Jump to content

Creating a basic GUI dialog


Suese

Recommended Posts

Hi.  I'm brand-new to 'Forge. 

 

I'm still not understanding where/how to browse help files, so excuse my ignorance...

 

I've set up my Eclipse environment and compiled 'Forge.  I've figured out how to make an overlay that persists on screen displaying "Hello World" in the corner in bright white letters.

 

 

1. I want to know more about creating basic GUI dialogs. 

 

Specifically, I want to create a dialog that reads "Hello world" with a button "OK", and perhaps (if ambitious) add an event to the OK button that sends a message via chat over the network.

 

 

2. A pointer to the help files would be great too.  I can't find it on the web site. 

 

The tutorial for "Containers and GUIs" seems to be mixing two subjects together, and it is confusing.  I don't want to muck around with stacks of blocks and creating a tool chest.  A Basic GUI dialog with text buttons are all that matter to me.  That tutorial needs to be separated into two subjects.

 

 

 

3. Ultimately what I want to do is create basic GUI dialogs from chat events. 

 

The server might output in chat ">>DIALOG:Teleport to the moon?:Yes:No" and the client pops up a dialog.  When the user clicks "Yes"  it  might send via console "/answer yes".  Note that I am working with CraftBukkit server, not the 'Forge Server. 

 

Thanks!

 

Link to comment
Share on other sites

As for help files, there is a "Read me before posting" sticky.

 

The "Container and GUIs" tutorial is merely a practical example of a simple use case.

Learn what you need from it: in Forge, the simplest way to pop a GUI is to use a player instance and implement a IGuiHandler.

 

Buttons are implemented into GuiScreen.

Link to comment
Share on other sites

I definitely read the READ ME BEFORE POSTING.

 

API Documentation is missing:

 

http://jd.minecraftforge.net/    - Does not work.  Broken link.

 

The Wiki is not very informative as far as good reference material.

 

What would be really handy is a document seperated into sections:

 

Client Networking Events

Server Networking Events

GUI & Overlays

etc..

 

I assume this is in the API documentation files that are missing.

 

I'm not sure what the "Universal Binary" is,  but when I click for help it sends me back to the support forum. 

 

 

Link to comment
Share on other sites

Awesome.  Thank you.

 

I figured out a lot more of what I was doing.  GuiScreen was the key to my success.  I might even write a tutorial outlining how to make a custom GUI with buttons.  It was extremely simple once I found GuiScreen and all the simple built-in-examples such as IngameMenu.  Beginner's stuff really.

 

I have successfully completed the task I set out to perform.  Server-side indusced pop-ups.

 

I actually had more trouble with Java's implementation of JSON than I did with Minecraft Forge.  So Kudos to the Minecraft Forge team.

Link to comment
Share on other sites

Hey there!

 

If it helps out, one of the problems I faced with making custom GUI is actually displaying it. So, here is some code for you to put in your mod to display it easily!

 

Mod File:

 

First, make a variable for your common proxy class

 

public static CommonProxy proxy;

 

Common Proxy Class:

 

public void displayGUI(EntityPlayer player) {



}

 

Client Proxy Class:

 

public void displayGUI(EntityPlayer player) {

FMLClientHandler.instance().displayGuiScreen(player, new GuiScreenClass());

}

 

Then, whenever you want to display the GUI, just insert this code:

 

ModFileName.proxy.displayGuiScreen(paramEntityPlayer);

 

Hoped this helped!

 

Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

Link to comment
Share on other sites

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

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