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I've been looking through the EntityItemFrame class to try to get a clue as to how MC displays an item that's stored in the frame.

I have a Shelf block that acts as a container for four item stacks and I'd like to display a single item that represents each stack on the shelf at a specific location in the cube.  I can't seem to find which methods are used to actually display the item in Item Frames, and I'm not even sure I can use the same method.

 

Does anyone know how to do this like Item Frames do, or a better way?

 

Here's my shelf title entity:




package com.rosecotton.shelvesmod;
import java.util.Arrays;

import net.minecraft.block.BlockChest;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
//import net.minecraft.network.INetworkManager;
import net.minecraft.network.Packet;
//import net.minecraft.network.packet.Packet132TileEntityData;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;
import net.minecraft.world.World;
import net.minecraft.nbt.NBTTagList;

public class ShelfTitleEntity extends TileEntity implements IInventory {
final int NUMBER_OF_SLOTS = 4;
    public int numPlayersUsing;
private ItemStack[] itemStacks = new ItemStack[NUMBER_OF_SLOTS];


// will add a key for this container to the lang file so we can name it in the GUI
@Override
public String getName() {
	return "Block Shelf";
}

@Override
public boolean hasCustomName() {
return false;
}

// standard code to look up what the human-readable name is
@Override
public IChatComponent getDisplayName() {
return this.hasCustomName() ? new ChatComponentText(this.getName()) : new ChatComponentTranslation(this.getName());
}

@Override
public int getSizeInventory() {
return itemStacks.length;
}

@Override
public ItemStack getStackInSlot(int slotIndex) {
return itemStacks[slotIndex];
}

@Override
public ItemStack decrStackSize(int slotIndex, int count) {
ItemStack itemStackInSlot = getStackInSlot(slotIndex);
if (itemStackInSlot == null) return null;

ItemStack itemStackRemoved;
if (itemStackInSlot.stackSize <= count) {
	itemStackRemoved = itemStackInSlot;
	setInventorySlotContents(slotIndex, null);
} else {
	itemStackRemoved = itemStackInSlot.splitStack(count);
	if (itemStackInSlot.stackSize == 0) {
		setInventorySlotContents(slotIndex, null);
	}
}
  markDirty();
return itemStackRemoved;
}

// -----------------------------------------------------------------------------------------------------------
// The following method is not needed for this example but are part of IInventory so must be implemented
/**
* This method removes the entire contents of the given slot and returns it.
* Used by containers such as crafting tables which return any items in their slots when you close the GUI
* @param slotIndex
* @return
*/
@Override
public ItemStack getStackInSlotOnClosing(int slotIndex) {
ItemStack itemStack = getStackInSlot(slotIndex);
if (itemStack != null) setInventorySlotContents(slotIndex, null);
return itemStack;
}

// overwrites the stack in the given slotIndex with the given stack
@Override
public void setInventorySlotContents(int slotIndex, ItemStack itemstack) {
itemStacks[slotIndex] = itemstack;
if (itemstack != null && itemstack.stackSize > getInventoryStackLimit()) {
	itemstack.stackSize = getInventoryStackLimit();
}
markDirty();
}

// This is the maximum number if items allowed in each slot
// This only affects things such as hoppers trying to insert items you need to use the container to enforce this for players
// inserting items via the gui
@Override
public int getInventoryStackLimit() {
return 64;
}

// Return true if the given player is able to use this block. In this case it checks that
// 1) the world tileentity hasn't been replaced in the meantime, and
// 2) the player isn't too far away from the centre of the block
@Override
public boolean isUseableByPlayer(EntityPlayer player) {
if (this.worldObj.getTileEntity(this.pos) != this) return false;
final double X_CENTRE_OFFSET = 0.5;
final double Y_CENTRE_OFFSET = 0.5;
final double Z_CENTRE_OFFSET = 0.5;
final double MAXIMUM_DISTANCE_SQ = 8.0 * 8.0;
return player.getDistanceSq(pos.getX() + X_CENTRE_OFFSET, pos.getY() + Y_CENTRE_OFFSET, pos.getZ() + Z_CENTRE_OFFSET) < MAXIMUM_DISTANCE_SQ;
}

//-----------------------------------------------------------------------------------------------------------
//The following method is not needed for this example but are part of IInventory so must be implemented
@Override
public void openInventory(EntityPlayer player) {
    if (!player.isSpectator())
    {
        if (this.numPlayersUsing < 0)
        {
            this.numPlayersUsing = 0;
        }

        ++this.numPlayersUsing;
        this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
        this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
        this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
    	System.out.println("Called method: ShelfTitleEntity.openInventory");
    }
}

//-----------------------------------------------------------------------------------------------------------
//The following method is not needed for this example but are part of IInventory so must be implemented
@Override
public void closeInventory(EntityPlayer player) {
    if (!player.isSpectator() && this.getBlockType() instanceof BlockChest)
    {
        --this.numPlayersUsing;
        this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
        this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
        this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
    }
}

// Return true if the given stack is allowed to go in the given slot.  In this case, we can insert anything.
// This only affects things such as hoppers trying to insert items you need to use the container to enforce this for players
// inserting items via the gui
@Override
public boolean isItemValidForSlot(int slotIndex, ItemStack itemstack) {
return true;
}


// This is where you save any data that you don't want to lose when the tile entity unloads
// In this case, it saves the itemstacks stored in the container
@Override
public void writeToNBT(NBTTagCompound parentNBTTagCompound)
{
super.writeToNBT(parentNBTTagCompound); // The super call is required to save and load the tileEntity's location

// to use an analogy with Java, this code generates an array of hashmaps
// The itemStack in each slot is converted to an NBTTagCompound, which is effectively a hashmap of key->value pairs such
//   as slot=1, id=2353, count=1, etc
// Each of these NBTTagCompound are then inserted into NBTTagList, which is similar to an array.
NBTTagList dataForAllSlots = new NBTTagList();
for (int i = 0; i < this.itemStacks.length; ++i) {
	if (this.itemStacks[i] != null)	{
		NBTTagCompound dataForThisSlot = new NBTTagCompound();
		dataForThisSlot.setByte("Slot", (byte) i);
		this.itemStacks[i].writeToNBT(dataForThisSlot);
		dataForAllSlots.appendTag(dataForThisSlot);
	}
}
// the array of hashmaps is then inserted into the parent hashmap for the container
parentNBTTagCompound.setTag("Items", dataForAllSlots);
}

// This is where you load the data that you saved in writeToNBT
@Override
public void readFromNBT(NBTTagCompound parentNBTTagCompound)
{
super.readFromNBT(parentNBTTagCompound); // The super call is required to save and load the tiles location

final byte NBT_TYPE_COMPOUND = 10;       // See NBTBase.createNewByType() for a listing
NBTTagList dataForAllSlots = parentNBTTagCompound.getTagList("Items", NBT_TYPE_COMPOUND);

Arrays.fill(itemStacks, null);           // set all slots to empty
for (int i = 0; i < dataForAllSlots.tagCount(); ++i) {
	NBTTagCompound dataForOneSlot = dataForAllSlots.getCompoundTagAt(i);
	int slotIndex = dataForOneSlot.getByte("Slot") & 255;

	if (slotIndex >= 0 && slotIndex < this.itemStacks.length) {
		this.itemStacks[slotIndex] = ItemStack.loadItemStackFromNBT(dataForOneSlot);
	}
}
}

public boolean receiveClientEvent(int id, int type)
{
    if (id == 1)
    {
        this.numPlayersUsing = type;
        return true;
    }
    else
    {
        return super.receiveClientEvent(id, type);
    }
}

@Override
public int getField(int id) {
return Item.getIdFromItem(itemStacks[id].getItem());
}

@Override
public void setField(int id, int value) {
itemStacks[id].setItem(Item.getItemById(value));
}

@Override
public int getFieldCount() {
return itemStacks.length;
}

// set all slots to empty
@Override
public void clear() {
Arrays.fill(itemStacks, null);
}
}

 

package com.rosecotton.shelvesmod;

//import BlockStairs;

import java.util.Iterator;
import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntityOcelot;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.InventoryHelper;
import net.minecraft.inventory.InventoryLargeChest;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.IStringSerializable;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.ILockableContainer;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.registry.GameRegistry;


public class BlockShelf extends BlockContainer {

    public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);
    public static final PropertyEnum SECTION = PropertyEnum.create("section", BlockShelf.EnumShape.class);
    
    private final Random rand = new Random();
   // private static final String __OBFID = "CL_00000214";
private final String name = "shelfBlock";
ModelResourceLocation modelresourcelocation = new ModelResourceLocation("shelvesmod"+":"+name, "inventory");
    
    protected BlockShelf(int type)
    {
        super(Material.wood);
        //TEH FOLLOWIONG LINE MIGHT HAVE BEEN USEFUL BUT MAYBE CAUSED AN ERROR AT RUNTIME, TRY AGAIN
        this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
        //this.chestType = type;
        this.setCreativeTab(CreativeTabs.tabMisc);
        this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
        this.useNeighborBrightness = true;
	this.setDefaultState(this.blockState.getBaseState());
        GameRegistry.registerBlock(this, name);
    	this.setUnlocalizedName(ShelvesMod.MODID + "_" + name);
    	this.setBlockBounds(1/16.0F, 0, 1/16.0F, 15/16.0F, 8/16.0F, 15/16.0F);
    }

    public String toString()
    {
        return this.name;
    }
    public String getName()
    {
        return this.name;
    }

    // used by the renderer to control lighting and visibility of other blocks.
    // set to false because this block doesn't fill the entire 1x1x1 space
    @Override
    public boolean isOpaqueCube() {
      return false;
    }

    // used by the renderer to control lighting and visibility of other blocks, also by
    // (eg) wall or fence to control whether the fence joins itself to this block
    // set to false because this block doesn't fill the entire 1x1x1 space
    @Override
    public boolean isFullCube() {
      return false;
    }
    
    // this function returns the correct item type corresponding to the colour of our block;
    // i.e. when a sign is broken, it will drop the correct item.
    @Override
    public int damageDropped(IBlockState state)
    {
      //EnumColour enumColour = (EnumColour)state.getValue(PROPERTYCOLOUR);
      //return this.getMetadata();//enumColour.getMetadata();
    	return 0;
    }
    

    
    
    public void setBlockBoundsBasedOnState(IBlockAccess worldIn, BlockPos pos)
    {
        if (worldIn.getBlockState(pos.north()).getBlock() == this)
        {
            this.setBlockBounds(0.0625F, 0.0F, 0.0F, 0.9375F, 0.875F, 0.9375F);
        }
        else if (worldIn.getBlockState(pos.south()).getBlock() == this)
        {
            this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 1.0F);
        }
        else if (worldIn.getBlockState(pos.west()).getBlock() == this)
        {
            this.setBlockBounds(0.0F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
        }
        else if (worldIn.getBlockState(pos.east()).getBlock() == this)
        {
            this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 1.0F, 0.875F, 0.9375F);
        }
        else
        {
            this.setBlockBounds(0.0625F, 0.0F, 0.0625F, 0.9375F, 0.875F, 0.9375F);
        }
    }

    public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
    {
        //this.checkForSurroundingChests(worldIn, pos, state);
        Iterator iterator = EnumFacing.Plane.HORIZONTAL.iterator();

        while (iterator.hasNext())
        {
            EnumFacing enumfacing = (EnumFacing)iterator.next();
            BlockPos blockpos1 = pos.offset(enumfacing);
            IBlockState iblockstate1 = worldIn.getBlockState(blockpos1);

        }
    }
@Override
    public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase player)
    {
        return this.getDefaultState().withProperty(FACING, player.getHorizontalFacing());
    }

    public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack)
    {
        EnumFacing enumfacing = EnumFacing.getHorizontal(MathHelper.floor_double((double)(placer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3).getOpposite();
        state = state.withProperty(FACING, enumfacing);
        BlockPos blockpos1 = pos.north();
        BlockPos blockpos2 = pos.south();
        BlockPos blockpos3 = pos.west();
        BlockPos blockpos4 = pos.east();
        boolean flag = this == worldIn.getBlockState(blockpos1).getBlock();
        boolean flag1 = this == worldIn.getBlockState(blockpos2).getBlock();
        boolean flag2 = this == worldIn.getBlockState(blockpos3).getBlock();
        boolean flag3 = this == worldIn.getBlockState(blockpos4).getBlock();

        if (!flag && !flag1 && !flag2 && !flag3)
        {
            worldIn.setBlockState(pos, state, 3);
        }
        else if (enumfacing.getAxis() == EnumFacing.Axis.X && (flag || flag1))
        {
            if (flag)
            {
                worldIn.setBlockState(blockpos1, state, 3);
            }
            else
            {
                worldIn.setBlockState(blockpos2, state, 3);
            }

            worldIn.setBlockState(pos, state, 3);
        }
        else if (enumfacing.getAxis() == EnumFacing.Axis.Z && (flag2 || flag3))
        {
            if (flag2)
            {
                worldIn.setBlockState(blockpos3, state, 3);
            }
            else
            {
                worldIn.setBlockState(blockpos4, state, 3);
            }

            worldIn.setBlockState(pos, state, 3);
        }

        if (stack.hasDisplayName())
        {
            TileEntity tileentity = worldIn.getTileEntity(pos);

            if (tileentity instanceof TileEntityChest)
            {
                ((TileEntityChest)tileentity).setCustomName(stack.getDisplayName());
            }
        }
    }
    
    public IBlockState correctFacing(World worldIn, BlockPos pos, IBlockState state)
    {
        EnumFacing enumfacing = null;
        Iterator iterator = EnumFacing.Plane.HORIZONTAL.iterator();

        while (iterator.hasNext())
        {
            EnumFacing enumfacing1 = (EnumFacing)iterator.next();
            IBlockState iblockstate1 = worldIn.getBlockState(pos.offset(enumfacing1));

            if (iblockstate1.getBlock() == this)
            {
                return state;
            }

            if (iblockstate1.getBlock().isFullBlock())
            {
                if (enumfacing != null)
                {
                    enumfacing = null;
                    break;
                }

                enumfacing = enumfacing1;
            }
        }

        if (enumfacing != null)
        {
            return state.withProperty(FACING, enumfacing.getOpposite());
        }
        else
        {
            EnumFacing enumfacing2 = (EnumFacing)state.getValue(FACING);

            if (worldIn.getBlockState(pos.offset(enumfacing2)).getBlock().isFullBlock())
            {
                enumfacing2 = enumfacing2.getOpposite();
            }

            if (worldIn.getBlockState(pos.offset(enumfacing2)).getBlock().isFullBlock())
            {
                enumfacing2 = enumfacing2.rotateY();
            }

            if (worldIn.getBlockState(pos.offset(enumfacing2)).getBlock().isFullBlock())
            {
                enumfacing2 = enumfacing2.getOpposite();
            }

            return state.withProperty(FACING, enumfacing2);
        }
    }





    public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
    {
        TileEntity tileentity = worldIn.getTileEntity(pos);

        if (tileentity instanceof IInventory)
        {
            InventoryHelper.dropInventoryItems(worldIn, pos, (IInventory)tileentity);
            worldIn.updateComparatorOutputLevel(pos, this);
        }

        super.breakBlock(worldIn, pos, state);
    }
    
   /* 
// This is where you can do something when the block is broken. In this case drop the inventory's contents
@Override
public void breakBlock(World worldIn, BlockPos pos, IBlockState state) {

	IInventory inventory = worldIn.getTileEntity(pos) instanceof IInventory ? (IInventory)worldIn.getTileEntity(pos) : null;

	if (inventory != null){
		// For each slot in the inventory
		for (int i = 0; i < inventory.getSizeInventory(); i++){
			// If the slot is not empty
			if (inventory.getStackInSlot(i) != null)
			{
				// Create a new entity item with the item stack in the slot
				EntityItem item = new EntityItem(worldIn, pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, inventory.getStackInSlot(i));

				// Apply some random motion to the item
				float multiplier = 0.1f;
				float motionX = worldIn.rand.nextFloat() - 0.5f;
				float motionY = worldIn.rand.nextFloat() - 0.5f;
				float motionZ = worldIn.rand.nextFloat() - 0.5f;

				item.motionX = motionX * multiplier;
				item.motionY = motionY * multiplier;
				item.motionZ = motionZ * multiplier;

				// Spawn the item in the world
				worldIn.spawnEntityInWorld(item);
			}
		}

		// Clear the inventory so nothing else (such as another mod) can do anything with the items
		inventory.clear();
	}

	// Super MUST be called last because it removes the tile entity
	super.breakBlock(worldIn, pos, state);
}*/



// Called when the block is right clicked
// In this block it is used to open the blocks gui when right clicked by a player
@Override
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) {
	// Uses the gui handler registered to your mod to open the gui for the given gui id
	// open on the server side only  (not sure why you shouldn't open client side too... vanilla doesn't, so we better not either)
	if (worldIn.isRemote) return true;


	playerIn.openGui(ShelvesMod.instance, GuiHandlerShelf.getGuiID(), worldIn, pos.getX(), pos.getY(), pos.getZ());
   	System.out.println("Called method: BlockShelf.onBlockActivated");
	return true;
}
@Override
   public TileEntity createNewTileEntity(World worldIn, int meta)
    {
        return new ShelfTitleEntity();
    }



    private boolean isBlocked(World worldIn, BlockPos pos)
    {
        return this.isBelowSolidBlock(worldIn, pos) || this.isOcelotSittingOnChest(worldIn, pos);
    }

    private boolean isBelowSolidBlock(World worldIn, BlockPos pos)
    {
        return worldIn.getBlockState(pos.up()).getBlock().isNormalCube();
    }




    private boolean isOcelotSittingOnChest(World worldIn, BlockPos pos)
    {
        Iterator iterator = worldIn.getEntitiesWithinAABB(EntityOcelot.class, new AxisAlignedBB((double)pos.getX(), (double)(pos.getY() + 1), (double)pos.getZ(), (double)(pos.getX() + 1), (double)(pos.getY() + 2), (double)(pos.getZ() + 1))).iterator();
        EntityOcelot entityocelot;

        do
        {
            if (!iterator.hasNext())
            {
                return false;
            }

            Entity entity = (Entity)iterator.next();
            entityocelot = (EntityOcelot)entity;
        }
        while (!entityocelot.isSitting());

        return true;
    }

    public boolean hasComparatorInputOverride()
    {
        return true;
    }

    @Override
    public IBlockState getStateFromMeta(int meta)
    {
        EnumFacing enumfacing = EnumFacing.getFront(meta);

        if (enumfacing.getAxis() == EnumFacing.Axis.Y)
        {
            enumfacing = EnumFacing.NORTH;
        }

        return this.getDefaultState().withProperty(FACING, enumfacing);
    }

    @Override
    public int getMetaFromState(IBlockState state)
    {
      EnumFacing facing = (EnumFacing)state.getValue(FACING);

      int facingbits = facing.getHorizontalIndex();
      return facingbits;// | colourbits;
    }

    // necessary to define which properties your blocks use
    // will also affect the variants listed in the blockstates model file
    @Override
    protected BlockState createBlockState()
    {
        return new BlockState(this, new IProperty[] {FACING,SECTION});
    }

    
    @Override
    public Item getItemDropped(IBlockState state, Random rand, int fortune)
    {
        return Item.getItemFromBlock(this);
    }
    public static enum EnumShape implements IStringSerializable
    {
        TOP("top"),
        MIDDLE("middle"),
        BOTTOM("bottom");

        private final String name;

        private static final String __OBFID = "CL_00003061";

        private EnumShape(String name)
        {
            this.name = name;
        }

        public String toString()
        {
            return this.name;
        }

        public String getName()
        {
            return this.name;
        }

    }
    public TileEntity createTileEntity(World world, int metadata)
    {
       return new ShelfTitleEntity();
    }
    
    @Override
    public int getRenderType()
    {
        return 3;
    }
    
}

 

package com.rosecotton.shelvesmod;



import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;

/**
* User: brandon3055
* Date: 06/01/2015
*
* The container is used to link the client side gui to the server side inventory and it is where
* you add the slots to your gui. It can also be used to sync server side data with the client but
* that will be covered in a later tutorial
*/
public class ContainerShelf extends Container {

// Stores a reference to the tile entity instance for later use
private ShelfTitleEntity ShelfTitleEntity;

// must assign a slot number to each of the slots used by the GUI.
// For this container, we can see both the tile inventory's slots as well as the player inventory slots and the hotbar.
// Each time we add a Slot to the container, it automatically increases the slotIndex, which means
//  0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 
//  9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35)
//  36 - 39 = TileInventory slots, which map to our TileEntity slot numbers 0 - 3)

private final int HOTBAR_SLOT_COUNT = 9;
private final int PLAYER_INVENTORY_ROW_COUNT = 3;
private final int PLAYER_INVENTORY_COLUMN_COUNT = 9;
private final int PLAYER_INVENTORY_SLOT_COUNT = PLAYER_INVENTORY_COLUMN_COUNT * PLAYER_INVENTORY_ROW_COUNT;
private final int VANILLA_SLOT_COUNT = HOTBAR_SLOT_COUNT + PLAYER_INVENTORY_SLOT_COUNT;

private final int VANILLA_FIRST_SLOT_INDEX = 0;
private final int TE_INVENTORY_FIRST_SLOT_INDEX = VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT;
private final int TE_INVENTORY_SLOT_COUNT = 4;

public ContainerShelf(InventoryPlayer invPlayer, ShelfTitleEntity ShelfTitleEntity) {
	this.ShelfTitleEntity = ShelfTitleEntity;

	final int SLOT_X_SPACING = 18;
    final int SLOT_Y_SPACING = 18;
	final int HOTBAR_XPOS = 8;
	final int HOTBAR_YPOS = 109;
	// Add the players hotbar to the gui - the [xpos, ypos] location of each item
	for (int x = 0; x < HOTBAR_SLOT_COUNT; x++) {
		int slotNumber = x;
		addSlotToContainer(new Slot(invPlayer, slotNumber, HOTBAR_XPOS + SLOT_X_SPACING * x, HOTBAR_YPOS));
	}

	final int PLAYER_INVENTORY_XPOS = 8;
	final int PLAYER_INVENTORY_YPOS = 51;
	// Add the rest of the players inventory to the gui
	for (int y = 0; y < PLAYER_INVENTORY_ROW_COUNT; y++) {
		for (int x = 0; x < PLAYER_INVENTORY_COLUMN_COUNT; x++) {
			int slotNumber = HOTBAR_SLOT_COUNT + y * PLAYER_INVENTORY_COLUMN_COUNT + x;
			int xpos = PLAYER_INVENTORY_XPOS + x * SLOT_X_SPACING;
			int ypos = PLAYER_INVENTORY_YPOS + y * SLOT_Y_SPACING;
			addSlotToContainer(new Slot(invPlayer, slotNumber,  xpos, ypos));
		}
	}

	if (TE_INVENTORY_SLOT_COUNT != ShelfTitleEntity.getSizeInventory()) {
		System.err.println("Mismatched slot count in ContainerShelf(" + TE_INVENTORY_SLOT_COUNT
											  + ") and TileInventory (" + ShelfTitleEntity.getSizeInventory()+")");
	}
	final int TILE_INVENTORY_XPOS = 8;
	final int TILE_INVENTORY_YPOS = 20;
	// Add the tile inventory container to the gui
	for (int x = 0; x < TE_INVENTORY_SLOT_COUNT; x++) {
		int slotNumber = x;
		addSlotToContainer(new Slot(ShelfTitleEntity, slotNumber, TILE_INVENTORY_XPOS + SLOT_X_SPACING * x, TILE_INVENTORY_YPOS));
	}
}

// Vanilla calls this method every tick to make sure the player is still able to access the inventory, and if not closes the gui
@Override
public boolean canInteractWith(EntityPlayer player)
{
	return ShelfTitleEntity.isUseableByPlayer(player);
}

// This is where you specify what happens when a player shift clicks a slot in the gui
//  (when you shift click a slot in the TileEntity Inventory, it moves it to the first available position in the hotbar and/or
//    player inventory.  When you you shift-click a hotbar or player inventory item, it moves it to the first available
//    position in the TileEntity inventory)
// At the very least you must override this and return null or the game will crash when the player shift clicks a slot
// returns null if the source slot is empty, or if none of the the source slot items could be moved
//   otherwise, returns a copy of the source stack
@Override
public ItemStack transferStackInSlot(EntityPlayer player, int sourceSlotIndex)
{
	Slot sourceSlot = (Slot)inventorySlots.get(sourceSlotIndex);
	if (sourceSlot == null || !sourceSlot.getHasStack()) return null;
	ItemStack sourceStack = sourceSlot.getStack();
	ItemStack copyOfSourceStack = sourceStack.copy();

	// Check if the slot clicked is one of the vanilla container slots
	if (sourceSlotIndex >= VANILLA_FIRST_SLOT_INDEX && sourceSlotIndex < VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT) {
		// This is a vanilla container slot so merge the stack into the tile inventory
		if (!mergeItemStack(sourceStack, TE_INVENTORY_FIRST_SLOT_INDEX, TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT, false)){
			return null;
		}
	} else if (sourceSlotIndex >= TE_INVENTORY_FIRST_SLOT_INDEX && sourceSlotIndex < TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT) {
		// This is a TE slot so merge the stack into the players inventory
		if (!mergeItemStack(sourceStack, VANILLA_FIRST_SLOT_INDEX, VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT, false)) {
			return null;
		}
	} else {
		System.err.print("Invalid slotIndex:" + sourceSlotIndex);
		return null;
	}

	// If stack size == 0 (the entire stack was moved) set slot contents to null
	if (sourceStack.stackSize == 0) {
		sourceSlot.putStack(null);
	} else {
		sourceSlot.onSlotChanged();
	}

	sourceSlot.onPickupFromSlot(player, sourceStack);
	return copyOfSourceStack;
}

// pass the close container message to the tileEntityInventory (not strictly needed for this example)
//  see ContainerChest and TileEntityChest
@Override
public void onContainerClosed(EntityPlayer playerIn)
{
	super.onContainerClosed(playerIn);
	this.ShelfTitleEntity.closeInventory(playerIn);
}
}

 

package com.rosecotton.shelvesmod;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.entity.RenderItem;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.network.NetworkRegistry;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.fml.common.registry.LanguageRegistry;
import net.minecraftforge.fml.relauncher.Side;

import com.rosecotton.shelvesmod.BlockShelf;
//import com.becky.testmod01.Testmod01;

@Mod(modid = ShelvesMod.MODID, name = ShelvesMod.MODNAME, version = ShelvesMod.VERSION) 

public class ShelvesMod 
{

  public static Block shelfBlock;
  //public static Item brickIngot;
  public static final String MODID = "shelvesmod";
  public static final String MODNAME = "RoseCotton's Shelves Mod for 1.8";
  public static final String VERSION = "1.0";
  public static int type;

  @Instance(value = "shelvesmod")
  public static ShelvesMod instance = new ShelvesMod();
  
  public static class MySidedProxyHolder {
	  @SidedProxy(modId="shelvesmod",clientSide="com.rosecotton.shelvesmod.ClientProxy", serverSide="com.rosecotton.shelvesmod.CommonProxy")
	  public static CommonProxy proxy;
	  }
	  
	  public class CommonProxy {
		  // Common or server stuff here that needs to be overridden on the client
	  }
	  public class ClientProxy extends CommonProxy {
		  // Override common stuff with client specific stuff here
	  }

  @EventHandler
  public void preInit(FMLPreInitializationEvent event) 
  {

  	//blocks
  	shelfBlock = new BlockShelf(type);
  	LanguageRegistry.addName(shelfBlock, "Shelf Block");
  	
  	GameRegistry.registerTileEntity(ShelfTitleEntity.class, "shelfTitleEntity");
  	//was com.rosecotton.shelvesmod.ShelfTitleEntity.class
  	
  	
  	//items
  	//brickIngot = new ItemBrickIngot();
	  //MOVE GAMEREGISTRY TO ITEM CLASS?
  	//GameRegistry.registerItem(brickIngot, ((ItemBrickIngot) brickIngot).getName());
  	//LanguageRegistry.addName(brickIngot, "Brick Ingot");
	NetworkRegistry.INSTANCE.registerGuiHandler(ShelvesMod.instance, GuiHandlerRegistry.getInstance());
	GuiHandlerRegistry.getInstance().registerGuiHandler(new GuiHandlerShelf(), GuiHandlerShelf.getGuiID());
  }

  @EventHandler
  public void init(FMLInitializationEvent event) 
  {
  	//System.out.println("Called method: init");
  
  	if(event.getSide() == Side.CLIENT)
  	{
  		
  		RenderItem renderItem = Minecraft.getMinecraft().getRenderItem();

  		renderItem.getItemModelMesher().register(Item.getItemFromBlock(shelfBlock), 0, new ModelResourceLocation(ShelvesMod.MODID + ":" + ((BlockShelf) shelfBlock).getName(), "shelfBlock"));
  		Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(shelfBlock),0, new ModelResourceLocation(ShelvesMod.MODID+":"+ "shelfBlock", "inventory"));
  	}
  	
  	//recipes
  	GameRegistry.addRecipe(new ItemStack(shelfBlock), new Object[]{
  	"   ",
  	"  A",
  	" AA",
  	'A', Items.stick //getItemFromBlock(Blocks.planks)
  	});
  }
    @EventHandler
    public void postInit(FMLPostInitializationEvent event) 
    {
    	System.out.println("Called method: postInit");
    }
}

 

And there are a couple GUI java files to go with that, as well as my shelf block model files.

hw developer in a sw world

Posted

Ah!  no, I hadn't found that one.  I had only found EntityItemFrame, but this RenderItemFrame class is what I was looking for.  I'll go study it and find out if I can use some of it for what I want.  Thanks!  :)

hw developer in a sw world

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