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[1.8.9] Setting a background icon for inventory slots


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Hello everyone!

 

I want to create a GUI where some of the Slots have a background texture, similar to the armor background icon for the player inventory.

However, I ran into a problem there:

 

The code for the rendering of the slot (GuiContainer) showed me that I need to have a TextureAtlasSprite for the slot.

 

 

if (itemstack == null)
        {
            TextureAtlasSprite textureatlassprite = slotIn.getBackgroundSprite(); //RIGHT HERE

            if (textureatlassprite != null)
            {
                GlStateManager.disableLighting();
                this.mc.getTextureManager().bindTexture(slotIn.getBackgroundLocation());
                this.drawTexturedModalRect(i, j, textureatlassprite, 16, 16);
                GlStateManager.enableLighting();
                flag1 = true;
            }
        }

 

 

However, I have no Idea how I can set this value as the variable is private and has no setter. Furthermore, I don't even know how to create an instance of this class.

 

It looks like I can display an item texture by its name there, but I don't want the texture of an existing item but a completely new one.

Can I register it somehow and then bind it to the slot?

And why the heck is this so complicated that I cannot simply define a resource location of a 16*16 image that will be rendered into the slot?

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You register your icon using

TextureStitchEvent.Pre

by using

event.map.registerSprite

. Then to make your slot use the sprite you use

Slot#setBackgroundName

with the resource location string you used when registering the texture.

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