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[SOLVED] [1.12] Non-container gui opening, but not drawing background


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Posted (edited)

Just as the title states, I'm having trouble opening a container-less gui. It's just a button with a background as of now. I'm unsure if I'm handling it correctly, so any insight would be appreciated.

 

So, what's happening is that the gui itself is opening perfectly fine, the button and background are drawing and the button functions, the console prints my message, but my background png (simply the demobackground.png provided by Minecraft) isn't drawing. There isn't an error message when opening the gui as well.

 

I think this is all the relevant code and I've attached an image of what the gui is displaying. If you need anything else from me please let me know, thanks!

 

Gui:

Spoiler

public class GuiWorkshop extends GuiScreen
{
	private static final ResourceLocation BACKGROUND = new ResourceLocation(Reference.MODID + ":textures/gui/gui_workshop.png");
	private GuiButton buttonCraft;
	private int buttonId = 0;

	public GuiWorkshop()
	{

	}

	@Override
	public void initGui()
	{
		buttonList.clear();
		Keyboard.enableRepeatEvents(true);

		buttonCraft = new GuiButton(buttonId++, width / 2 - 25, height / 2, 50, 20, "text");
		buttonList.add(buttonCraft);
	}

	@Override
	public void updateScreen()
	{
		super.updateScreen();
	}

	@Override
	public void drawScreen(int mouseX, int mouseY, float partialTicks)
	{
		this.drawDefaultBackground();
		mc.getTextureManager().bindTexture(BACKGROUND);
		super.drawScreen(mouseX, mouseY, partialTicks);
	}

	@Override
	protected void mouseClickMove(int mouseX, int mouseY, int clickedMouseButton, long timeSinceLastClick)
	{

	}

	@Override
	protected void actionPerformed(GuiButton button)
	{
		if (button.equals(buttonCraft))
			System.out.println("do something");
	}

	@Override
	public void onGuiClosed()
	{

	}

	@Override
	public boolean doesGuiPauseGame()
	{
		return false;
	}
}

 

 

GuiHandler:

Spoiler

/**
 * This is for connecting a gui with its container
 * @author blfngl
 */
public class GuiHandler implements IGuiHandler
{
	@Override
	public Object getClientGuiElement(int id, EntityPlayer player, World world, int x, int y, int z)
	{
		switch (id)
		{
		case Reference.GUI_WORKSHOP_ID:
			return new GuiWorkshop();
		}

		return null;
	}

	@Override
	public Object getServerGuiElement(int id, EntityPlayer player, World world, int x, int y, int z)
	{
		switch (id)
		{

		}
		return null;
	}
}

 

Block:

Spoiler

public class BlockWorkshop extends BlockFallout
{
	private static String name = "workshop";
	private static Material material = Material.ROCK;

	public BlockWorkshop()
	{
		super(material, name);
	}

	@Override
	public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
	{
		player.openGui(Fallout.instance, Reference.GUI_WORKSHOP_ID, world, pos.getX(), pos.getY(), pos.getZ());
		return true;
	}
}

 

 

Main:

Spoiler

@EventHandler
	public void preInit(FMLPreInitializationEvent event)
	{
		System.out.println("Blfngl's Fallout Mod loading...");
		logger = event.getModLog();
		proxy.preInit(event);
		proxy.registerGui();
		proxy.registerRenders();
	}

 

 

ClientProxy:

Spoiler

public class ClientProxy extends CommonProxy
{
	@Override
	public void registerItemRenderer(Item item, int meta, String id)
	{
		ModelLoader.setCustomModelResourceLocation(item, meta,
				new ModelResourceLocation(Reference.MODID + ":" + id, "inventory"));
	}

	@Override
	public void registerRenders()
	{
		FalloutEntities.initModels();
	}

	@Override
	public void registerGui()
	{
		NetworkRegistry.INSTANCE.registerGuiHandler(Fallout.instance, new GuiHandler());
	}
}

 

gui.png

Edited by blfngl
Put solved in title
Posted (edited)

Hi there!

Looks like you're not actually drawing your background anywhere, just binding the texture.

Try calling Gui#drawTexturedModalRect(...) in the drawScreen method

 

Edited by simicats
  • Like 1

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