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(UNSOLVED) [1.7.10/1.8] Help replacing the in-game HUD?


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I want to replace the health/hunger/oxygen/armour/xp/jump bars with my own.

 

But I can't figure out how to cancel only those specific render types.

 

I try to check if it's rendering those types, load mine then cancel the event but nothing renders. Not mine, not the ones I want cancelled, not even the crosshair, inventory or pause menu.

 

How do I do this right?

 

public class HeadsUpDisplay extends Gui
{

private Minecraft mc;
private static final ResourceLocation texturepath = new ResourceLocation(This.MODID, "hud.png");
protected static final RenderItem itemRenderer = new RenderItem();

public HeadsUpDisplay()
{
	super();
	this.mc = Minecraft.getMinecraft();
}

@SubscribeEvent
public void renderHUD(RenderGameOverlayEvent.Pre event)
{
	if (event.isCancelable() || event.type == ElementType.HEALTH || event.type == ElementType.FOOD
			|| event.type == ElementType.AIR || event.type == ElementType.HOTBAR || event.type == ElementType.EXPERIENCE
			|| event.type == ElementType.JUMPBAR)
	{
		render();
		event.setCanceled(true);
	}

}

private void render()
{

	EntityPlayer player = mc.thePlayer;
	FontRenderer fontrenderer = this.mc.fontRenderer;
	InventoryPlayer inventoryplayer = this.mc.thePlayer.inventory;

	int xPos = (mc.displayWidth / 2) - 90;
	int yPos = mc.displayHeight - 60;

	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glDisable(GL11.GL_LIGHTING);
	GL11.glEnable(GL11.GL_BLEND);

	this.mc.getTextureManager().bindTexture(texturepath);

	// Render main HUD background
	this.drawTexturedModalRect(xPos, yPos, 0, 0, 180, 54);

	// Render health
	int health = (int) (player.getHealth() * 2);
	int maxHealth = (int) (player.getMaxHealth() * 2);

	int healthWidth = (health / maxHealth) * 71;

	this.drawTexturedModalRect(xPos + 4, yPos + 21, 0, 185, healthWidth, 9);

	if (health <= 1)
	{
		this.drawTexturedModalRect(xPos + 66, yPos + 13, 4, 57, 4, 10);
	}
	String hp = health + "/" + maxHealth;
	int w1 = fontrenderer.getStringWidth(hp) / 2;
	fontrenderer.drawStringWithShadow(hp, xPos + 122, yPos + 13, 0x000000);

	// Render hunger
	int hunger = player.getFoodStats().getFoodLevel();

	int hungerWidth = (hunger / 20) * 71;

	this.drawTexturedModalRect(xPos + 105, yPos + 21, 9, 185, hungerWidth, 9);

	if (hunger <= 1)
	{
		this.drawTexturedModalRect(xPos + 110, yPos + 13, 0, 57, 4, 10);
	}

	String hDisplay = hunger + "/" + 20;
	int w2 = fontrenderer.getStringWidth(hDisplay) / 2;
	fontrenderer.drawStringWithShadow(hDisplay, xPos + 56, yPos + 13, 0x000000);

	// Render hotbar item selector
	this.drawTexturedModalRect(xPos + 6 + inventoryplayer.currentItem * 20, yPos - 34, 8, 57, 8, 7);

	// Render hotbar icons
	this.mc.mcProfiler.startSection("actionBar");
	GL11.glEnable(GL12.GL_RESCALE_NORMAL);
	RenderHelper.enableGUIStandardItemLighting();

	for (int i = 0; i < 9; ++i)
	{
		this.renderInventorySlot(i, xPos + i * 20, yPos + 37, 1);
	}

	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	this.mc.mcProfiler.endSection();
	GL11.glDisable(GL11.GL_BLEND);

	// Render horse jump bar
	if (this.mc.thePlayer.isRidingHorse())
	{
		this.mc.mcProfiler.startSection("jumpBar");
		float jump = this.mc.thePlayer.getHorseJumpPower();
		int jumpMax = 148;

		this.drawTexturedModalRect(xPos + 16, yPos - 19, 0, 90, (int) ((jump / jumpMax) * jumpMax), 19);

		if (jump > 0)
		{
			this.drawTexturedModalRect(xPos + 20, yPos + 8, 0, 109, 140, 4);
		}

		this.mc.mcProfiler.endSection();
	}

	// Render xp bar
	int xp = (int) player.experience;
	int toNextLevel = player.xpBarCap();
	int level = player.experienceLevel;

	String s = "" + level;
	int w3 = fontrenderer.getStringWidth(s) / 2;
	fontrenderer.drawStringWithShadow(s, xPos + 90, yPos + 20, 0x000000);

	if (level > 0)
	{
		this.drawTexturedModalRect(xPos + 20, yPos + 4, 20, 57, (xp / toNextLevel) * 140, 4);
	}

	// Render armour
	// Render oxygen

}

protected void renderInventorySlot(int slot, int x, int y, float tick)
{
	ItemStack itemstack = this.mc.thePlayer.inventory.mainInventory[slot];

	if (itemstack != null)
	{
		float f1 = (float) itemstack.animationsToGo - tick;

		if (f1 > 0.0F)
		{
			GL11.glPushMatrix();
			float f2 = 1.0F + f1 / 5.0F;
			GL11.glTranslatef((float) (x + , (float) (y + 12), 0.0F);
			GL11.glScalef(1.0F / f2, (f2 + 1.0F) / 2.0F, 1.0F);
			GL11.glTranslatef((float) (-(x + ), (float) (-(y + 12)), 0.0F);
		}

		itemRenderer.renderItemAndEffectIntoGUI(this.mc.fontRenderer, this.mc.getTextureManager(), itemstack, x, y);

		if (f1 > 0.0F)
		{
			GL11.glPopMatrix();
		}

		itemRenderer.renderItemOverlayIntoGUI(this.mc.fontRenderer, this.mc.getTextureManager(), itemstack, x, y);
	}
}
}

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RenderGameOverlayEvent#isCancable()

wil always return true, so you will always cancel rendering for everything.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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Okay that was dumb.

 

But now after fixing that my HUD still won't render.

 

	@SubscribeEvent
public void renderHUD(RenderGameOverlayEvent.Pre event)
{
	if (event.isCancelable())
	{
		if (event.type == ElementType.HEALTH || event.type == ElementType.FOOD || event.type == ElementType.AIR
				|| event.type == ElementType.HOTBAR || event.type == ElementType.EXPERIENCE
				|| event.type == ElementType.JUMPBAR)
		{
			render();
			event.setCanceled(true);
		}
	}
}

 

If the event is cancelled after it renders or if I don't cancel it at all, it just shows a really glitchy-looking black-and-white version of the vanilla HUD.

 

kimf9cv.png

 

If the event is cancelled before it renders, the vanilla HUD doesn't render but mine still doesn't either.

 

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Hey so what I have found is that the rendering needs to be cancelled in a specific order and reimplemented in a specific order. In order to cancel Hunger, Health, Exp, and the storage...

 

@SubscribeEvent(priority=EventPriority.NORMAL)
public void onRenderPre(RenderGameOverlayEvent.Pre event) {

	if (event.type == ElementType.HOTBAR) {
		event.setCanceled(true);
		return;
	}

	if (event.type == ElementType.FOOD) {
		event.setCanceled(true);
		return;
	}
	if (event.type == ElementType.EXPERIENCE) {
		event.setCanceled(true);
		return;
	}

	if (event.type == ElementType.HEALTH) {
		event.setCanceled(true);
		return;
	}

   ///Im not positive if you need this statement but I kept it in otherwise I noticed weird glitches with my custom stuff
	if (event.type != ElementType.FOOD) {
			return;
	}
}

 

then in the RenderGameOverlay Post event render your new custom elements in the same order as above. Note, I am unsure where the air bar fits in I havent messed with it yet, lemme know if you figure that out. If you mess up the order you get weird glitches I found where some of your custom stuff will look weird. Im not sure why this happens but this seems to work perfectly for me.

 

@SubscribeEvent(priority=EventPriority.NORMAL)
public void RenderBattleGUI(RenderGameOverlayEvent.Post event) {

	if (event.type != ElementType.CROSSHAIRS) {
		return;
	}

	////////////////Render Custom Hot Bar////////////////////////////////////////////	


	////////////////Render Custom Food Bar////////////////////////////////////////////


	///////////////////Render Custom ExpBar////////////////////////////////////////////


	////////////////Render Custom HealthBar////////////////////////////////////////////

}

 

Also ---------------> Hit Thanks if you dont mind :)

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I render my custom gui hud elements as so in the event you see above

 

                GL11.glEnable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glDisable(GL11.GL_ALPHA_TEST);

                        ...//Custom Stuff...

                  ///Then the stuff you care about///

                 /////////ExpBar////////////////////////////////////////////
	this.mc.getTextureManager().bindTexture(expBarTexture);
	int expBarWidth = (int)(((float) (((int)expGained) -this.getExpFromLevel(id, level))/ (this.getExpFromLevel(id, level + 1)-this.getExpFromLevel(id, level))) * pixelWidthOfTexture);
	drawTexturedModalRect(width/2 -106, height- 32, 0, 0, 77, 9);
	drawTexturedModalRect(width/2 -106 + 2, height- 32 + 1, 0, 9, expBarWidth, 5);

	////////////////HealthBar////////////////////////////////////////////
	this.mc.getTextureManager().bindTexture(healthBarTexture);
	int healthBarWidth = (int)(((float) (int)this.mc.thePlayer.getHealth() / hpMax) * pixelWidthOfTexture);
	drawTexturedModalRect(width/2 -106, height- 40, 0, 0, 77, 9);
	drawTexturedModalRect(width/2 -106 + 2, height- 40 + 1, 0, 19, healthBarWidth, 5);
               
                  ...//.etc etc....

                  ///more custom stuff///

                GL11.glDisable(GL11.GL_BLEND);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(true);

 

Again The Thank you btn is ---> that a way ish :)

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Unfortunately that still doesn't work. Nothing renders.

 

@SubscribeEvent
public void clear(RenderGameOverlayEvent.Pre event)
{
	if (event.type == ElementType.HOTBAR)
	{
		event.setCanceled(true);
		return;
	}

	if (event.type == ElementType.FOOD)
	{
		event.setCanceled(true);
		return;
	}
	if (event.type == ElementType.EXPERIENCE)
	{
		event.setCanceled(true);
		return;
	}

	if (event.type == ElementType.HEALTH)
	{
		event.setCanceled(true);
		return;
	}
	if (event.type == ElementType.JUMPBAR)
	{
		event.setCanceled(true);
		return;
	}
	if (event.type == ElementType.AIR)
	{
		event.setCanceled(true);
		return;
	}
	if (event.type == ElementType.ARMOR)
	{
		event.setCanceled(true);
		return;
	}

	if (event.type != ElementType.FOOD)
	{
		return;
	}
}

@SubscribeEvent
public void render(RenderGameOverlayEvent.Post event)
{
	EntityPlayer player = mc.thePlayer;
	FontRenderer fontrenderer = this.mc.fontRenderer;
	InventoryPlayer inventoryplayer = this.mc.thePlayer.inventory;

	this.mc.getTextureManager().bindTexture(texturepath);

	int xPos = (mc.displayWidth / 2) - 90;
	int yPos = mc.displayHeight - 60;

	GL11.glEnable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glDisable(GL11.GL_ALPHA_TEST);

	// HOTBAR - ICONS
	this.mc.mcProfiler.startSection("actionBar");
	GL11.glEnable(GL12.GL_RESCALE_NORMAL);
	RenderHelper.enableGUIStandardItemLighting();

	for (int i = 0; i < 9; ++i)
	{
		this.renderInventorySlot(i, xPos + i * 20, yPos + 37, 1);
	}

	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	this.mc.mcProfiler.endSection();
	GL11.glDisable(GL11.GL_BLEND);

	// HOTBAR - SELECTOR
	this.drawTexturedModalRect(xPos + 6 + inventoryplayer.currentItem * 20, yPos - 34, 8, 57, 8, 7);

	if (!mc.thePlayer.capabilities.isCreativeMode)
	{
		// HUD BACKGROUND
		this.drawTexturedModalRect(xPos, yPos, 0, 0, 180, 54);

		// FOOD BAR
		int hunger = player.getFoodStats().getFoodLevel();

		int hungerWidth = (hunger / 20) * 71;

		this.drawTexturedModalRect(xPos + 105, yPos + 21, 9, 185, hungerWidth, 9);

		if (hunger <= 1)
		{
			this.drawTexturedModalRect(xPos + 110, yPos + 13, 0, 57, 4, 10);
		}

		String hDisplay = hunger + "/" + 20;
		int w2 = fontrenderer.getStringWidth(hDisplay) / 2;
		fontrenderer.drawStringWithShadow(hDisplay, xPos + 56, yPos + 13, 0x000000);

		// EXPERIENCE BAR
		int xp = (int) player.experience;
		int toNextLevel = player.xpBarCap();
		int level = player.experienceLevel;

		String s = "" + level;
		int w3 = fontrenderer.getStringWidth(s) / 2;
		fontrenderer.drawStringWithShadow(s, xPos + 90, yPos + 20, 0x000000);

		if (level > 0)
		{
			this.drawTexturedModalRect(xPos + 20, yPos + 4, 20, 57, (xp / toNextLevel) * 140, 4);
		}

		// HEALTH BAR
		int health = (int) (player.getHealth() * 2);
		int maxHealth = (int) (player.getMaxHealth() * 2);

		int healthWidth = (health / maxHealth) * 71;

		this.drawTexturedModalRect(xPos + 4, yPos + 21, 0, 185, healthWidth, 9);

		if (health <= 1)
		{
			this.drawTexturedModalRect(xPos + 66, yPos + 13, 4, 57, 4, 10);
		}
		String hp = health + "/" + maxHealth;
		int w1 = fontrenderer.getStringWidth(hp) / 2;
		fontrenderer.drawStringWithShadow(hp, xPos + 122, yPos + 13, 0x000000);

		// HORSE BAR
		if (this.mc.thePlayer.isRidingHorse())
		{
			this.mc.mcProfiler.startSection("jumpBar");
			float jump = this.mc.thePlayer.getHorseJumpPower();
			int jumpMax = 148;

			this.drawTexturedModalRect(xPos + 16, yPos - 19, 0, 90, (int) ((jump / jumpMax) * jumpMax), 19);

			if (jump > 0)
			{
				this.drawTexturedModalRect(xPos + 20, yPos + 8, 0, 109, 140, 4);
			}

			this.mc.mcProfiler.endSection();
		}

		// OXYGEN
		// ARMOUR
	}
}

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1. Did you register event?

2. Is it even called?

3. Use syso/debug - very useful.

 

4. For your rendering - USE PHASE (ALL for example).

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

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Uh, if it wasn't being registered then nothing would happen. As I've said several times, nothing renders, not mine or the vanilla.

So the pre-event is clearly being called. The post-event that's supposed to render mine is being called, for some reason it's not doing anything.

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Please understand that the event is posted for each element type, with different rendering state.

If you cancel the event with element type == ALL, NOTHING is rendered.

You can cancel any number of them, but you need to choose ONE element type to render ONCE.

See GuiInGameForge to check the rendering states.

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This isn't hard at all just remember:

 

1.) You should cancel this event in Pre

 

2) Cancelling "ElementType.ALL" will disable every HUD rendered element

 

Take a look at this example:

 

public void onEvent(RenderGameOverlayEvent.Pre event)
{
    switch(event.type)
    {
        case HOTBAR : event.setCanceled(event.isCancelable); break;
        case ANOTHERELEMENT : yourRenderMethod(); event.setCanceled(event.isCancelable); break;
        default : break;
    }
}

 

EDIT: Depending on your rendering you should probably render your new widgets / icons in current / post. You can also decide when to render it based on when other elements render, shown below:

 

public void onEvent(RenderGameOverlayEvent event)
{
    if(event.type.equals(ElementType.EXPERIENCE)
    {
        yourRenderMethodOnExperienceBar();
    }
}

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

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