Posted April 2, 201510 yr I know how to add click-able buttons, but how do you change the texture of buttons in a GUI? heres a gui class that adds some buttons that have custom widths @SideOnly(Side.CLIENT) public class GuiBattleMenu extends GuiScreen { private int BUTTON_DONE_ID = 1; private int BUTTON_CANCEL_ID = 2; private int BUTTON_MORE_ID = 3; //private int updateCounter; private GuiButton doneBtn; private GuiButton moreBtn; private GuiButton cancelBtn; //whether initGui() was called. private boolean wasInitialized = false; public GuiBattleMenu(){ } /** * Adds the buttons (and other controls) to the screen in question. */ @Override public void initGui() { this.buttonList.clear(); this.doneBtn = new GuiButton(BUTTON_DONE_ID, 20, this.height - 40, I18n.format("Apply", new Object[0])); this.doneBtn.width = 160; this.cancelBtn = new GuiButton(BUTTON_CANCEL_ID, this.width - 190, this.height - 40, I18n.format("Cancel", new Object[0])); this.cancelBtn.width = 160; this.moreBtn = new GuiButton(BUTTON_MORE_ID, this.width - 120, 5, I18n.format("More Options ...", new Object[0])); this.moreBtn.width = 100; this.buttonList.add(this.doneBtn); this.buttonList.add(this.cancelBtn); this.buttonList.add(this.moreBtn); //it seems like initGui() is called every time this.mc.displayGuiScreen() is used. if(this.wasInitialized) return; this.wasInitialized = true; } @Override public boolean doesGuiPauseGame(){ return false; } /** * Called when the screen is unloaded. Used to disable keyboard repeat events */ @Override public void onGuiClosed(){ } /** * Called from the main game loop to update the screen. */ @Override public void updateScreen(){ } @Override protected void actionPerformed(GuiButton button){ if (button.enabled){ if (button.id == BUTTON_DONE_ID){ this.mc.displayGuiScreen((GuiScreen)null); //closes the GUI } else if(button.id == BUTTON_CANCEL_ID){ this.mc.displayGuiScreen((GuiScreen)null); } else if(button.id == BUTTON_MORE_ID){ } } } @Override protected void mouseClicked(int x, int y, int event){ if(event != 0){ super.mouseClicked(x, y, event); } } @Override protected void mouseMovedOrUp(int mouseX, int mouseY, int event){ if (event != 0){ super.mouseMovedOrUp(mouseX, mouseY, event); } } @Override protected void keyTyped(char key, int event){ super.keyTyped(key, event); } /** * Draws the screen and all the components in it. */ @Override public void drawScreen(int mouseX, int mouseY, float p_73863_3_){ super.drawScreen(mouseX, mouseY, p_73863_3_); this.drawCenteredString(this.fontRendererObj, "Totals:", this.width / 2 -90, this.height - 60, 16777215); } }
April 3, 201510 yr You need a class that extends GuiScreen, then you can override the draw method in there. You mean GuiButton, right? He is already extending GuiScreen, but the drawScreen() method there actually usually isn't used for the buttons since they have their own drawButton() method that is called automatically if the button is in the GuiScreen's button list. Here is an example of the method from one of my mods.: /** * Draws this button to the screen. */ @Override public void drawButton(Minecraft mc, int parX, int parY) { if (visible) { boolean isButtonPressed = (parX >= xPosition && parY >= yPosition && parX < xPosition + width && parY < yPosition + height); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); mc.getTextureManager().bindTexture(bookPageTextures[1]); int textureX = 0; int textureY = 192; if (isButtonPressed) { textureX += 23; } if (!isNextButton) { textureY += 13; } drawTexturedModalRect(xPosition, yPosition, textureX, textureY, 23, 13); } } } The key is the drawTexturedModalRect() method which is taking part of a texture. In this case I take a different part of the texture based on whether the button is pressed or not. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
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