Posted November 11, 201212 yr I was thinking about setting up a Forge event at the end of GuiInGame.renderGameOverlay This would allow mods to add HUD elements that would behave like the built in one (darken, hide, appear behind everything else, etc.) Due to how fast and often this fires, would it have a negative effect on the event bus?
January 3, 201312 yr If you know how to use tick handlers you can add stuff to the HUD. It's really easy to do with tick handlers, just need to know how.
January 5, 201312 yr Author I have my HUD in the tick handler now, but I need to stop drawing it when other interfaces are open due to my HUD elements appearing top level (setting the z level has no effect) What I had in mind was more visually pleasing but not worth performance loss, thus my question about it having a negative effect on the event bus.
January 6, 201312 yr If you don't want it to draw when there's another gui open, run a check for FMLClientHandler.instance().getClient().inGameHasFocus If it returns false, don't render.
January 7, 201312 yr Author Currently not drawing with gui's open, but would prefer to have it working like the default one. (Always drawn, darkened when gui's are open, covered up by other gui's elements instead of being on top) The only two ways I can think to do that are: 1 - forge hook after the ingame gui is drawn, before any guiscreen gets drawn 2 - tell minecraft to use an EntityRenderer I create instead of the original (not something I'd do for just a hud though)
January 14, 201312 yr this is the same request I had here http://www.minecraftforge.net/forum/index.php/topic,2009.msg15922.html#msg15922 If I ever feel like getting to know the internals of an API so I can submit a pull request for a sensible addition I'll go for it. I'm just a modder though. Anyway, glad to see that someone else has the same request But currently there is no way to do it without some sever kludges, as detailed in my post.
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