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Posted

How would you continually fade a HUD element out?  I assume this requires OpenGL, which I'm not very familiar with.

 

In your drawScreen() method of your GUI you would use a GL.11 alpha setting. I don't know much about GL.11 either but simply look up GL transparency, like at this link: http://relativity.net.au/gaming/java/Transparency.html. I think one approach is that you could create colors with increasing transparency and use those when you draw the GUI. There is probably another way to take the whole "matrix" and change it's transparency.

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

Posted

How do you "hook" a player arriving in a dimension?

PlayerChangedDimensionEvent

FML event, has from and to dimension.

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

Posted

Alright, the only thing left is the blending...it's just not doing what I'm expecting due to my lack of knowledge of OGL, it's not automating at all.

 

 

EntityPlayer player = Minecraft.getMinecraft().thePlayer;
DLFileHandler.readConfig();
this.cardName = DLFileHandler.queryDimName(player.dimension);
GL11.glDisable(GL11.GL_LIGHTING);
this.mc.renderEngine.bindTexture(cardTexture);
int cardBorder = 2;
int cardOffset = 6;
int cardWidth = 84;
int cardHeight = 14;
int color = 0xdcdcdc;
this.drawTexturedModalRect(cardOffset, cardOffset, 0, 0, cardWidth, cardHeight);
int stringWidth = mc.fontRenderer.getStringWidth(cardName);
this.mc.fontRenderer.drawStringWithShadow(cardName, (((cardWidth - cardBorder - cardOffset) / 2) + 1) - (stringWidth / 3), 9, color);
--this.cardTime;
if(cardTime < 80)
{
   GL11.glEnable(GL11.GL_BLEND);
   GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_SRC_COLOR);
   GL11.glColor4f(0.5F, 0.5F, 0.5F, (float)this.cardTime / 80);
}
if(cardTime < 1)
{
   cardTime = cardTimeMax;
   arrived = false;

}

 

 

This does nothing, it still just abruptly disappears, and there's no blending going on.

Posted

You need to call GL before you draw :P

 

EDIT

Also few things - when you finish (depending WHERE are you drawing things) you need to get back to previous state. Where are you drawing your cards? (From where*, my guess overlay event?)

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

Posted

Yeah: HUD

 

 

Edit: Ok, now the modal rect fades properly but the string doesn't :I

 

 

	@SubscribeEvent
public void onRender(RenderGameOverlayEvent event)
{
	if(event.isCancelable() || event.type != RenderGameOverlayEvent.ElementType.HOTBAR)
	{
		return;
	}
	if(arrived)
	{
		EntityPlayer player = Minecraft.getMinecraft().thePlayer;
		DLFileHandler.readConfig();
		this.cardName = DLFileHandler.queryDimName(player.dimension);
		int cardBorder = 2;
		int cardOffset = 6;
		int cardWidth = 84;
		int cardHeight = 14;
		int color = 0xdcdcdc;
		int stringWidth = mc.fontRenderer.getStringWidth(cardName);
		--this.cardTime;
		if(this.cardTime >= 81)
		{
			GL11.glDisable(GL11.GL_LIGHTING);
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
			GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
			this.mc.renderEngine.bindTexture(cardTexture);
			this.drawTexturedModalRect(cardOffset, cardOffset, 0, 0, cardWidth, cardHeight);
			this.mc.fontRenderer.drawStringWithShadow(cardName, (((cardWidth - cardBorder - cardOffset) / 2) + 1) - (stringWidth / 3), 9, color);
		}
		if(this.cardTime < 81)
		{
			GL11.glDisable(GL11.GL_LIGHTING);
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
			GL11.glColor4f(1.0F, 1.0F, 1.0F, (float)this.cardTime / 80);
			this.mc.renderEngine.bindTexture(cardTexture);
			this.drawTexturedModalRect(cardOffset, cardOffset, 0, 0, cardWidth, cardHeight);
			this.mc.fontRenderer.drawStringWithShadow(cardName, (((cardWidth - cardBorder - cardOffset) / 2) + 1) - (stringWidth / 3), 9, color);
		}
		if(cardTime < 1)
		{
			this.cardTime = this.cardTimeMax;
			arrived = false;
		}
	}
}

Posted

Didn't work, still doesn't fade.  I'm guessing I need to make my own FontRenderer and override all the drawString methods to fix this, since glColor4f is set inside the vanilla methods.

Posted

No you don't. I am CERTAIN that fading text using normal fontRenderer is possible as I archieved it accidentally while coding my entity labels. It's matter of some GL state/mode. I'll have look.

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

Posted

No you don't. I am CERTAIN that fading text using normal fontRenderer is possible as I archieved it accidentally while coding my entity labels. It's matter of some GL state/mode. I'll have look.

 

There may be another way, but if you look at the alpha field in FontRenderer it is set by taking some of the bits from the color passed into the drawString() method. There isn't any other manipulation of the alpha field (which is private and doesn't have a setter method). So I think my suggestion should work -- create a color that includes the alpha.

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

Posted

Did it manually:

int Blue = 220;
int Green = 220;
int Red = 220;
int Alpha = 255;
int color = Blue + (Green <<  + (Red << 16) + (Alpha << 24);

 

And then to automate:

Alpha = (int)(cardTime * (255.0F/120.0F));

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