Jump to content

[1.7.10]GUI Drawing


BuddingDev

Recommended Posts

I know how to draw a GUI from a png.

Then, I wondered, can the GUI shift dynamically with the tileEntites?

 

For example, can I add another row of slot if I detect chest Blocks nearby?

Or can I "erase" the Slot GUI when it is raining?

Or can I adjust GUI slot count based on nearby block count? (Of course I will implement method to deal with overflowing.)

Link to comment
Share on other sites

Of course you can make custom slot invisible. (Yes, your own custom slot is needed)

In my dev env(Forge 1.7.10-10.13.0.1160) there is a method: 'Slot#func_111238_b()' which disables highlighting when your mouse is on the slot.

You can return false there, and return empty icon on the Slot#getBackgroundIconIndex().

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Link to comment
Share on other sites

If you have no slots in your GUI, how are you displaying a chest in a slot?

 

width=740 height=225http://imgs.xkcd.com/comics/well_2.png[/img]

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Yes, you can supply a slot that corresponds to another container.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

That depends entirely on what it is you are trying to do.  Clarify your idea.

 

But I'm not writing the code for you (not unless you want to pay me).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

One thing I'd mention is that the GuiScreen has a method called updateScreen() which is separate from drawScreen(). I usually put any logic for changing the GUI, such as hiding a button if I want it deactivated at some point, in that method.

 

Regarding changing slots dynamically, the tricky part is that they will automatically be in the position you set even if your graphic changes so it looks like there is no slot. I'm not really sure how to avoid that, but maybe you could move the slot to a position off the screen or something. Alternatively, you could actually switch to a new GUI (of course you'd want to transfer the container contents over when doing so).

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

One thing I'd mention is that the GuiScreen has a method called updateScreen() which is separate from drawScreen(). I usually put any logic for changing the GUI, such as hiding a button if I want it deactivated at some point, in that method.

 

Regarding changing slots dynamically, the tricky part is that they will automatically be in the position you set even if your graphic changes so it looks like there is no slot. I'm not really sure how to avoid that, but maybe you could move the slot to a position off the screen or something. Alternatively, you could actually switch to a new GUI (of course you'd want to transfer the container contents over when doing so).

 

You can set up the container's constructor to pass a tile entity and then only add slot objects if it's supposed to.

Link to comment
Share on other sites

Regarding changing slots dynamically, the tricky part is that they will automatically be in the position you set even if your graphic changes so it looks like there is no slot.

 

You can have the slot graphic portion exist separately from the background and draw it only when needed, like how the furnace draws the arrow filling up or the heat meter going down.  Only instead of a progress bar, it'd be a yes/no type thing.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Regarding changing slots dynamically, the tricky part is that they will automatically be in the position you set even if your graphic changes so it looks like there is no slot.

 

You can have the slot graphic portion exist separately from the background and draw it only when needed, like how the furnace draws the arrow filling up or the heat meter going down.  Only instead of a progress bar, it'd be a yes/no type thing.

 

No, the problem is that the slot is still there even if there is not graphic to show its position -- you could still place an item in that location for example, and if you hover over it there will be an indication that it is there. You'd have to deactivate or move the actual slot as well, not just the graphic for the slot.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

I already said how to do it..

 

As long as for 'Forge 1.7.10-10.13.0.1160' there is a method: 'Slot#func_111238_b()' which disables highlighting when your mouse is on the slot.

You can return false there, and return empty icon on the Slot#getBackgroundIconIndex().

And when someone tries to get some item into the slot, do not allow it using Slot#canTakeStack and Slot#putStack.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Link to comment
Share on other sites

But the point then is that you need a custom slot then and the code in those methods would have to somehow get the information from the gui state, I guess via container then inventory?

 

Yup!

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name)
    • nvm found out it was because i had create h and not f
    • Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture?
    • @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre e) { e.setCanceled(true); model.renderToBuffer(e.getPoseStack(), pBuffer, e.getPackedLight(), 0f, 0f, 0f, 0f, 0f); //ToaPlayerRenderer.render(); } Since getting the render method from a separate class is proving to be bit of a brick wall for me (but seems to be the solution in older versions of minecraft/forge) I've decided to try and pursue using the renderToBuffer method directly from the model itself. I've tried this route before but can't figure out what variables to feed it for the vertexConsumer and still can't seem to figure it out; if this is even a path to pursue.  The vanilla model files do not include any form of render methods, and seem to be fully constructed from their layer definitions? Their renderer files seem to take their layers which are used by the render method in the vanilla MobRenderer class. But for modded entities we @Override this function and don't have to feed the method variables because of that? I assume that the render method in the extended renderer takes the layer definitions from the renderer classes which take those from the model files. Or maybe instead of trying to use a render method I should be calling the super from the renderer like   new ToaPlayerRenderer(context, false); Except I'm not sure what I would provide for context? There's a context method in the vanilla EntityRendererProvider class which doesn't look especially helpful. I've been trying something like <e.getEntity(), model<e.getEntity()>> since that generally seems to be what is provided to the renderers for context, but I don't know if it's THE context I'm looking for? Especially since the method being called doesn't want to take this or variations of this.   In short; I feel like I'm super super close but I have to be missing something obvious? Maybe this insane inane ramble post will provide some insight into this puzzle?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.