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Problem Refreshing Screen GUI [1.16.5]


Yurim64

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Hi!
I was creating a GUI with a scroll pane, but when i scroll up or down with the mouse (the button is not implemented yet) the GUI will not update until i click on a slot with an item.
How can i resolve this problem?

 

This is the Screen Code:

public class ColossalChestScreen extends BaseChestScreen {

    private ColossalChestContainer colossalContainer;

    public ColossalChestScreen(BaseChestContainer container, PlayerInventory inventory, ITextComponent title) {
        super(container, inventory, title);
        if (container instanceof ColossalChestContainer)
            this.colossalContainer = (ColossalChestContainer) container;
        else
            throw new IllegalArgumentException("Invalid Container for Colossal Chest");
        this.imageHeight = 204;
        this.imageWidth = 197;
        this.inventoryLabelY = 110;
        this.bgLocation = new ResourceLocation(TenChest.MODID, "textures/gui/colossal_chest_gui.png");
    }

    @Override
    public boolean mouseScrolled(double x, double y, double movement) {
        System.out.println("Trying to scroll off " + (-movement));
        this.colossalContainer.scrollOff((int) -movement);
        return super.mouseScrolled(x, y, movement);
    }
}

This is the Container Screen:

public class ColossalChestContainer extends BaseChestContainer {

    public static ColossalChestContainer defaultContainer(int id, IInventory inventory, PlayerInventory playerInventory) {
        return new ColossalChestContainer(id, inventory, playerInventory);
    }

    public static ColossalChestContainer defaultContainer(int id, PlayerInventory inventory) {
        return new ColossalChestContainer(id, new Inventory(9 * MAX_ROWS), inventory);
    }

    public static final int MAX_ROWS = 12;
    private static final int VISIBLE_ROWS = 5;

    private int startingRow = 0;

    public ColossalChestContainer(int id, IInventory inventory, PlayerInventory playerInventory) {
        super(BaseChestContainerType.COLOSSAL_CHEST.get(), id, inventory, playerInventory);
    }

    @Override
    protected void generateSlot(PlayerInventory playerInventory) {
        int index = 0;
        for (int i = 0; i < VISIBLE_ROWS; i++) {
            for (int j = 0; j < 9; j++) {
                this.addSlot(new Slot(this.inventory, index++, 12 + (j * 18), 18 + (i * 18)));
            }
        }

        index = 0;
        for (int i = 0; i < 9; i++) {
            this.addSlot(new Slot(playerInventory, index++, 12 + (i * 18), 181));
        }

        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 9; j++) {
                this.addSlot(new Slot(playerInventory, index++, 12 + (j * 18), 123 + (18 * i)));
            }
        }
    }

    public void scrollOff(int val) {
        this.scrollTo(this.startingRow + val);
    }

    public void scrollTo(int row) {
        if (canScrollTo(row)) {
            this.startingRow = row;
            System.out.println("Changed First Row Index to: " + this.startingRow);
            int index = 0;
            for (int i = 0; i < VISIBLE_ROWS; i++) {
                for (int j = 0; j < 9; j++) {
                    int inventoryIndex = (this.startingRow * 9) + index;
                    System.out.println("Inventory Slot Visible at: " + index + " -> " + inventoryIndex);
                    this.setItem(index, this.inventory.getItem(inventoryIndex));
                    index++;
                }
            }
        } else {
            System.out.println("Can't Scroll To " + row);
        }
    }

    public boolean canScrollTo(int rows) {
        return rows >= 0 && rows + VISIBLE_ROWS <= MAX_ROWS;
    }
}

 

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