Posted January 10, 201510 yr I wonder if its possible to code a complete new overlay, wich you can access with LWJGL code (for example drawing quads or drawing text with slick-Util) i tried it with a custom gui, but it seems not to like Open-GL directly (or Slik-Util) i managed it to get a string with Arial-Font drawn on screen(that's what slick-Util does), by extending gui and registering a RenderGameOverlayEvent(and put the slick-Util code in the funktion) But the Hotbar somehow disapears and Minecraft is about 1Frame each 15seconds... so question is: is it possible to get it to a HUD, or is it possible to get a new overlay?
January 10, 201510 yr Author Ups i write GuiDraw event instead of RenderGameOverlayEvent... sry, that doesnt work: GUI Code import cpw.mods.fml.common.eventhandler.SubscribeEvent; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.Gui; import net.minecraftforge.client.event.RenderGameOverlayEvent; import org.newdawn.slick.*; import org.newdawn.slick.Color; import java.awt.Font; public class MsgGui extends Gui { Minecraft mc; public MsgGui(Minecraft mc) { super(); this.mc = mc; } org.newdawn.slick.TrueTypeFont font; @SubscribeEvent public void RenderHUD(RenderGameOverlayEvent event) { System.out.println("Rendering HUD!"); Font awtFont = new Font("Arial", Font.BOLD, 24); font = new TrueTypeFont(awtFont, true); font.drawString(100, 50, "THE LIGHTWEIGHT JAVA GAMES LIBRARY", Color.blue); } } and this happens: (well can't upload an image direktly, so here's the link:) https://dl.dropboxusercontent.com/u/56021465/Unbenannt.PNG you may recognize the big blue Text(thats what it should look like), but also the ugly experience/Hunger-bar... any suggestions? PS: why game is in Pause menu? can't manage to get back in, seems like 1 FPS per minute or so, so i take a screenshot...
January 10, 201510 yr Author ah, the first priority is to get it working, thats why i load all things inside the RenderEvent^^ i know, loading the font and stuff have to go outside the render... Well, but i think i missed that i can use the eventtype... Thx for it! so, now it looks like this: if (event.type == RenderGameOverlayEvent.ElementType.HOTBAR) { //System.out.println("Rendering HUD!"); font = new TrueTypeFont(awtFont, true); font.drawString(100, 50, "THE LIGHTWEIGHT JAVA GAMES LIBRARY", Color.blue); } than it all works correct (but with weak performance) but if i move the line 'font = new TrueTypeFont(awtFont, true);' out of the render Funktion, it looks weird(kinda like blue Boxes); Is this because the EventType.Hotbar(renderer) scratched it up? is it possible to add a new EventType (or a event) wich is more suitable(I think about an event that extends RenderGameOverlayEvent)? or should i just use another eventType?
January 10, 201510 yr Author Ok, managed it: public class MsgGui extends Gui { Minecraft mc; public MsgGui(Minecraft mc) { super(); this.mc = mc; } Font awtFont = new Font("Arial", Font.BOLD, 24); org.newdawn.slick.TrueTypeFont font; @SubscribeEvent public void RenderHUD(RenderGameOverlayEvent.Post event) { if (event.type == RenderGameOverlayEvent.ElementType.HOTBAR) { font = new TrueTypeFont(awtFont, true); font.drawString(100, 50, "THE LIGHTWEIGHT JAVA GAMES LIBRARY", Color.blue); } } } Result: (@11FPS) https://dl.dropboxusercontent.com/u/56021465/2015-01-10_20.52.31.png Next Step(note the line: "font=new TrueTypeFont...") public class MsgGui extends Gui { Minecraft mc; public MsgGui(Minecraft mc) { super(); this.mc = mc; } Font awtFont = new Font("Arial", Font.BOLD, 24); org.newdawn.slick.TrueTypeFontfont font = new TrueTypeFont(awtFont, true); @SubscribeEvent public void RenderHUD(RenderGameOverlayEvent.Post event) { if (event.type == RenderGameOverlayEvent.ElementType.HOTBAR) { font.drawString(100, 50, "THE LIGHTWEIGHT JAVA GAMES LIBRARY", Color.blue); } } } That happens: (@1300FPS (yes its that high!)) https://dl.dropboxusercontent.com/u/56021465/2015-01-10_20.54.26.png PS: there is a potion Effekt, you can ignore the blue boxes up and left down
January 10, 201510 yr Author Whats better, taking the first fired EntityJoinWorldEvent(player who joins a world for the first time) or the first RenderWorldEvent.Pre that'll occur?
January 10, 201510 yr Author so, i wrote this class: public class MSGGuiEnabler { public boolean firstEvent = false; @SubscribeEvent public void initMsgGui(RenderGameOverlayEvent event) { if (firstEvent == false) { System.out.println("GUI ENABLED!"); MinecraftForge.EVENT_BUS.register(new MsgGui(Minecraft.getMinecraft())); firstEvent = true; } } } Result is the same as the last pic i posted...
January 10, 201510 yr Author i don't understand this... you said i should initialize the gui-class inside itself?
January 11, 201510 yr I have 2 examples of custom overlays, with explanation inside the code here: https://github.com/Nephroid1/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/overlay_simple https://github.com/Nephroid1/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/overlay_advanced Though these are working for version 1.8, the same concept applies to 1.7. The first one just changes the vanilla overlay a bit, and the second one adds in a custom HP bar. These should be enough to solve the rest of your problems. GitHub|Recipe API Proposal
January 11, 201510 yr Author Allright, i managed it to get quads drawn, but i've got a problem with the texture binding... Complete class: http://pastebin.com/ufrai5BY and heres the result: https://www.dropbox.com/s/lvufkd7qapt2cic/2015-01-11_22.15.00.png?dl=0 the first frame you are able to see the correct Texture, but than it draws the icons.png texture... i try to unbind(release) the texture, but then the item-Bar and everything gets white... i need to place the right texture back... ah and when i try to load the image every frame (which of course is little stupid because the VRAM reach its max very fast), the texture gets drawn right, but than the Air bubbels disappeare any suggestions? EDIT: Well nevermind, seems Forge don't let you play directly with GL Texturebinding, you have to use "mc.renderEngine.bindTexture(<Texture>);" so that means drawing fancy Text with Slick-Util (or using other OpenGL-Utils) isn't possible
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