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custom GUI mod


sfxdx
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what to pass to the constructor in the super inheritor of Screen? So far a stub is passed there.

Also, another problem is that I inherited from InventoryScreen, so that when you open the inventory displayed inventory with a button. But the inventory stopped responding to moving items. That is, the item can not be placed in another slot
 

public class CustomInventoryScreen extends InventoryScreen {

public CustomInventoryScreen(Player p_98839_) {
    super(p_98839_);
}

@Override
public final void init() {
    super.init();
    this.addRenderableWidget(new Button(10, 10, 10, 10, Component.literal("TEST"), CustomInventoryScreen::onPress));
}


private static void onPress(Button button) {
    System.out.println("Press");
}
}

Here is class 
 

@Mod.EventBusSubscriber(modid = CusctomInventoryTest.MODID, bus = Mod.EventBusSubscriber.Bus.FORGE, value = Dist.CLIENT)
public class CustomScreenHandler {

    private static CustomScreen lastInventory;
    @SubscribeEvent
    public static void openInventoryGui(TickEvent.RenderTickEvent e) {
        Minecraft minecraft = Minecraft.getInstance();
        if (minecraft.screen != null) {
            Screen current = minecraft.screen;
            if (current.passEvents) {
//                minecraft.setScreen(new CustomScreen());
                minecraft.setScreen(new CustomInventoryScreen(minecraft.player));
            }
//            lastInventory = current instanceof CustomScreen ? (CustomScreen) current : null;
        }
    }
}

 

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You can't open a container screen on the client.

You open a container by calling player.openMenu() on the server.

The MenuType of the AbstractContainerMenu controls which screen gets displayed.

Edited by warjort

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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3 hours ago, warjort said:

You open a container by calling player.openMenu() on the server.

The MenuType of the AbstractContainerMenu controls which screen gets displayed.

Why can't I open the container screen on the client?
I read that the inventory opens on the client side. 

And also I didn't quite understand what's in the quote

 

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My apologies, it seems you do activate the InventoryScreen on the client. I never knew that.

But I guess this is only possible because it has special hard coded handling. I doubt you can just change it like you are doing?

e.g. you can find code that handles switching normal inventory to spectator mode or creative mode screens.

I would need to investigate further to see how to make your approach work, if it is even possible?

 

But you don't need to replace the whole screen.

You can use ScreenEvent and its subclasses to modify screens. e.g. You can subscribe to ScreenEvent.Init.Post then addListener() to add widgets to any screen you want.

Edited by warjort

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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1 hour ago, sfxdx said:

Why can't I open the container screen on the client?
I read that the inventory opens on the client side. 

And also I didn't quite understand what's in the quote

For more context on this issue, whenever you are updating the screen that interacts with data on the server, you should typically open a menu on the server and have that send a packet to the client to open the screen. While you could use the menu already stored on the backend, it was not meant as a way to link two unconnected processes. You should never open a screen directly on the client unless the screen doesn't interact with views of data holders, or at the very least sends packets to the server to update anything that needs to be stored.

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The main task - is to make your own gui for the inventory or just a separate gui, which will implement the basic functions for the marketplace (as in the various plugins). This needs to be implemented specifically by a mod. So far I've tried creating a class that inherits the Screen and setting as new ( minecraft.setScreen(new CustomScreen())), but the main inventory stops working (not moving things from slot to slot). Also tried overriding the InventoryScreen class, but the problem is the same as above. Decided to start simple, namely adding a button to the main inventory. Logic: listening for the ScreenEvent event, and setting the new button as a widget. 

@SubscribeEvent
    public static void openInventoryGui(ScreenEvent e) {
        Minecraft minecraft = Minecraft.getInstance();
        if (minecraft.screen != null) {
            Screen current = e.getScreen();
            if (current.passEvents) {
                Button button = new Button(10, 10, 10, 10, Component.literal("TEST"), (a) -> {
                    System.out.println("Press");
                });
                e.getScreen().renderables.add(button);
            }
        }
    }

But so far the button does not work (should output text to the console). 
Regarding ScreenEvent.InitScreenEvent - I could not do anything with it (it is not in the class, found no such event).

What can I read or what guides to look at this topic? Or maybe someone has advice or experience in this matter?

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Quote

Regarding ScreenEvent.InitScreenEvent - I could not do anything with it (it is not in the class, found no such event).

That is correct. But that is also not the name mentioned above.

You should also try using proper logging or adding a breakpoint in a debugger instead of System.out.println().

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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6 hours ago, warjort said:

That is correct. But that is also not the name mentioned above.

You should also try using proper logging or adding a breakpoint in a debugger instead of System.out.println().

Thank you for your response.
If you mean to add System.out.println() to the button and try debugging via breakpoint, I tried that, nothing worked :(

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Button(10, 10, 10, 10, Component.literal("TEST"), (a) -> { System.out.println("Press"); });
I've set the logic for the onPress method. Now it should print the text "Press" to the console when pressed, but it doesn't (This refers to the code I sent above)

Edited by sfxdx
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If you just write button.onPress() in the code, then the method is called correctly, but this is a little different, because here you don't need to click the button

Maybe there are some gui layers and the interface layer overlaps the button layer? sounds crazy

The interesting thing is also that when you put the cursor on the button, it is highlighted

Edited by sfxdx
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Your current code responds to every screen event. Look at all its subclasses.

Use the one I told you to use.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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