Posted April 23, 201510 yr So, I simply can not seem to get my container slots to link up with the GUI I'm working on. It seems that when using addSlotToContainer() (correct as far as I can tell), it is just putting the slot at absolute coordinate values on the screen, which of course does not work with different screen sizes. I am aware that the slots should be relative to the GUI image itself so that it scales correctly, but every tutorial I have found gives me the same code, which of course isn't working for me. I'm assuming that I am either just missing something, or am going about this wrong. I am only adding the player's hotbar slots until I can get this working, but even with them in the wrong position, they aren't working anyway (e.g. picking up items out of the slots). For Reference: TileEntityArmorWorkbench public class TileEntityArmorWorkbench extends TileEntity implements IInventory{ private ItemStack[] inventory; public static String name = "armorWorkbench"; public static final int INV_SIZE = 9; public TileEntityArmorWorkbench(){ inventory = new ItemStack[iNV_SIZE]; } @Override public String getName() { return "Armor Workbench"; } @Override public boolean hasCustomName() { return true; } @Override public IChatComponent getDisplayName() { return new ChatComponentText(name); } @Override public int getSizeInventory() { return inventory.length; } @Override public ItemStack getStackInSlot(int index) { return inventory[index]; } @Override public ItemStack decrStackSize(int index, int count) { ItemStack itemstack = getStackInSlot(index); if (itemstack != null){ if (itemstack.stackSize <= count){ setInventorySlotContents(index, null); }else{ itemstack = itemstack.splitStack(count); markDirty(); } } return itemstack; } public void onInventoryChanged() { for (int i = 0; i < getSizeInventory(); ++i){ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0){ inventory[i] = null; } } } @Override public ItemStack getStackInSlotOnClosing(int index) { ItemStack itemstack = getStackInSlot(index); setInventorySlotContents(index, null); return itemstack; } @Override public void setInventorySlotContents(int index, ItemStack stack) { inventory[index] = stack; if (stack != null && stack.stackSize > getInventoryStackLimit()){ stack.stackSize = getInventoryStackLimit(); } markDirty(); } @Override public int getInventoryStackLimit() { return 64; } @Override public boolean isUseableByPlayer(EntityPlayer player) { return player.getDistanceSq(player.posX, player.posY, player.posZ) <= 64; } @Override public void openInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public void closeInventory(EntityPlayer player) { // TODO Auto-generated method stub } @Override public boolean isItemValidForSlot(int index, ItemStack stack) { // TODO Auto-generated method stub return false; } @Override public int getField(int id) { // TODO Auto-generated method stub return 0; } @Override public void setField(int id, int value) { // TODO Auto-generated method stub } @Override public int getFieldCount() { return 0; } @Override public void clear() { for (int i = 0; i < inventory.length; i++){ inventory[i] = null; } } public void readFromNBT(NBTTagCompound compound) { NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND); for (int i = 0; i < items.tagCount(); ++i) { NBTTagCompound item = items.getCompoundTagAt(i); byte slot = item.getByte("Slot"); if (slot >= 0 && slot < getSizeInventory()) { inventory[slot] = ItemStack.loadItemStackFromNBT(item); } } } public void writeToNBT(NBTTagCompound compound) { NBTTagList items = new NBTTagList(); for (int i = 0; i < getSizeInventory(); ++i) { if (getStackInSlot(i) != null) { NBTTagCompound item = new NBTTagCompound(); item.setByte("Slot", (byte) i); getStackInSlot(i).writeToNBT(item); items.appendTag(item); } } compound.setTag("ItemInventory", items); } } GuiArmorWorkbench public class GuiArmorWorkbench extends GuiContainer{ private float xSize_lo; private float ySize_lo; public static int xCord; public static int yCord; private int z; private EntityPlayer player; private World world; private int xSize, ySize; private final ResourceLocation backgroundImage = new ResourceLocation(Reference.MOD_ID.toLowerCase(), "textures/client/gui/guiArmorWorkbench.png"); public GuiArmorWorkbench(InventoryPlayer invPlayer, TileEntityArmorWorkbench entity){ super(new ContainerArmorWorkbench(invPlayer, entity)); this.xSize = 176; this.ySize = 198; } @Override public void initGui(){ } @Override public void drawScreen(int mouseX, int mouseY, float renderPartialTicks){ super.drawScreen(mouseX, mouseY, renderPartialTicks); xSize_lo = mouseX; ySize_lo = mouseY; } @Override public boolean doesGuiPauseGame(){ return false; } @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY){ } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { //GL11.glColor4f(1F, 1F, 1F, 1F); this.mc.getTextureManager().bindTexture(backgroundImage); xCord = (this.width - this.xSize) / 2; yCord = (this.height - this.ySize) / 2; drawTexturedModalRect(xCord, yCord, 0, 0, xSize, ySize); Console.println("X: " + xCord + " Y: " + yCord); } } ContainerArmorWorkbench public class ContainerArmorWorkbench extends Container{ private TileEntityArmorWorkbench workbench; public ContainerArmorWorkbench(InventoryPlayer invPlayer, TileEntityArmorWorkbench entity){ int m; int armorOffset = 29; int invStartY = 117; int invStartX = 30; this.workbench = entity; //Add slots from hotbar for (int x = 0; x < 9; x++){ addSlotToContainer(new Slot(invPlayer, x, 8 + x * 18, 174)); Console.println("Adding hotbar to inventory"); } //Add slots from inventory /*for (m = 0; m < 3; ++m){ for (int j = 0; j < 9; ++j){ this.addSlotToContainer(new Slot(invPlayer, j + m * 9 + 9,+armorOffset + 8 + j * 18, 84 + m * 18)); Console.println("Adding inventory to inventory"); } }*/ } @Override public boolean canInteractWith(EntityPlayer playerIn) { return this.workbench.isUseableByPlayer(playerIn); } } ArmorWorkbench (block class) public class armorWorkbench extends Block implements ITileEntityProvider{ public static String name = "armorWorkbench"; public armorWorkbench(Material materialIn) { super(materialIn); } @Override public TileEntity createNewTileEntity(World world, int meta){ return new TileEntityArmorWorkbench(); } public boolean hasTileEntity(int metadata){ return true; } @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { if (true){ FMLNetworkHandler.openGui(playerIn, Main.instance, Main.guiIDWorkbench, worldIn, pos.getX(), pos.getY(), pos.getZ()); } return true; } } Gui Handler public class JeremanGuiHandler implements IGuiHandler { @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { TileEntity tileentity = world.getTileEntity(new BlockPos(x,y,z)); switch (ID){ case Main.guiIDWorkbench: if (tileentity instanceof TileEntityArmorWorkbench){ return new ContainerArmorWorkbench(player.inventory, (TileEntityArmorWorkbench) tileentity); } } return true; } @Override public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { TileEntity tileentity = world.getTileEntity(new BlockPos(x,y,z)); switch (ID){ case Main.guiIDWorkbench: if (tileentity instanceof TileEntityArmorWorkbench){ return new GuiArmorWorkbench(player.inventory, (TileEntityArmorWorkbench) tileentity); } } return true; } } Thanks in advance!
April 24, 201510 yr I think your container isn't updating correctly, cause you need the "detectAndSendChanges()" methode to sync a client with the actual magi inside a GUI. I would recommend taking a peek at a vanilla container class to see how the methode should look like. Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager
April 24, 201510 yr Author Yes, removing my InitGui() override fixed it as far as I can tell, will do some more testing when I'm home. I must have had that left over from some testing with sliders earlier. Thank you very much.
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