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Featured Replies

Like seriosuly - look at vanilla source. Please ask less general questions.

 

General answer:

GuiScreen with hella lot of rendering math and scrollable map (with objects placed onto it) - this is literally definition of GuiAchivements in vanilla.

 

Insta edit: dammit d7 xD

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

Insta edit: dammit d7 xD

 

I'm D18, does that make me 11 revisions better? :P

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

I tried looking at the source code for the achievements GUI and making my own but now I have no idea what's happening and I encountered some rendering issues.

If you copy code that you can't understand you shouldn't be doing it. If you don't know Java/Math (because this is only reason you could not understand GUIs, eventually GL which is also covered by google) - modding is not for you.

 

Please post your code and describe what is not working and what you don't understand (and btw. it took me days to write similar-to-achivement gui skill map, well more advanced, so just saying - don't expect it to be easy).

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

  • Author

What I use to try rendering the GUI:

        mc.getTextureManager().bindTexture(BACKGROUND);
        int k = (this.width - 256) / 2;
        int l = (this.height - 202) / 2;
        GlStateManager.enableBlend();
        drawTexturedModalRect(k, l, 0, 0, 256, 202);

        int i = MathHelper.floor_double(this.xScrollO + (this.xScrollP - this.xScrollO) * (double)partialTicks);
        int j = MathHelper.floor_double(this.yScrollO + (this.yScrollP - this.yScrollO) * (double)partialTicks);

        if (i < X_MIN)
        {
            i = X_MIN;
        }

        if (j < Y_MIN)
        {
            j = Y_MIN;
        }

        if (i >= X_MAX)
        {
            i = X_MAX - 1;
        }

        if (j >= Y_MAX)
        {
            j = Y_MAX - 1;
        }

        k = (this.width - 256) / 2;
        l = (this.height - 202) / 2;
        int i1 = k + 16;
        int j1 = l + 17;
        this.zLevel = 0.0F;
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)i1, (float)j1, -200.0F);
        GlStateManager.scale(1.0F / this.zoom, 1.0F / this.zoom, 1.0F);
        GlStateManager.enableTexture2D();
        GlStateManager.disableLighting();
        GlStateManager.enableRescaleNormal();
        GlStateManager.enableColorMaterial();
        for (Map.Entry<String, Leaf> e : leaves.entrySet()){
            Leaf leaf = e.getValue();
            Talent talent = Talent.valueOf(e.getKey());

            int x = leaf.x * 24 - i;
            int y = leaf.y * 24 - j;

            //draw lines. black = unavailable, white = available, green = learned.
            for (Requirement r : talent.getRequirements()){
                mc.getTextureManager().bindTexture(BACKGROUND);
                int rx = leaves.get(r.talent).x * 24 - i + 11;
                int ry = leaves.get(r.talent).y * 24 - j + 11;

                //finish drawing lines

            }

            //draw talent
            if (leaf.level == 0){
                GlStateManager.color(0.3f, 0.3f, 0.3f, 1f);
            }else{
                GlStateManager.color(1f, 1f, 1f, 1f);
            }
            GlStateManager.enableBlend();
            if (leaf.level == talent.getDesc().length + 1){
                drawTexturedModalRect(x - 2, y - 2, 26, 202, 26, 26);
            }else{
                drawTexturedModalRect(x - 2, y - 2, 0, 202, 26, 26);
            }
            GlStateManager.disableBlend();
            GlStateManager.disableLighting();
            GlStateManager.enableCull();
            mc.getTextureManager().bindTexture(talent.getIcon());
            drawTexturedModalRect(x + 3, y + 3, 0, 0, 16, 16);
            GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
            GlStateManager.disableLighting();

            if (mouseX >= x && mouseX <= x + 26 && mouseY >= y && mouseY <= y + 26 && completedRequirements(e.getKey())){
                List<String> tooltip = new ArrayList<String>(0);
                tooltip.add(talent.getName());
                tooltip.add("");
                tooltip.add(talent.getDesc()[leaf.level - 1 <= -1 ? 0 : leaf.level]);
                drawHoveringText(tooltip, x, y);
                if (Mouse.isButtonDown(0)){
                    //handle points
                }
            }

        }

        GlStateManager.popMatrix();

 

Most of it is copied from Achievements GUI but some of it is only inspired by it.

 

In game screenshot:

7x9noAz.png

As you can see, the talent (achievement icon) is invisible (somewhere in the lowest row of the GUI) and the tooltip is rendered in a completely different place. I can drag the GUI and the invisible talent moves with it. Also, the "Done" button is greyed out.

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