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[Solved]bindTexture("") Doesn't work with GUI Overlay[1.7.2]


KaptainWiz

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Ok so i wanted to create a Gui Overlay so I went to this website:

http://www.minecraftforge.net/wiki/Gui_Overlay

 

I did everything that it said...

and then I got an error with this part: .bindTexture("") in this line:

this.mc.renderEngine.bindTexture("/mods/your_mod_name/textures/gui/your_image.png");

 

Here is my code for the Gui Class (this gui overlay is for potion effects)

Oh! And can u guys help me with the textures for the overlay... the different potion textures(256x256 pixels)

 

The Code:

 

package com.kaptainwiz.mykindmod.handlers;

import java.util.Collection;
import java.util.Iterator;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.Gui;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.common.eventhandler.EventPriority;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;

//
// GuiBuffBar implements a simple status bar at the top of the screen which 
// shows the current buffs/debuffs applied to the character.
//
public class GuiBuffBar extends Gui
{
  private Minecraft mc;

  public GuiBuffBar(Minecraft mc)
  {
    super();
    
    // We need this to invoke the render engine.
    this.mc = mc;
  }

  private static final int BUFF_ICON_SIZE = 20;
  private static final int BUFF_ICON_SPACING = BUFF_ICON_SIZE + 10; // 2 pixels between buff icons
  private static final int BUFF_ICON_BASE_U_OFFSET = 0;
  private static final int BUFF_ICON_BASE_V_OFFSET = 198;
  private static final int BUFF_ICONS_PER_ROW = 8;
  
  //
  // This event is called by GuiIngameForge during each frame by
  // GuiIngameForge.pre() and GuiIngameForce.post().
  //
  @SubscribeEvent(priority = EventPriority.NORMAL)
  public void onRenderExperienceBar(RenderGameOverlayEvent event)
  {
    // 
    // We draw after the ExperienceBar has drawn.  The event raised by GuiIngameForge.pre()
    // will return true from isCancelable.  If you call event.setCanceled(true) in
    // that case, the portion of rendering which this event represents will be canceled.
    // We want to draw *after* the experience bar is drawn, so we make sure isCancelable() returns
    // false and that the eventType represents the ExperienceBar event.
    if(event.isCancelable() || event.type != ElementType.EXPERIENCE)
    {      
      return;
    }

    // Starting position for the buff bar - 2 pixels from the top left corner.
    int xPos = 10;
    int yPos = 10;
    Collection collection = this.mc.thePlayer.getActivePotionEffects();
    if (!collection.isEmpty())
    {
      GL11.glColor4f(1.0F, 1.0F, 0.0F, 0.0F);
      GL11.glDisable(GL11.GL_LIGHTING);      
      this.mc.renderEngine.bindTexture("/mods/your_mod_name/textures/gui/your_image.png");

      for (Iterator iterator = this.mc.thePlayer.getActivePotionEffects()
          .iterator(); iterator.hasNext(); xPos += BUFF_ICON_SPACING)
      {
        PotionEffect potioneffect = (PotionEffect) iterator.next();
        Potion potion = Potion.potionTypes[potioneffect.getPotionID()];

        if (potion.hasStatusIcon())
        {
        	
          int iconIndex = potion.getStatusIconIndex();
          this.drawTexturedModalRect(
              xPos, yPos, 
              BUFF_ICON_BASE_U_OFFSET + iconIndex % BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE, BUFF_ICON_BASE_V_OFFSET + iconIndex / BUFF_ICONS_PER_ROW * BUFF_ICON_SIZE,
              BUFF_ICON_SIZE, BUFF_ICON_SIZE);
        }       
      }
    }
  }
  
}

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bindTexture now requires a ResourceLocation.

 

Unless you are using an older version, which if that's the case: UPDATE

-Mitchellbrine

 

Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible.

It may be freaking fucking hard though, but still possible ;)

 

If you create a topic on Modder Support, live by this motto:

I don't want your charity, I want your information
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Do not instanciate a ResourceLocation every time! Instead, declare a static field somewhere holding your ResLoc instance and use it.

Also I suggest you do this as path:

your_mod_id:textures/gui/your_image.png

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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