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[1.7.2][Solved]Cannot Close GUI


SoBiohazardous

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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.

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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();
}
}

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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.

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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.

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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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