par2];
    }

    /**
     * Returns the stack in slot i
     */
    public ItemStack getStackInSlot(int par1)
    {
        return this.inventoryContents[par1];
    }

    /**
     * Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new
     * stack.
     */
    public ItemStack decrStackSize(int par1, int par2)
    {
        if (this.inventoryContents[par1] != null)
        {
            ItemStack var3;

            if (this.inventoryContents[par1].stackSize <= par2)
            {
                var3 = this.inventoryContents[par1];
                this.inventoryContents[par1] = null;
                this.onInventoryChanged();
                return var3;
            }
            else
            {
                var3 = this.inventoryContents[par1].splitStack(par2);

                if (this.inventoryContents[par1].stackSize == 0)
                {
                    this.inventoryContents[par1] = null;
                }

                this.onInventoryChanged();
                return var3;
            }
        }
        else
        {
            return null;
        }
    }

    /**
     * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
     * like when you close a workbench GUI.
     */
    public ItemStack getStackInSlotOnClosing(int par1)
    {
        if (this.inventoryContents[par1] != null)
        {
            ItemStack var2 = this.inventoryContents[par1];
            this.inventoryContents[par1] = null;
            return var2;
        }
        else
        {
            return null;
        }
    }

    /**
     * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
     */
    public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
    {
        this.inventoryContents[par1] = par2ItemStack;

        if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
        {
            par2ItemStack.stackSize = this.getInventoryStackLimit();
        }

        this.onInventoryChanged();
    }

    /**
     * Returns the number of slots in the inventory.
     */
    public int getSizeInventory()
    {
        return this.slotsCount;
    }

    /**
     * Returns the name of the inventory.
     */
    public String getInvName()
    {
        return this.inventoryTitle;
    }

    /**
     * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended.
     */
    public int getInventoryStackLimit()
    {
        return 64;
    }

    /**
     * Called when an the contents of an Inventory change, usually
     */
    public void onInventoryChanged()
    {
    }

    /**
     * Do not make give this method the name canInteractWith because it clashes with Container
     */
    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    {
        return true;
    }

    public void openChest() {}

    public void closeChest() {}
}

I see what you mean, but I'm not quite sure how to define the methods of it. I'll try though.
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DebugDraw class in JBox2D - by Dignity - 07-14-2012, 12:35 AM

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