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[1.12] Mouse cursor disappearing in custom GUI


Stenbergcsgo
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I created a simple gui, based on the sign gui:

package com.mta.utzonmod.client.gui;

import java.io.IOException;

import org.lwjgl.input.Keyboard;

import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.resources.I18n;
import net.minecraft.util.ChatAllowedCharacters;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class signInputGui extends GuiScreen {
	
	private GuiButton doneBtn;
	
	private int updateCounter;
	
	private int editLine;
	
	public String playerInput;
	
	public void initGui() {
		this.buttonList.clear();
		Keyboard.enableRepeatEvents(true);
		this.doneBtn = this.addButton(new GuiButton(0, this.width / 2 - 100, this.height / 4 + 120, I18n.format("gui.done")));	
	}
	
	public void onGuiClosed() {
		Keyboard.enableRepeatEvents(false);
	}
	
	public void updateScreen() {
		++this.updateCounter;
	}
	
	protected void actionPerformed(GuiButton button) throws IOException {
		if(button.enabled) {
			if(button.id == 0) {
				this.mc.displayGuiScreen((GuiScreen)null);
			}
		}
	}
	
	public final ITextComponent[] signText = new ITextComponent[] {new TextComponentString(""), new TextComponentString(""), new TextComponentString(""), new TextComponentString("")};
	
//	protected void keyTyped(char typedChar, int keyCode) throws IOException {
//		if(keyCode == 200) {
//			this.editLine = this.editLine - 1 & 3;
//		}
//		
//		if (keyCode == 208 || keyCode == 28 || keyCode == 156) {
//			this.editLine = this.editLine + 1 & 3;
//		}
//		
//		for (int i = 0; i < 4; ++i)
//        {
//            playerInput = ITextComponent.Serializer.componentToJson(this.signText[i]);
//        }
//		
//		if (keyCode == 14 && !playerInput.isEmpty()) {
//			playerInput = playerInput.substring(0, playerInput.length() - 1);
//		}
//		
//		if (ChatAllowedCharacters.isAllowedCharacter(typedChar) && this.fontRenderer.getStringWidth(playerInput + typedChar) <= 90) {
//			playerInput = playerInput + typedChar;
//		}
//		
//		if (keyCode == 1) {
//			this.actionPerformed(this.doneBtn);
//		}	
//	}
	
	public void drawScreen(int mouseX, int mouseY, float partialTicks) {
		this.drawDefaultBackground();
		this.drawCenteredString(this.fontRenderer, I18n.format("sign.edit"),this.width / 2, 40, 16777215);
		GlStateManager.color(1.0F,  1.0F,  1.0F, 1.0F);
		GlStateManager.pushMatrix();
		GlStateManager.translate((float)(this.width / 2), 0.0F, 50.0F);
		
        GlStateManager.scale(-93.75F, -93.75F, -93.75F);
        GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
		
		GlStateManager.popMatrix();
		super.drawScreen(mouseX, mouseY, partialTicks);
	}
}

 

But for some reason when I open the GUI, my cursor disappears completely. Am I missing a function, or where am I going wrong?

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I'm not sure if this will help you, but you can at least try. I've had this problem myself too, and I'm not quite sure what fixed it, but I think it might be the way that you do the drawScreen(). Try this:

1. Backup that entire class in case I mess everything up by letting you do the next 3 steps :P

2. Let your class extend the GuiContainer class

3. Fix any errors that step 2 causes

4. remove this part:

public void drawScreen(int mouseX, int mouseY, float partialTicks) {
	this.drawDefaultBackground();
	this.drawCenteredString(this.fontRenderer, I18n.format("sign.edit"),this.width / 2, 40, 16777215);
	GlStateManager.color(1.0F,  1.0F,  1.0F, 1.0F);
	GlStateManager.pushMatrix();
	GlStateManager.translate((float)(this.width / 2), 0.0F, 50.0F);
	
	GlStateManager.scale(-93.75F, -93.75F, -93.75F);
	GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
	
	GlStateManager.popMatrix();
	super.drawScreen(mouseX, mouseY, partialTicks);
}

5. add this to the class:

@Override
protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
	//Whatever you want to draw goes here	
}

I hope this was helpful,

Lenardjee

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