Toma™ Posted November 10, 2018 Posted November 10, 2018 Hello I have created some overlays which I would like to have fixed in some x and y coords. I tried it with ScaledResolution but since your minecraft window resolution may change when you switch to fullscreen etc, the overlay is offset a bit. I think there's something simple I have missed, so I am asking for help. Is there some way to lock my overlay to hotbar for example? There is what I have tried so far: Rendering Spoiler @SubscribeEvent public void renderOverlays(RenderGameOverlayEvent.Pre e) { Minecraft mc = Minecraft.getMinecraft(); EntityPlayerSP sp = mc.player; ScaledResolution res = new ScaledResolution(mc); if(e.getType() == ElementType.EXPERIENCE) { e.setCanceled(true); } if(e.getType() == ElementType.ALL && sp.hasCapability(PlayerDataProvider.PLAYER_DATA, null)) { IPlayerData data = sp.getCapability(PlayerDataProvider.PLAYER_DATA, null); renderCustomSizedOverlay(res.getScaledWidth() / 4 + 16, res.getScaledHeight() - 29, res.getScaledWidth() / 4 + 16 + 182, res.getScaledHeight() - 24, BOOST, true); if(data.getBoost() > 0) { double startX = res.getScaledWidth_double() / 4 + 16; int boost = (int)data.getBoost(); double sizeX = ((182D / 100D) * boost); renderCustomSizedOverlay(res.getScaledWidth() / 4 + 16, res.getScaledHeight() - 29, startX + sizeX, res.getScaledHeight() - 24, BOOST_FULL, true); } } } Method which is doing all the position stuff Spoiler private void renderCustomSizedOverlay(int x, int y, double x2, double y2, ResourceLocation location, boolean transparent) { Minecraft mc = Minecraft.getMinecraft(); Tessellator tes = Tessellator.getInstance(); BufferBuilder buffer = tes.getBuffer(); mc.getTextureManager().bindTexture(location); buffer.begin(7, DefaultVertexFormats.POSITION_TEX); buffer.pos(x, y2, 0).tex(0, 1).endVertex(); buffer.pos(x2, y2, 0).tex(1, 1).endVertex(); buffer.pos(x2, y, 0).tex(1, 0).endVertex(); buffer.pos(x, y, 0).tex(0, 0).endVertex(); if(transparent) { GlStateManager.pushMatrix(); { GlStateManager.enableAlpha(); GlStateManager.enableBlend(); GlStateManager.enableDepth(); tes.draw(); GlStateManager.disableAlpha(); GlStateManager.disableBlend(); GlStateManager.disableDepth(); } GlStateManager.popMatrix(); } else { tes.draw(); } } Only problem I have with this is the offset in fullscreen Quote
V0idWa1k3r Posted November 10, 2018 Posted November 10, 2018 You need to calculate your UI's position based on "anchors". Anchors are basically positions on screen around which the game's UI is drawn. They are either sides/corners of the screen or the width/height / 2. The hotbar for example is drawn at { x = width / 2 - sizeX / 2, height - sizeY }. There is no real way to 'lock' your position to their position apart from using similar calculations. As an unrelated note: 9 minutes ago, Toma™ said: GlStateManager.pushMatrix(); You don't need to pop/push matrix here - you are not changing it in any way. 9 minutes ago, Toma™ said: GlStateManager.enableBlend(); When enabling blend you should also specify the blend function since you don't know what it was set to beforehand. Quote
Toma™ Posted November 11, 2018 Author Posted November 11, 2018 Ok, I have been thinking about this and I think the easiest way to render my overlay as close as possible to the default HUD would be to calculate the position based on MC pos. I would need to find the class where minecraft does that. Tbh I didn't do much research about it, but I think the rendering code will be maybe hardcoded in some class with a lot of code so my question is: Do you know where minecraft does the HUD rendering code? If so, what's the class name? Quote
V0idWa1k3r Posted November 11, 2018 Posted November 11, 2018 10 hours ago, Toma™ said: Do you know where minecraft does the HUD rendering code? If so, what's the class name? GuiIngame, GuiIngameForge. Quote
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