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[1.10.2] [SOLVED] Gui That Doesn't Pause Game


Jimmeh

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So I've made a very simple "energy bar" gui thing xD

It currently displays in the top left of the screen. Whenever it's displayed, it pauses the whole game even though I'm not telling it to.

 

Here's the Gui class itself:

public class GuiEnergyBar extends GuiScreen {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    @Override
    public void initGui(){
        super.initGui();

    }

    @Override
    public void drawScreen(int mouseX, int mouseY, float partialTicks){
        super.drawScreen(mouseX, mouseY, partialTicks);

        TextureManager textureManager = this.mc.getTextureManager();

        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));

        GlStateManager.pushMatrix();
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);
        GlStateManager.popMatrix();
    }

    @Override
    public boolean doesGuiPauseGame(){
        return false;
    }

    @Override
    public void drawDefaultBackground(){ //darkens screen outside of GUI window
        super.drawDefaultBackground();
    }

}

 

Here's what it looks like: https://gyazo.com/02147c190bc037ce923c03ef4a93bd68

It just pauses the whole game when displayed. Also, if you have any suggestions on how I could "fill it up", that'd be great! :D

 

Thanks!

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So I'm using the exact same "... extends GuiScreen" class, but here's the event:

@SideOnly(Side.CLIENT)
public class ClientEvents {

    private boolean showWelcomePage = true;

    @SubscribeEvent
    public void onUpdate(TickEvent.ClientTickEvent event){

    }

    @SubscribeEvent
    public void onGuiOpened(GuiOpenEvent event){
        if(showWelcomePage && event.getGui() instanceof GuiMainMenu){ //we do this because when the GUI button is clicked in GUIWElcome, it opens GUiMainMenu
            event.setGui(new GuiWelcome());
            showWelcomePage = false;
        }
    }

    @SubscribeEvent
    public void onRender(RenderGameOverlayEvent event){
        ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

    @SubscribeEvent
    public void onRenderPlayerPre(RenderPlayerEvent.Pre event){

        float rotation = 90;
        GlStateManager.pushMatrix();

        /*float baseRotation = (event.getEntityPlayer().renderYawOffset - event.getEntityPlayer().prevRenderYawOffset)
                * event.getPartialRenderTick() + event.getEntityPlayer().prevRenderYawOffset;
        GlStateManager.rotate(-baseRotation, 0, 1, 0);*/

        if(Keyboard.isKeyDown(Keyboard.KEY_X)){
            rotation++;
            GlStateManager.rotate(rotation, 0, 1, 0);
            event.getEntityPlayer().addVelocity(0.015 ,0.05, 0.015);
        }
    }

    @SubscribeEvent
    public void onRenderPlayerPost(RenderPlayerEvent.Post event){
        GlStateManager.popMatrix();
    }

}

 

More specifically:

@SubscribeEvent
    public void onRender(RenderGameOverlayEvent event){
        ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

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Hmmm, okay. That was going to be my next question: what's the difference between GuiScreen and Gui? I can't seem to find a tutorial that actually explains this stuff, and there's no paragraph comments in those classes explaining their uses, unfortunately.

 

Also, I'm looking in the RenderGameOverlayEvent class and I see Pre, Post, BossInfo, Text and Chat. I'm assuming I should use Pre or Post. Which would be better practice there?

 

Thanks for all the insight!

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I think it's extending

GuiScreen

that is the problem. That class is used for things like the inventory and comes with a bunch of inbuilt methods for receiving mouse and keyboard input. Based on how simple your GUI is, you can probably just extend the

Gui

class itself and draw it in

RenderGameOverlayEvent

.

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RenderGameOverlayEvent

is fired for every part of the HUD as it's drawn, the list of parts is

RenderGameOverlayEvent.ElementType

. Before every element is drawn,

RenderGameOverlayEvent.Pre

is fired with the corresponding

ElementType

, this event is cancelable, which prevents that part of the HUD from being rendered that frame.

After every element

RenderGameOverlayEvent.Post

is fired, assuming that the rendering for that element was not canceled.

 

There is also the special element type

ElementType.ALL

which fires before every any element is rendered (with

RenderGameOverlayEvent.Pre

, this can be used to disable the entire HUD) and after they have all been rendered (with

RenderGameOverlayEvent.Post

).

 

Then there are special sub-types of

RenderGameOverlayEvent.Pre

for certain element types, such as

RenderGameOverlayEvent.Text

,

RenderGameOverlayEvent.BossInfo

and

RenderGameOverlayEvent.Chat

. These behave like the regular

RenderGameOverlayEvent.Pre

, but provide additional information about the element being rendered.

 

For just adding something to the HUD

RenderGameOverlayEvent.Post

with the element type

ElementType.ALL

is usually the way to go.

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Thanks! That all makes sense. So then I'd do something along the lines of:

@SubscribeEvent
    public void onRender(RenderGameOverlayEvent.Post event){
        if(event.getType().equals(RenderGameOverlayEvent.ElementType.ALL))
            //do stuff
            //ClientProxy.MINECRAFT.displayGuiScreen(new GuiEnergyBar());
    }

?

 

And what should I use instead of GuiScreen? Gui, as the other person said up there ^?

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You can use direct GL through GlStateManager, you can use the Tessellator, you can use the helper methods in the GUI class, whatever you want.

 

Okay, hopefully last question. What's the Tessellator for? If there's GUI helper methods, GlStateManager, and Tessellator, surely they're all for (at least, slightly) different purposes, right? I'm just trying to figure everything out!

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The Tessellator is just an API for buffering GL calls, because they are somewhat expensive.

 

Okay, I think this is the last problem. I created this new class, hold an instance of it in the ClientProxy, and just manually call ClientProxy.energyGui.draw() in the event you said above. The outline draws fine now and allows for movement, but the "inner" area (drawRect(...)) doesn't display at all. Would you happen to have any hunches off the top of your head?

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        int energyPercent = ClientProxy.clientInfo.getEnergyPercentage();
        return xSize * (energyPercent/100); //this returns the needed percentage of the length of the rectangle
    }

}

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The Tessellator is just an API for buffering GL calls, because they are somewhat expensive.

 

Okay, I think this is the last problem. I created this new class, hold an instance of it in the ClientProxy, and just manually call ClientProxy.energyGui.draw() in the event you said above. The outline draws fine now and allows for movement, but the "inner" area (drawRect(...)) doesn't display at all. Would you happen to have any hunches off the top of your head?

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        int energyPercent = ClientProxy.clientInfo.getEnergyPercentage();
        return xSize * (energyPercent/100); //this returns the needed percentage of the length of the rectangle
    }

}

Could you post ClientProxy.clientInfo.getEnergyPercentage();

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Sure thing:

 

public class ClientInfo {

    private int energy, maxEnergy;

    public ClientInfo(){
        energy = 5;
        maxEnergy = 10;
    }

    public int getEnergy() {
        return energy;
    }

    public int getMaxEnergy() {
        return maxEnergy;
    }

    public int getEnergyPercentage(){
        return (energy / maxEnergy) * 100;
    }
}

 

It's just getting the percentage of how much energy the player current has compared to what they'd have at "full charge".

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Sure thing:

 

public class ClientInfo {

    private int energy, maxEnergy;

    public ClientInfo(){
        energy = 5;
        maxEnergy = 10;
    }

    public int getEnergy() {
        return energy;
    }

    public int getMaxEnergy() {
        return maxEnergy;
    }

    public int getEnergyPercentage(){
        return (energy / maxEnergy) * 100;
    }
}

 

It's just getting the percentage of how much energy the player current has compared to what they'd have at "full charge".

First thing is first you are using integers when you should be using doubles or floats. That may fix your problem.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

 

I see what you were saying about the doubles. I felt dumb when I realized what you meant. haha. Unfortunately, the rectangle still isn't being drawn. No errors are being thrown. I checked the value for "getRightCoord()" and it's 58, just as it should be. I'm not sure what's going on. Here's the code again:

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        System.out.println("" + getRightCoord());

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        return  (int)((ClientProxy.clientInfo.getEnergyPercentage() /100) * xSize); //this returns the retrieved percentage of the length of the rectangle
    }

}

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See, that's what I thought at first, but that draw method takes int's and I figured it wouldn't matter much to the player if they have a fraction of energy, ya know?

Only the percentage method has to be a double.

 

I see what you were saying about the doubles. I felt dumb when I realized what you meant. haha. Unfortunately, the rectangle still isn't being drawn. No errors are being thrown. I checked the value for "getRightCoord()" and it's 58, just as it should be. I'm not sure what's going on. Here's the code again:

 

public class GuiEnergyBarTwo extends Gui {

    private int xSize = 116, ySize = 17; //size of desired window. Max is 256x256

    public void draw(){

        System.out.println("" + getRightCoord());

        TextureManager textureManager = ClientProxy.MINECRAFT.getTextureManager();
        textureManager.bindTexture(new ResourceLocation(Test.MODID + ":textures/gui/energybar.png"));
        GlStateManager.pushMatrix();

        //---- inner ----
        drawRect(0, 0, getRightCoord(), ySize - 1, 1);

        //---- outline ----
        GlStateManager.enableAlpha();
        drawTexturedModalRect(0, 0, 0, 0, xSize, ySize);

        GlStateManager.popMatrix();
    }

    private int getRightCoord(){
        return  (int)((ClientProxy.clientInfo.getEnergyPercentage() /100) * xSize); //this returns the retrieved percentage of the length of the rectangle
    }

}

Try making the last value in drawRect a RGB value using Color#getRGB()

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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net.minecraftforge.resource.ResourceCacheManager$ResourceManagerBootCacheConfigurationHandler.<init>(ResourceCacheManager.java:510) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     at net.minecraftforge.resource.ResourceCacheManager$ResourceManagerBootCacheConfigurationHandler.<clinit>(ResourceCacheManager.java:497) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     ... 26 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Render thread Stacktrace:     at net.minecraftforge.resource.ResourceCacheManager.shouldUseCache(ResourceCacheManager.java:111) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     at net.minecraftforge.resource.PathPackResources.m_5698_(PathPackResources.java:154) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     at net.minecraftforge.resource.DelegatingPackResources.buildNamespaceMap(DelegatingPackResources.java:64) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     at net.minecraftforge.resource.DelegatingPackResources.<init>(DelegatingPackResources.java:40) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading}     at net.minecraftforge.client.loading.ClientModLoader.lambda$clientPackFinder$12(ClientModLoader.java:209) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.server.packs.repository.Pack.m_10430_(Pack.java:35) ~[client-1.19.2-20220805.130853-srg.jar%23161!/:?] {re:classloading}     at net.minecraftforge.client.loading.ClientModLoader.clientPackFinder(ClientModLoader.java:208) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraftforge.client.loading.ClientModLoader.lambda$buildPackFinder$11(ClientModLoader.java:186) ~[forge-1.19.2-43.2.0-universal.jar%23166!/:?] {re:classloading,pl:runtimedistcleaner:A}     at net.minecraft.server.packs.repository.PackRepository.m_10526_(PackRepository.java:47) ~[client-1.19.2-20220805.130853-srg.jar%23161!/:?] {re:classloading}     at net.minecraft.server.packs.repository.PackRepository.m_10506_(PackRepository.java:39) ~[client-1.19.2-20220805.130853-srg.jar%23161!/:?] {re:classloading}     at net.minecraft.client.Minecraft.<init>(Minecraft.java:469) ~[client-1.19.2-20220805.130853-srg.jar%23161!/:?] {re:mixin,pl:accesstransformer:B,pl:runtimedistcleaner:A,re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}  
    • At the top of this forum is the EAQ (excessively asked questions). Read the part where it asks "How do I install Forge?". There is no windows specific installer. The installer uses java. https://en.wikipedia.org/wiki/Write_once,_run_anywhere
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