Jump to content

[1.10.2]Refresh Button Texture


Kaneka

Recommended Posts

Hi everyone,

 

I have a GuiContainer with buttons, and one button defines in witch "mode" the tileentity is.

The texture of the button is connected to the TE, so when I open the GUI, the button have the right texture, but I want the button to change the texture when clicking on it, not just when I close the Gui and open it again. 

Is there any method i didn´t see? Can someone help me?

 

Thanks for every answer.

 

Kaneka

Link to comment
Share on other sites

Make your own class that extends GuiButton and override drawButton to draw the correct texture.

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.

Link to comment
Share on other sites

I did, and it works fine, but dont update the texture of the button when clicked.

 

@SideOnly(Side.CLIENT)
static class ModeButton extends GuiButton
{
	private int mode; 
    public ModeButton(int parButtonId, int parPosX, int parPosY, IInventory inventory)
    {
        super(parButtonId, parPosX, parPosY, 18, 18, "");
        this.mode = inventory.getField(2);
    }

    
    @Override
	public void drawButton(Minecraft mc, int parX, int parY)
    {
         	
    		GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    	    mc.renderEngine.bindTexture(BACKGROUND);
    	    int xstart = (90 + 18 * mode);
            drawModalRectWithCustomSizedTexture(xPosition, yPosition, xstart, 225, 18, 18 , 512F, 512F);
    }
    
    
}

Link to comment
Share on other sites

Well of course not.  You didn't update the button's

mode

field.  You get the value from the TE only in its constructor.

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.

Link to comment
Share on other sites

Thanks a lot, this is my solution:

 

@SideOnly(Side.CLIENT)
static class ModeButton extends GuiButton
{
	private int mode; 
	private IInventory inv; 
    public ModeButton(int parButtonId, int parPosX, int parPosY, IInventory inventory)
    {
        super(parButtonId, parPosX, parPosY, 18, 18, "");
        this.mode = inventory.getField(2);
        this.inv = inventory;
    }

    
    @Override
	public void drawButton(Minecraft mc, int parX, int parY)
    {
         	this.mode = inv.getField(2);
    		GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    	    mc.renderEngine.bindTexture(BACKGROUND);
    	    int xstart = (90 + 18 * mode);
            drawModalRectWithCustomSizedTexture(xPosition, yPosition, xstart, 225, 18, 18 , 512F, 512F);
    }
    
    
}

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Another Minecraft Launcher https://multimc.org/#Download or https://atlauncher.com/downloads
    • Remove these mods and combine OptiFine HD U I6 with Forge 47.2.18 Start with Optifine - without any other mods - if this works, add the mods one by one or in groups until you find the mod, conflicting with Optifine
    • Ok yeah I think this might be where the problem starts. For starters, I think you can get rid of your RecipeType impl and make it a static constant instead. I'm not 100% sure this will fix it but it's posssible. RuneInscribingRecipe public class RuneInscribingRecipe implements Recipe<SimpleContainer> { public static final RecipeType<RuneInscribingRecipe> RECIPE_TYPE = new RecipeType<>(){}; // .... @Override public RecipeType<?> getType() { return RECIPE_TYPE; } // .... } RuneInscriberMenu private Optional<RecipeHolder<RuneInscribingRecipe>> getCurrentRecipe() { SimpleContainer inventory = new SimpleContainer(2); inventory.setItem(BASE_INPUT_SLOT, this.inventory.getStackInSlot(BASE_INPUT_SLOT)); inventory.setItem(TEMPLATE_INPUT_SLOT, this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); List<RecipeHolder<RuneInscribingRecipe>> list = this.blockEntity.getLevel().getRecipeManager().getRecipesFor(RuneInscribingRecipe.RECIPE_TYPE, inventory, this.blockEntity.getLevel()); if (list.isEmpty()) { return Optional.empty(); } return Optional.of(list.get(0)); }   Also, this here is a little suspicious where you're getting the `this.inventory.getStackInSlot` calls. I'd try and make sure those are what you expect they are with either a Debug line in IDE or print statement SimpleContainer inventory = new SimpleContainer(2); inventory.setItem(BASE_INPUT_SLOT, this.inventory.getStackInSlot(BASE_INPUT_SLOT)); System.out.printf("CHECKING BASE INPUT OF RECIPE: %s\n", this.inventory.getStackInSlot(BASE_INPUT_SLOT)); inventory.setItem(TEMPLATE_INPUT_SLOT, this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); System.out.printf("CHECKING TEMPLATE INPUT OF RECIPE: %s\n", this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); ^ See what the result of those print statements are, make sure they're right
    • Upon testing again after adding them, the game still doesn't crash however the resource packs are still unfortunately broken.
    • Hi! Can someone please point me to the correct FAQ or place? I'm not able do DuckDuckGo myself out of this one. As you can hopefully see, chunks are not rendered. I run a forge server, fresh install on a linux VM. Curseforge on the Win11 client with Embeddium, Oculus and Unbound shader. No mods. Forge 47.2.23 on server & client.  No errors, no crashes, no apparent CPU or RAM issues with the VM. This screenshot was captured while creative, but the same happens when flying in survival. Waiting (floating) for a few minutes sooner or (often) later, lets the missing chunks appear. Usually takes 5-10 minutes.  When on a local game, the chunks appear slowly, but they do appear without pause.   This must be something simple, obvious, but I can't find the correct "search words" to find my way out. "Chunks not loading / rendering" didn't help. Browsing several forums neither. 
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.