Jump to content

GuiTextField Coordinates


Stjubit

Recommended Posts

Hello everyone,

 

I really don't get it, how a GuiTextField is aligned in a GuiContainer.

I have overwritten the drawGuiContainerBackgroundLayer to display my Background Image as followed:

 

 

@Override
    protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
    {
        mc.renderEngine.bindTexture(resourceLocation);

        GL11.glColor4f(1.0f,1.0f,1.0f,1.0f);

        int bgX = width/2-128;
        int bgY = height/2-28;

        this.drawTexturedModalRect(bgX, bgY, 0, 0, 256, 57);
    }

 

 

 

Background-Image:

uQbazEM.png

 

So the Background-Image is centered in Minecraft, as I wanted.

 

Now the problem:

When I initialize my GuiTextField like so:

tfFrequency = new GuiTextField(fontRendererObj, 0,0,tfWidth,tfHeight);

 

...the TextField is anywhere. Here is a Screenshot as it looks In-Game:

3Wyuxnr.png

 

So the coordinates 0/0 are up there. Why? Where do the coordinates of a GuiTextField start?

 

Thanks for every help and sorry for my bad english,

Julian

Link to comment
Share on other sites

Yeah, that's exactly what I thought, too, but if you would have read my Thread, you would know, that that's not the case. Please give a useful answer, or let it be.

 

Why is 0/0 not in the left top of the Minecraft-Screen or in the left top of the GUI-Background? It's just anywhere?!

 

With best regards,

Julian

Link to comment
Share on other sites

Hello, thanks for your answer.

 

I use Forge-Version 10.13.4.1448 for Minecraft 1.7.10 ;)

 

I just figured out, that when I overwrite the method "drawScreen()" in my GuiContainer-class and draw the GuiTextField in that method instead of drawing it in the "drawGuiContainerForegroundLayer"-method, the coordinates are right and everything is perfect. But why is 0/0 in the drawGuiContainerForegroundLayer-method on another place than 0/0 in the drawScreen-method?

 

Thanks for your answer!

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 tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
  • Topics

×
×
  • Create New...

Important Information

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