Posted January 11, 20223 yr At the moment I have a static GUI with some buttons and one that moves around when clicked and dragged. The one that moves is meant to display a certain set of information, but everyway that I have tried to draw strings among other things has resulted in them rendering behind the moving element. For the past week I have been trying to find a way to properly control what objects render in front of/behind other objects to no avail. I have also been trying to look at sources like FTB Lib for how they did, quote "layer-based GUI components" (I think that's the exact words) and Mekanism with their movable GUI elements, but again they are both more complex than I am used to (I have only just started doing GUIs 9 days ago). If someone could either shed some light on how one of those two mods do their layer based GUIs, perhaps give a different source that is a bit more clear, or even just explain how you would do it (every ounce of code mumbo jumbo you feel like using, which I will then use the power of google to figure out) Edited January 11, 20223 yr by FireTamer81
January 11, 20223 yr Author https://github.com/FireTamer81/DragonBlockBeyond/tree/main/src/main/java/io/github/firetamer/dbb/modules/gui_testing This is the link to my repo. The two packages within the one the link leads to were two separate tests I did, the "player_screen" package having the screen with movable components and the "test_screen" package being a general test (for the second I had made a GUI with it, but that class isn't in the repo since I had earlier deleted it). I had tried something with GL11 in the "BaseScreen" class in the second package, but that didn't work in any tests I did with it. A couple days ago I had also tried just recreating the whole Screen-FocusableScreen-AbstractGUI vanilla class stuff, taking out wasn't needed and editing what I thought would work, but a pal of mine said you can only make a GUI by extending the Screen class since there was a forge bit in there that was required or something. Don't have that anywhere since I hadn't updated the repo much during that test.
January 11, 20223 yr Author It also isn't a container or anything like that at the moment since I thought that would overcomplicate things while I am trying to get this one aspect to work right, it's just opened by a keybind.
January 11, 20223 yr Author Strings have been the only thing I have come across that does it so far (I haven't gone much further since I hit this issue). I tried rendering them many ways. Directly in the GUI class render method, with the button constructor, etc. Strings always end up behind the GUI So, I went about trying to find a way to either move the string forward or move the GUI back.
January 11, 20223 yr Author @Override public void render(MatrixStack stack, int p_230430_2_, int p_230430_3_, float p_230430_4_) { this.renderBG(stack); this.strengthButton.render(stack, p_230430_2_, p_230430_3_, p_230430_4_); ITextComponent strengthButtonText = new StringTextComponent("Hello, this is the Strength Button"); int strengthButtonTopLeftPosX = (int)(topLeftX + 10); int strengthButtonTopLeftPosY = (int)(topLeftY + 20); FontRenderer fontRenderer = this.mc.font; drawCenteredString(stack, fontRenderer, strengthButtonText, strengthButtonTopLeftPosX, strengthButtonTopLeftPosY, 0xFFFFFF); //drawString(stack, fontRenderer, strengthButtonText, strengthButtonTopLeftPosX, strengthButtonTopLeftPosY, 0xFFFFFF); //this.mc.font.draw(stack, "Hello All", strengthButtonTopLeftPosX, strengthButtonTopLeftPosY, 0xFFFFFF); super.render(stack, p_230430_2_, p_230430_3_, p_230430_4_); } private void renderBG(MatrixStack stack) { RenderSystem.pushMatrix(); RenderSystem.translatef(0.0f, 0.0f, 100.0f); this.mc.getTextureManager().bind(BACKGROUND_TEXTURE); RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F); this.blit(stack, (int)(topLeftX), (int)(topLeftY), 0, 0, 236, 187); //Main Background RenderSystem.popMatrix(); } This is the first way I did it. I don't still have the other ways I tried it other than what's in the BaseScreen class here: protected void drawText(MatrixStack matrix, ITextComponent text, int x, int y, Color textColor, boolean shadow) { GL11.glPushMatrix(); GL11.glTranslatef(0, 0, zLevel + .5f); if (shadow) { mc.font.drawShadow(matrix, text, x, y, textColor.hashCode()); } else { mc.font.draw(matrix, text, x, y, textColor.hashCode()); } //Don't understand this bit or it's purpose //TextColor.WHITE.apply(); GL11.glPopMatrix(); } protected void drawCenteredText(MatrixStack matrix, ITextComponent text, int x, int y, int maxX, int maxY, Color textColor, boolean shadow) { int centerX = x + ((maxX - x) / 2) - (mc.font.width(text) / 2); int centerY = y + ((maxY - y) / 2) - (mc.font.lineHeight / 2); drawText(matrix, text, centerX, centerY, textColor, shadow); } @Override public void blit(MatrixStack pMatrixStack, int topLeftX, int topLeftY, int textureWidth, int textureHeight, int pUWidth, int pVHeight) { float f = 0.00390625F; float f1 = 0.00390625F; BufferBuilder bufferbuilder = Tessellator.getInstance().getBuilder(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_TEX); bufferbuilder .vertex(x, y + height, this.zLevel) .uv(((float)textureWidth * f), ((float)(textureHeight + height) * f1)) .endVertex(); bufferbuilder .vertex(x + width, (y + height), this.zLevel) .uv(((float)(textureWidth + width) * f), ((float)(textureHeight + height) * f1)) .endVertex(); bufferbuilder .vertex(x + width, y, this.zLevel) .uv(((float)(textureWidth + width) * f), ((float)textureHeight * f1)) .endVertex(); bufferbuilder .vertex(x, y, this.zLevel) .uv(((float)textureWidth * f), ((float)textureHeight * f1)) .endVertex(); bufferbuilder.end(); RenderSystem.enableAlphaTest(); WorldVertexBufferUploader.end(bufferbuilder); }
January 11, 20223 yr Author Oh, uh, sorry mate. I didn't know that was a thing. Uh here then: Where I draw the string the normal way, but it resulted in the image above. https://github.com/FireTamer81/DragonBlockBeyond/blob/cc0f5559e37071d39e6a542cb463fc8029acef8c/src/main/java/io/github/firetamer/dbb/modules/gui_testing/player_screen/children/PlayerStatGui.java#L134 One of my attempts (that I actually saved) on drawing GUI elements based on a z value: https://github.com/FireTamer81/DragonBlockBeyond/blob/cc0f5559e37071d39e6a542cb463fc8029acef8c/src/main/java/io/github/firetamer/dbb/modules/gui_testing/test_screen/base_classes/BaseScreen.java#L72 https://github.com/FireTamer81/DragonBlockBeyond/blob/cc0f5559e37071d39e6a542cb463fc8029acef8c/src/main/java/io/github/firetamer/dbb/modules/gui_testing/test_screen/base_classes/BaseScreen.java#L50
January 13, 20223 yr Author Boosting. I don't quite know if I did something wrong or it's just no one has an answer.
January 13, 20223 yr Author Right, sorry. Just imagine it wasn't, because the image I posted was from when it was.
January 13, 20223 yr Author Oh, let me update it then It should be updated Edited January 13, 20223 yr by FireTamer81
January 13, 20223 yr Author https://github.com/FireTamer81/DragonBlockBeyond/blob/7e69f0bfd01cf7bc4d9cdff6c22e6b37a5d8a362/src/main/java/io/github/firetamer/dbb/modules/gui_testing/player_screen/children/PlayerStatGui.java#L145 Edited January 13, 20223 yr by FireTamer81
January 13, 20223 yr Author That's perfectly fine mate.... I guess I'll just keep looking for the answer then. Thank you for your time at least
January 13, 20223 yr Author I now feel like a total idiot, and I am so sorry for the trouble (also the forge suggestion, I was under the impression that because you couldn't figure out the issue that it wasn't on my end.... when it totally was). Turns out minecraft does have a layering system thingy.... That highlighted float was "100.0f" in the repo you looked through.... I thought I would just change values around as a last ditch effort and changing that one worked.... So yea, sorry mate.
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