Thornack Posted September 7, 2015 Posted September 7, 2015 Hi everyone, I want to change the HUD inventory Rendering by replacing the gui temporarily to simulate swapping of inventories. If your ead my other post I successfully manipulated the vanilla hud inventory to essentially be a different inventory that is triggered based on a condition. I was wondering about the HUD rendering, how would I replace the GUI of the inventory HUD with my own custom one based on a condition that is set in my players IEEP class. if condition is true -> render my custom HUD inventory if condition is false -> render default vanilla inventory hud Quote
Thornack Posted September 7, 2015 Author Posted September 7, 2015 Ive been looking for the code and I have no idea where the vanilla HUD inventory renders Quote
Failender Posted September 7, 2015 Posted September 7, 2015 GuiIngameForge in 1.8, not sure about 1.7 Quote
Thornack Posted September 7, 2015 Author Posted September 7, 2015 Hi everyone, So I figured out how to get it to show up. But there is a problem, whenever I resize the window the gui doesnt stay in the spot I place it. Not sure why. protected void renderHotbar(int width, int height, float partialTicks) { mc.mcProfiler.startSection("actionBar"); 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); mc.renderEngine.bindTexture(itemHUDTexture); InventoryPlayer inv = mc.thePlayer.inventory; drawTexturedModalRect(width/2 + 140, height/2 + 200, 0, 0, 182, 22); <--- draws the custom hotbar I made drawTexturedModalRect(width/2 +140 +inv.currentItem * 20, height/2 + 200, 0, 22, 24, 22); <--- draws the gui overlay that shows which item is selected GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL12.GL_RESCALE_NORMAL); RenderHelper.enableGUIStandardItemLighting(); for (int i = 0; i < 9; ++i) { int x = width / 2 + i * 20 + 2; int z = height; renderInventorySlot(i, x, z, partialTicks); } RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); mc.mcProfiler.endSection(); } But whenever I resize the window the gui jumps around. Any idea why? I call this method in the public void RenderBattleGUI(RenderGameOverlayEvent.Post event) if(myCondition){ int width = event.resolution.getScaledWidth(); int height = event.resolution.getScaledHeight(); renderHotbar(width, height, 1); } Quote
Failender Posted September 7, 2015 Posted September 7, 2015 you should be looking how vanilla caluclates those values.. then u will get the same results Quote
EverythingGames Posted September 7, 2015 Posted September 7, 2015 You need to create a ScaledResolution (look at the source code using your IDE) object and get the scaled width / height from there. After that, divide both the width and height by 2 (getting the exact center of the screen based on its resolution) and then add / subtract from there. Pure math. Quote Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]
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