/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.parts.reporting;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import appeng.api.util.AEColor;
import appeng.core.AppEng;
import appeng.items.parts.PartModels;
/**
* A very simple part for emitting light.
*
* Opposed to the other subclass of {@link AbstractPartReporting}, it will only use the bright front texture.
*
* @author AlgorithmX2
* @author yueh
* @version rv3
* @since rv3
*/
public abstract class AbstractPartPanel extends AbstractPartReporting
{
@PartModels
public static final ResourceLocation MODEL_BASE = new ResourceLocation( AppEng.MOD_ID, "part/monitor_base" );
public AbstractPartPanel( final ItemStack is )
{
super( is, false );
}
@Override
public boolean isLightSource()
{
return true;
}
/**
* How bright the color the panel should appear. Usually it depends on a {@link AEColor} variant.
* This does not affect the actual light level of the part.
*
* @return the brightness to be used.
*/
protected abstract int getBrightnessColor();
}