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Featured Replies

Posted

Hello everyone,

I'm working on creating an own GUI.

For this I want two things.

1. Buttons with textures (like of items or sth like that)

2. That the user can scroll around in the gui (like in thaumcraft morellonomicon)

 

To the first.

 

I overwrote the GuiButton and the drawButton method. But unfortunally I'm not sure which String I need to feed it at for  mc.getTextureManager().bindTexture(new ResourceLocation(location)); to bind the correct texture

 

Thank you for the help

Failender

public class TextureButton extends GuiButton{

private String location;

public TextureButton(int buttonId, int x, int y, int widthIn, int heightIn, String location)
    {
super(buttonId, x, y, widthIn, heightIn, "");
        this.width = 200;
        this.height = 20;
        this.enabled = true;
        this.visible = true;
        this.id = buttonId;
        this.xPosition = x;
        this.yPosition = y;
        this.width = widthIn;
        this.height = heightIn;
        this.displayString = "";
        this.location = location;
    }


public void drawButton(Minecraft mc, int mouseX, int mouseY)
    {
        if (this.visible)
        {
            FontRenderer fontrenderer = mc.fontRendererObj;
            mc.getTextureManager().bindTexture(new ResourceLocation(location));
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            this.hovered = mouseX >= this.xPosition && mouseY >= this.yPosition && mouseX < this.xPosition + this.width && mouseY < this.yPosition + this.height;
            int k = this.getHoverState(this.hovered);
            GlStateManager.enableBlend();
            GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
            GlStateManager.blendFunc(770, 771);
            this.drawTexturedModalRect(this.xPosition, this.yPosition, 0, 46 + k * 20, this.width / 2, this.height);
            this.drawTexturedModalRect(this.xPosition + this.width / 2, this.yPosition, 200 - this.width / 2, 46 + k * 20, this.width / 2, this.height);
            this.mouseDragged(mc, mouseX, mouseY);
            int l = 14737632;

            if (packedFGColour != 0)
            {
                l = packedFGColour;
            }
            else if (!this.enabled)
            {
                l = 10526880;
            }
            else if (this.hovered)
            {
                l = 16777120;
            }

            this.drawCenteredString(fontrenderer, this.displayString, this.xPosition + this.width / 2, this.yPosition + (this.height -  / 2, l);
        }
    }

 

Thank you for your help,

Failender

 

public static ResourceLocation res = new ResourceLocation(Util.ModID + ":" + "textures/gui/myButton.png");

 

Note: modId must be lowercase (I think).

1.7.10 is no longer supported by forge, you are on your own.

  • Author

Thank you that worked perfectly. Now you got an idea with the scrollable gui? Like paint a 1000x1000 gui on a 500x500 gui and then scroll around it?

Oh my, that might be time-consuming.

 

Do you want to scroll whole GuiScreen window (save sub-elements x/y relations) in x/y axis?

 

I don't have (that much) experience on this field with minecraft/forge, but you will certainly need to have fun with mouseEvents and make some data holders (that will hold relativity).

 

Have look at archivement page - it does EXACLY what you want.

To see different examples you might wanna see how GuiListExtended works (also GuiSlot).

1.7.10 is no longer supported by forge, you are on your own.

I know of the following bits of code that may be useful to you

 

screen resolution

int width = event.resolution.getScaledWidth();
int height = event.resolution.getScaledHeight();

 

Mouse clicked

@Override
    protected void mouseClicked(int x, int y, int event){
        if(event != 0 || !this.SelectList.func_148179_a(x, y, event)){
           super.mouseClicked(x, y, event);
        }
    }

 

Mouse Moved

     @Override
    protected void mouseMovedOrUp(int mouseX, int mouseY, int event){
        if (event != 0 || !this.SelectList.func_148181_b(mouseX, mouseY, event)){
            super.mouseMovedOrUp(mouseX, mouseY, event);
        }
    }

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