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Featured Replies

Posted

Hey guys I need your quick (hopefully) help. You all know that after opening your inventory you can transfer ItemStacks by clicking on them which brings them into "your hand". I want to do the same thing in my custom Gui.

How? ;) Keeping it short,

Me

make sure your GUI extends GuiContainer and make a new class extending Container and give the player.inventory to that container

 

im cleaning up some code then post it for you

 

also check the wiki for "tiny chest" its a very basic and very usefull example

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-


public class Containercustom extends Container {

private IInventory inventorycustom;
private IInventory playerInv;

public Containercustom (IInventory inventorycustom, IInventory playerInventory) {
	this.equip = equip;
	playerInv = playerInventory;
	int j, k;

	for (j = 0; j < 3; ++j)
        {
            for (k = 0; k < 9; ++k)
            {
                this.addSlotToContainer(new Slot(playerInventory, k + j * 9 + 9, 8 + k * 18, 103 + j * 18-20));
            }
        }

        for (j = 0; j < 9; ++j)
        {
            this.addSlotToContainer(new Slot(playerInventory, j, 8 + j * 18, 161-20));
        }

	this.addSlotToContainer(new Slot(equip, 0, 98, 7));
}

@Override
public boolean canInteractWith(EntityPlayer entityplayer) {
	return true;
}

/**
 * Called when a player shift-clicks on a slot. You must override this or
 * you will crash when someone does that.
 */
public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2) {
	return null;
}
}

 

public class GuiHandler implements IGuiHandler {

/**
 * @return an instance of a Container class for the server to use
 */
@Override
public Object getServerGuiElement(int ID, EntityPlayer player, World world,
		int x, int y, int z) {
	return new ContainerEquipment(EquipmentManager.getEquipOf(player.username), player.inventory);
}

/**
 * @return an instance of a GuiScreen for the client to use and interact with. Depends on the id passed
 */
public Object getClientGuiElement(int ID, EntityPlayer player, World world,
		int x, int y, int z) {
	return new GuiCustom(new ContainerCustom(new BattleEquipment(), player.inventory));
}

}

 


public class GuiCustom extends GuiContainer{

public static final int GUI_ID = -125167;
private float mx, my;
public EquipmentGui(Container par1Container) {
	super(par1Container);
}

    /**
     * Adds the buttons (and other controls) to the screen in question.
     */
    public void initGui()
    {
        super.initGui();
        this.mc.thePlayer.openContainer = this.inventorySlots;
        this.guiLeft = (this.width - this.xSize) / 2;
        this.guiTop = (this.height - this.ySize) / 2;
    }

    /**
     * Draws the screen and all the components in it.
     */
    public void drawScreen(int par1, int par2, float par3)
    {
        super.drawScreen(par1, par2, par3);
        this.mx = (float)par1;
        this.my = (float)par2;
    }
    
    /**
     * Draw the foreground layer for the GuiContainer (everything in front of the items)
     */
    protected void drawGuiContainerForegroundLayer(int par1, int par2) {
    	
    }

@Override
protected void drawGuiContainerBackgroundLayer(float f, int i, int j) {
	GuiInventory.drawPlayerOnGui(this.mc, guiLeft+34, guiTop+75, 30,guiLeft+51-mx, guiTop+25-my);
	Tessellator tess = Tessellator.instance;
	this.mc.renderEngine.bindTexture("path/to/texture");
	tess.startDrawingQuads();
	tess.addVertexWithUV(guiLeft, guiTop, zLevel, 0, 0);
	tess.addVertexWithUV(guiLeft, guiTop+ySize, zLevel, 0, 1);
	tess.addVertexWithUV(guiLeft+xSize, guiTop+ySize, zLevel, 1, 1);
	tess.addVertexWithUV(guiLeft+xSize, guiTop, zLevel, 1, 0);
	tess.draw();
}
}

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

  • Author

Thanks for the basics. Appreciate. Now I want to "hand back" the ItemStack when it isn't one which I allow. For example my inventory should ONLY hold sticks. This is what I ment with the players hand in the first place. Whenever you click a slot with an item that is not a stick nothing should happen. Can someone figure it out how to do THAT?

 

Thanks for the fast respond, I like it :D

hum, do you want the player to be able to place other items in his inventory with the vanilla E menu, because if you want to limit an item placement ONLY in a certain modded gui you can extends Slot and theres a method to prevent such thing  (its called isStackValid or something like that)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

  • Author

I found this method (which is in IInventory, I believe). The problem is that the auto-sorting, placing, etc. algorithms just don't use it ..... which is of course kinda obnoxious. Hm extending Slot... I dunno I thought about overriding the slotClick(int, int, int, EntityPlayer) method from Container but I don't know what all those parameters are. Does anyone know more about the handed vars?

yeah i guess you wouldnt have auto-sorting, but it makes things sooooo much easier :D

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

  • Author

Well... what ever. I now use my own Slots extending Slot (the slot-sensitive version of isItemStackValid() IS called) and have rewritten the transferStackInSlot() method. This thing is on fire now. Thanks for sharing your knowledge with me.

 

THIS THREAD CAN BE CONSIDERED CLOSED!

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