fuzzybat23 Posted July 16, 2017 Author Posted July 16, 2017 I have to put the check in the ModConfig's onConfigChanged. My main mod file looks like this, so far. It's still largely incomplete, I'm just focusing on getting the variables initialized. package com.fuzzybat23.csbr; import com.fuzzybat23.csbr.proxy.CommonProxy; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.math.RayTraceResult; import net.minecraftforge.client.event.DrawBlockHighlightEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.common.config.ConfigCategory; import net.minecraftforge.common.config.ConfigManager; import net.minecraftforge.common.config.Configuration; import net.minecraftforge.common.config.Property; import net.minecraftforge.fml.client.config.GuiConfigEntries; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.relauncher.ReflectionHelper; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; import org.lwjgl.opengl.GL11; import java.lang.reflect.InvocationTargetException; import java.lang.reflect.Method; @net.minecraftforge.fml.common.Mod(modid = "csbr", version = "1.0", clientSideOnly = true, acceptedMinecraftVersions = "[1.12, 1.13)") public class CSBR { @net.minecraftforge.fml.common.Mod.Instance("CSBR") public static final String MODID = "csbr"; public static final Logger LOGGER = LogManager.getLogger(); public static final String CLIENT_PROXY_CLASS = "com.fuzzybat23.csbr.proxy.ClientProxy"; public static final String CLIENT_SERVER_CLASS = "com.fuzzybat23.csbr.proxy.ServerProxy"; public static float Red; public static float Green; public static float Blue; public static float Alpha; public static float Width; public static float bRed; public static float bGreen; public static float bBlue; public static float bAlpha; public static float Speed; public static int Animation; public static boolean DepthBuffer; @Mod.Instance public static CSBR instance; @SidedProxy(clientSide = CLIENT_PROXY_CLASS, serverSide = CLIENT_SERVER_CLASS) public static CommonProxy proxy; @Mod.EventHandler @SideOnly(Side.CLIENT) public void preInit(FMLPreInitializationEvent event) throws InvocationTargetException, IllegalAccessException { proxy.registerTickHandler(); MinecraftForge.EVENT_BUS.register(this); Method method = ReflectionHelper.findMethod(ConfigManager.class, "getConfiguration", null, String.class, String.class); Configuration config = (Configuration)method.invoke(null, CSBR.MODID, null); ConfigCategory csbf = config.getCategory("general.custom selection box frame"); for(Property p: csbf.getOrderedValues()) { p.setConfigEntryClass(GuiConfigEntries.NumberSliderEntry.class); } ConfigCategory csbc = config.getCategory("general.custom selection box frame"); for(Property p: csbc.getOrderedValues()) { p.setConfigEntryClass(GuiConfigEntries.NumberSliderEntry.class); } ConfigCategory csba = config.getCategory("general.custom selection box animation"); Property csba_speed_prop = csba.get("2) Blink Animation Speed"); csba_speed_prop.setConfigEntryClass(GuiConfigEntries.NumberSliderEntry.class); Red = ModConfig.aFrame.Red; Green = ModConfig.aFrame.Green; Blue = ModConfig.aFrame.Blue; Alpha = ModConfig.aFrame.Alpha; Width = ModConfig.aFrame.Width; bRed = ModConfig.bBlink.Red; bGreen = ModConfig.bBlink.Green; bBlue = ModConfig.bBlink.Blue; bAlpha = ModConfig.bBlink.Alpha; switch(ModConfig.cBreak.Animation) { case NONE: Animation = 0; break; case SHRINK: Animation = 1; break; case DOWN: Animation = 2; break; case ALPHA: Animation = 3; break; default: Animation = 0; } DepthBuffer = ModConfig.cBreak.dBuffer; Speed = ModConfig.cBreak.Speed; } @SubscribeEvent public void onDrawBlockSelectionBox(DrawBlockHighlightEvent event) { drawSelectionBox(event.getPlayer(), event.getTarget(), event.getSubID(), event.getPartialTicks()); event.setCanceled(true); } public void drawSelectionBox(EntityPlayer player, RayTraceResult movingObjectPositionIn, int execute, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); if(execute == 0 && movingObjectPositionIn.typeOfHit == RayTraceResult.Type.BLOCK) { if(DepthBuffer) { GL11.glDisable(GL11.GL_DEPTH_TEST); } GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.glLineWidth(Width); GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); LOGGER.info(" Red = " + Red + " | Green = " + Green + " | Blue = " + Blue + " | Alpha = " + Alpha); LOGGER.info(" bRed = " + bRed + " | bGreen = " + bGreen + " | bBlue = " + bBlue + " | bAlpha = " + bAlpha); LOGGER.info("Line = " + Width + " | Speed = " + Speed + " | Animation = " + (Animation == 0 ? "NONE" : Animation == 1 ? "SHRINK" : Animation == 2 ? "DOWN" : "ALPHA") + " | Depth Buffer = " + (DepthBuffer ? "True" : "False")); } } } So to set the correct value for DepthBuffer based on which animation is picked, I need to add this to the onConfigChanged in my ModConfig file. @Mod.EventBusSubscriber(modid = CSBR.MODID) private static class EventHandler { @SubscribeEvent public static void onConfigChanged(ConfigChangedEvent.OnConfigChangedEvent event) { if (event.getModID().equals(CSBR.MODID)) { if(CSBR.Animation == 1 || CSBR.Animation == 2) { ModConfig.cBreak.dBuffer = true; } ConfigManager.sync(CSBR.MODID, Config.Type.INSTANCE); } } } I think.. That way it should set the correct value and sync it to the actual cfg file, right? Quote
Choonster Posted July 16, 2017 Posted July 16, 2017 On 7/16/2017 at 6:11 AM, fuzzybat23 said: So to set the correct value for DepthBuffer based on which animation is picked, I need to add this to the onConfigChanged in my ModConfig file. I think.. That way it should set the correct value and sync it to the actual cfg file, right? Expand ConfigManager.sync will apply the changes made in the Configuration by the GUI to the fields of ModConfig, so you should call it before changing the depth buffer setting. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
fuzzybat23 Posted July 16, 2017 Author Posted July 16, 2017 Ok, that's working right. But now in game I noticed that the values set when outside of the game, if you enter the mod config from the main menu, those values are loaded into the game. But if you hit esc while in game and go to mod config and change the values, the original values that were set are still there. So not only do I need to initialize the variables within preInit, but.. as part of the eventhandler that checks if I'm looking at a block? public void preInit(FMLPreInitializationEvent event) throws InvocationTargetException, IllegalAccessException { loadVariables(); } @SubscribeEvent public void onDrawBlockSelectionBox(DrawBlockHighlightEvent event) { loadVariables(); drawSelectionBox(event.getPlayer(), event.getTarget(), event.getSubID(), event.getPartialTicks()); event.setCanceled(true); } public void loadVariables() { Red = ModConfig.aFrame.Red; Green = ModConfig.aFrame.Green; Blue = ModConfig.aFrame.Blue; Alpha = ModConfig.aFrame.Alpha; Width = ModConfig.aFrame.Width; bRed = ModConfig.bBlink.Red; bGreen = ModConfig.bBlink.Green; bBlue = ModConfig.bBlink.Blue; bAlpha = ModConfig.bBlink.Alpha; switch(ModConfig.cBreak.Animation) { case NONE: Animation = 0; break; case SHRINK: Animation = 1; break; case DOWN: Animation = 2; break; case ALPHA: Animation = 3; break; default: Animation = 0; } DepthBuffer = ModConfig.cBreak.dBuffer; Speed = ModConfig.cBreak.Speed; } Only, doing that will force it to refresh the variables every single tick in game time. Is that wise, or should it be an issue? Quote
Choonster Posted July 16, 2017 Posted July 16, 2017 If you use the values from ModConfig directly, you don't need to worry about when to copy them to the other fields; they'll always be up-to-date. If you really need to use separate fields, copy the values in preInit and when ConfigChangedEvent.OnConfigChangedEvent is fired for your mod (after calling ConfigManager.sync). These should be the only times the values are changed by code outside of your mod. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
fuzzybat23 Posted July 16, 2017 Author Posted July 16, 2017 Ah, yeah! So change loadVariables to a public static void and call it within onConfigChanged. That makes sense. Quote
fuzzybat23 Posted July 16, 2017 Author Posted July 16, 2017 New thought. Is it possible to change the text within the Depth Buffer boolean button itself? Instead of saying True and False, it would say Enable and Disable? Quote
Choonster Posted July 17, 2017 Posted July 17, 2017 On 7/16/2017 at 9:49 PM, fuzzybat23 said: New thought. Is it possible to change the text within the Depth Buffer boolean button itself? Instead of saying True and False, it would say Enable and Disable? Expand It looks like you'd need to create your own IConfigEntry with similar behaviour to BooleanEntry but different display text or use an enum value instead of a boolean. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
fuzzybat23 Posted July 17, 2017 Author Posted July 17, 2017 Oh yeah, I suppose using an Enum would be much easier to accomplish this. I just hope they get it fixed so I can use the chat color cycle ;> Quote
fuzzybat23 Posted July 17, 2017 Author Posted July 17, 2017 (edited) Well, I think I have all the bugs and kinks worked out. The alpha channel animation, where it used the damageprogress as the alpha ended up crashing and freezing the client, so I just dropped that part completely. Everything else seems to work. If anyone can give me an experienced review, mostly to make sure I haven't caused some catastrophic memory hole, or some such, I'd greatly appreciate it. https://github.com/fuzzybat23/Enhanced-Bounding-Box Edited July 20, 2017 by fuzzybat23 Quote
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