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Rendering overlay fixed with other gui elements


Toma™

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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

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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.

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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?

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