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Forge config gui


fuzzybat23
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I suppose that when I load the values from the config file into the variables located in my main class, I could have it set the value of the config file to true if any animation is selected but NONE.  That way, no matter what is picked in the config file, for the depth buffer, it will default to having the depth buffer disabled for those animations.

public class CSBR
{
    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.EventHandler
    @SideOnly(Side.CLIENT)
    public void preInit(FMLPreInitializationEvent event) throws InvocationTargetException, IllegalAccessException
    {
        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;

		ConfigCategory csba = config.getCategory("general.custom selection box animation");
        Property csba_depth_prop = csba.get("3) Depth Buffer");
        switch(ModConfig.cBreak.Animation)
        {
            case NONE:
                Animation = 0;
                break;

            case SHRINK:
			{
                Animation = 1;
				csba_depth_prop.setValue(true);
				break;

            case DOWN:
                Animation = 2;
				csba_depth_prop.setValue(true);
                break;

            case ALPHA:
                Animation = 3;
				csba_depth_prop.setValue(true);
                break;

            default:
                Animation = 0;
        }

        DepthBuffer = ModConfig.cBreak.dBuffer;
        Speed = ModConfig.cBreak.Speed;
}

 

It wouldn't change the state of the Depth Buffer button on the config screen as the animation is picked, but I don't really care about that.  As long as the internal code knows to turn it off if those animations are set is what's important.

Edited by fuzzybat23
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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?

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8 minutes ago, 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?

 

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.

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.

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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?

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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.

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.

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15 hours ago, 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?

 

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.

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.

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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 by fuzzybat23
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