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Posted

Hello all,

So i have a gui that opens when you press a keybind, and it's supposed to close when you hit the keybind again. However, the GUI never closes. Here is my code:

 

KeyHandler

package sobiohazardous.dashboard.handler;

import org.lwjgl.input.Keyboard;

import sobiohazardous.dashboard.client.gui.GuiOverlay;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.client.registry.ClientRegistry;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import cpw.mods.fml.common.gameevent.InputEvent.KeyInputEvent;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiChat;
import net.minecraft.client.settings.KeyBinding;

public class DKeyHandler
{
/** Key index for easy handling */
public static final int CUSTOM_INV = 0;
/** Key descriptions; use a language file to localize the description later */
private static final String[] desc = { "key.tut_inventory.desc" };
/** Default key values */
private static final int[] keyValues = { Keyboard.KEY_Y };
private final KeyBinding[] keys;

public boolean isOn = false;


public DKeyHandler()
{
	keys = new KeyBinding[desc.length];
	for (int i = 0; i < desc.length; ++i)
	{
		keys[i] = new KeyBinding(desc[i], keyValues[i], "key.tutorial.category");
		ClientRegistry.registerKeyBinding(keys[i]);
	}
}

/**
 * KeyInputEvent is in the FML package, so we must register to the FML event
 * bus
 */
@SubscribeEvent
public void onKeyInput(KeyInputEvent event)
{
	// FMLClientHandler.instance().getClient().inGameHasFocus
	if (!FMLClientHandler.instance().isGUIOpen(GuiChat.class))
	{
		if (keys[CUSTOM_INV].isPressed() && !isOn)
		{
			//TutorialMain.packetPipeline.sendToServer(new OpenGuiPacket(TutorialMain.GUI_CUSTOM_INV));
			isOn = true;
		}		

		else if(keys[CUSTOM_INV].isPressed() && isOn)
		{
			isOn = false;
		}			

		else
		{
			isOn = false;
		}
	}
}
}

 

OverlayHandler (Basically an FML Event handler)

package sobiohazardous.dashboard.handler;

import java.text.DateFormat;
import java.text.SimpleDateFormat;
import java.util.Date;

import org.lwjgl.opengl.GL11;

import sobiohazardous.dashboard.Dashboard;
import sobiohazardous.dashboard.client.gui.GuiOverlay;
import sobiohazardous.dashboard.lib.DReference;
import sobiohazardous.dashboard.util.DUtil;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.FontRenderer;
import net.minecraft.client.gui.GuiIngame;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;

public class DashboardOverlayHandler {

private Minecraft mc;

public DashboardOverlayHandler(Minecraft mc)
{
	this.mc = mc;
}

@SubscribeEvent
public void renderGameOverlay(RenderGameOverlayEvent.Pre event)
{		
	if(Dashboard.keyHandler.isOn && !FMLClientHandler.instance().isGUIOpen(GuiScreen.class))
	{
		mc.displayGuiScreen(new GuiOverlay());
	}
	if(!Dashboard.keyHandler.isOn && FMLClientHandler.instance().isGUIOpen(GuiOverlay.class))
	{
		mc.displayGuiScreen((GuiScreen)null);
	}
	System.out.println(Dashboard.keyHandler.isOn);
}

}

 

Thanks in advance.

In 1.7, you can no longer close GUIs directly from the KeyBinding class, you have to do it in the GUI itself:

@Override
protected void keyTyped(char c, int keyCode) {
super.keyTyped(c, keyCode);
// 1 is the Esc key, and we made our keybinding array public and static so we can access it here
if (c == 1 || keyCode == KeyHandler.keys[KeyHandler.CUSTOM_INV].getKeyCode()) {
mc.thePlayer.closeScreen();
}
}

  • Author

In 1.7, you can no longer close GUIs directly from the KeyBinding class, you have to do it in the GUI itself:

@Override
protected void keyTyped(char c, int keyCode) {
super.keyTyped(c, keyCode);
// 1 is the Esc key, and we made our keybinding array public and static so we can access it here
if (c == 1 || keyCode == KeyHandler.keys[KeyHandler.CUSTOM_INV].getKeyCode()) {
mc.thePlayer.closeScreen();
}
}

It seemed it doesn't work. However, when I press the keybind, the GUI closing name plays, the mouse snaps to the middle, but it never closes.

The problem is you open another GUI immediately due to the way you are setting your keys / isOn. You shouldn't need to have the renderOverlayEvent at all - just open the GUI when the key is pressed.

 

Btw, KeyBinding#isPressed() will still return true even after the key has been released for a certain amount of time; you want KeyBinding.getIsKeyPressed(), but you shouldn't even need that:

@SubscribeEvent
public void onKeyInput(KeyInputEvent event) {
// gets you the key binding key code, if you want it
int kb = Keyboard.getEventKey();

// Keyboard.getEventKeyState() returns true if the key is down, i.e. pressed
// you can either use that in combination with the kb, or just use getIsKeyPressed
// I've got Minecraft instance stored in a local variable from my constructor

if (mc.inGameHasFocus) {
// alternatively: if (kb == keys[CUSTOM_INV].keyCode)
if (keys[CUSTOM_INV].getIsKeyPressed()) {
// sending an open GUI packet to server will also open the GUI client-side
yourPacketDispatcher.sendToServer(new OpenGuiPacket(yourGuiID));
}
}

 

The way you've got yours set up is quite unnecessary and not very functional, as you've just experienced.

  • Author

The problem is you open another GUI immediately due to the way you are setting your keys / isOn. You shouldn't need to have the renderOverlayEvent at all - just open the GUI when the key is pressed.

 

Btw, KeyBinding#isPressed() will still return true even after the key has been released for a certain amount of time; you want KeyBinding.getIsKeyPressed(), but you shouldn't even need that:

@SubscribeEvent
public void onKeyInput(KeyInputEvent event) {
// gets you the key binding key code, if you want it
int kb = Keyboard.getEventKey();

// Keyboard.getEventKeyState() returns true if the key is down, i.e. pressed
// you can either use that in combination with the kb, or just use getIsKeyPressed
// I've got Minecraft instance stored in a local variable from my constructor

if (mc.inGameHasFocus) {
// alternatively: if (kb == keys[CUSTOM_INV].keyCode)
if (keys[CUSTOM_INV].getIsKeyPressed()) {
// sending an open GUI packet to server will also open the GUI client-side
yourPacketDispatcher.sendToServer(new OpenGuiPacket(yourGuiID));
}
}

 

The way you've got yours set up is quite unnecessary and not very functional, as you've just experienced.

 

Works great, thanks!

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