Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

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 by FireTamer81

  • 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.

  • 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.

 

  • Author

unknown.png

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.

  • 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);
    }

 

  • Author

That's perfectly fine mate.... I guess I'll just keep looking for the answer then. Thank you for your time at least

 

  • 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.... unknown.png

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.

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.