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Posted

Been having a problem with this some time now. Normally it didn't really hurt anything however with a new hud I created the chat box is becoming problematic...

 

The Issue: If new text is placed in the chat box, all my render tick GUI elements get covered up. This is problematic when the Hud provides a resource pool. Below is my example:

 

*Normal*

asexampleguiproblem.png

 

*Chat covering up hud*

asexampleguiproblem2.png

 

The code I use (Relative to issue): ClientTickHandlerAsgardShield

 

 

public final class ClientTickHandlerAsgardShield implements ITickHandler
{
int ASGuardGuage = 0;
boolean ASGuardGuageGilded = false;

@Override
    public void tickStart(EnumSet<TickType> type, Object... tickData) {}

    @Override
    public void tickEnd(EnumSet<TickType> type, Object... tickData)
    {
        if (type.equals(EnumSet.of(TickType.RENDER)))
        {
            onRenderTick();
        }
        else if (type.equals(EnumSet.of(TickType.CLIENT)))
        {
            GuiScreen guiscreen = Minecraft.getMinecraft().currentScreen;
            if (guiscreen != null)
            {
                onTickInGUI(guiscreen);
            } else {
                onTickInGame();
            }
        }
    }

    @Override
    public EnumSet<TickType> ticks()
    {
        return EnumSet.of(TickType.RENDER, TickType.CLIENT);
        // In my testing only RENDER, CLIENT, & PLAYER did anything on the client side.
        // Read 'cpw.mods.fml.common.TickType.java' for a full list and description of available types
    }

    @Override
    public String getLabel() { return null; }


    public void onRenderTick()
    {
    	Minecraft mc = FMLClientHandler.instance().getClient();
    	if (mc.thePlayer == null || mc.theWorld == null) return;
    	{
    		EntityPlayer p = mc.thePlayer;
    	
    		//System.out.println("onRenderTick");
    		//TODO: Your Code Here
    		
    		//FMLClientHandler.instance().getClient().fontRenderer.drawStringWithShadow("VC "+ItemAsgardShield.asgardShieldVanguardCountI, 0, 0, 16777215);
    		
    		//Vanguard GUI
    		if (p.isBlocking() && ItemAsgardShield.asgardShieldActive == true && mc.playerController.isInCreativeMode() == false)
    		{
    			ScaledResolution var5 = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
    		    int var6 = var5.getScaledWidth();
    		    int var7 = var5.getScaledHeight();
    			int texture = mc.renderEngine.getTexture("/mod_AsgardShield/AsgardShieldTex/VCGauge.png");
    			mc.renderEngine.bindTexture(texture);
    			int VCCharge = (ItemAsgardShield.asgardShieldVanguardCountI * 16) - 16;
    			if(VCCharge < 0){VCCharge = 0;}
    			FMLClientHandler.instance().getClient().ingameGUI.drawTexturedModalRect(var6 / 2 - 8, var7 - 54, VCCharge, 0, 16, 16);
    		}
    		
    		//Guard Gauge GUI
    		if (mod_AsgardShield.guardGaugeActive == true && mc.playerController.isInCreativeMode() == false)
    		{
    			int var18;
    			int var26;
    			int total;
    			int gilded;
    			total = this.ASGuardGuage / 20;
    			if (this.ASGuardGuageGilded == true){gilded = 9;}else{gilded = 0;}
    			
    			for (int var25 = 0; var25 < 10 - total; ++var25)
                {
    				ScaledResolution var5 = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight);
    				int var6 = var5.getScaledWidth();
    				int var7 = var5.getScaledHeight();
    				int ggTexture = mc.renderEngine.getTexture("/mod_AsgardShield/AsgardShieldTex/GuardGauge.png");
    				mc.renderEngine.bindTexture(ggTexture);
    			
    				var18 = var6 / 2 + 82;
    				var26 = var18 - var25 * 8;
    				
    				FMLClientHandler.instance().getClient().ingameGUI.drawTexturedModalRect(var26, var7 - 49, gilded, 0, 9, 9);
                }
    		}
    	}
    }
}

 

 

Posted

Hmm, have you tried something like this? I did something like this ages ago and I never experienced those problems with this method.

 

@Override

    public void tickEnd(EnumSet<TickType> type, Object... tickData)

    {

        ScaledResolution scaledresolution = new ScaledResolution(

        mc.gameSettings, mc.displayWidth, mc.displayHeight);

        int width = scaledresolution.getScaledWidth();

        int height = scaledresolution.getScaledHeight();

        FontRenderer fontrenderer = mc.fontRenderer;

        mc.entityRenderer.setupOverlayRendering();

       

        // render

}

Posted

The single line of mc.entityRenderer.setupOverlayRendering(); seems to do the trick :) However it doesn't fade/transparent itself like the rest of the Gui Elements.

 

Going to check deeper into Minecrafts GUI ingame, to see if/where the alpha render is at.

 

Thank you sooo very much for giving me a proper place to start looking :D

Posted

I sorta figured it out a back way....

 

I placed this at the very start of my renderTick end()

 

GuiScreen guiscreen = Minecraft.getMinecraft().currentScreen;
    		if (guiscreen == null || mc.ingameGUI.getChatGUI().getChatOpen())
    		{

 

This way if any GUI is open, the custom hud will not render. However the hud still renders on top the chat window :D

 

Thanks for your help Sir!

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