Posted April 28, 20196 yr For some reason, I have my GuiScreen working and all but I can't figure out how to make the mouse appear on the screen. The cursor is there but it's just not visible to the user for some reason. If I move the cursor around a bunch it will eventually appear but I want it to appear right when I open the GUI. I have a feeling that I'm doing something very wrong but I've been looking everywhere and can't really figure out exactly what I'm supposed to do here. Also, how would I be able to add a button into the options menu such as the forge's mod options button. I looked through the GuiIngameMenu class and found that the mod options button was actually implemented directly into the class so I'm pretty confused as to how I'd be able to do this from within my own mod. This is my Gui class: package com.outflows.pokalert.gui; import java.io.IOException; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.Gui; import net.minecraft.client.gui.GuiButton; import net.minecraft.client.gui.GuiListExtended; import net.minecraft.client.gui.GuiOptionsRowList; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.gui.GuiSlot; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.gui.inventory.GuiContainer; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.resources.I18n; import net.minecraft.client.settings.GameSettings; import net.minecraft.inventory.Container; import net.minecraftforge.client.event.GuiOpenEvent; import net.minecraftforge.client.event.GuiScreenEvent; import net.minecraftforge.event.ServerChatEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class MainMenu extends GuiScreen { private String screenTitle = "Pokalert Settings"; //private final GuiScreen parentGuiScreen; public MainMenu() { //this.parentGuiScreen = pgs; } public void initGui() { this.buttonList.clear(); this.buttonList.add(new GuiButton(200, this.width / 2 - 100, this.height - 27, "Done")); } protected void actionPerformed(GuiButton button) throws IOException { System.out.println("Button Pressed"); if(button.id ==200) { System.out.println("Here"); closeGui(); } } public void closeGui() { this.mc.displayGuiScreen((GuiScreen)null); if (this.mc.currentScreen == null) { this.mc.setIngameFocus(); } } public void drawScreen(int mouseX, int mouseY, float partialTicks) { this.drawDefaultBackground(); // this.optionsRowList.drawScreen(mouseX, mouseY, partialTicks); this.drawCenteredString(this.fontRenderer, this.screenTitle, this.width / 2, 5, 16777215); super.drawScreen(mouseX, mouseY, partialTicks); } @Override public void onGuiClosed() { super.onGuiClosed(); this.mc.gameSettings.onGuiClosed(); } } This is my GuiHandler: package com.outflows.pokalert.gui; import org.lwjgl.input.Mouse; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiScreen; import net.minecraftforge.client.event.GuiOpenEvent; import net.minecraftforge.client.event.GuiScreenEvent; import net.minecraftforge.event.ServerChatEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class GuiHandler { @SubscribeEvent public void printGui(GuiOpenEvent event) { System.out.println(event.getGui()); } @SubscribeEvent public void addMainMenu(ServerChatEvent event) { MainMenu mm = new MainMenu(); if(event.getMessage().equals("test")) { Minecraft.getMinecraft().displayGuiScreen(mm); Mouse.setGrabbed(false); } } @SubscribeEvent public void handleButtonClicked(GuiScreenEvent.ActionPerformedEvent event) { System.out.println(event.getButton().id); } public void closeGui(GuiScreen screen) { screen.mc.displayGuiScreen((GuiScreen)null); if (screen.mc.currentScreen == null) { screen.mc.setIngameFocus(); } } } And I just register the GuiHandler in my initialization method by doing: MinecraftForge.EVENT_BUS.register(new GuiHandler());
April 28, 20196 yr Hi outflows, I remember running into a similar problem a while ago. The native Mouse cursor did not appear whenever I called mc.displayGuiScreen() at unfortunate times in the game loop. What fixed it for me was to delay the actual call to open the gui to a ClientTickEvent subscriber - something like this: private static GuiScreen openedGuiNextTick; @SubscribeEvent public static void onClientTick(ClientTickEvent event) { if (openedGuiNextTick != null) { Minecraft.getMinecraft().displayGuiScreen(openedGuiNextTick); openedGuiNextTick = null; } } Please correct me if this is bad design, I'm suggesting this because it helped fix my issue back when I ran into it. (This was done in 1.12.2) Thanks and good luck! ?
April 29, 20196 yr Author 18 hours ago, diesieben07 said: You are reaching across logical sides. ServerChatEvent (as the name implies) fires on the server. Accessing client code (like GUIs) will crash on a dedicated server and cause issues like the one you are experiencing (or worse ones) in single player. This is because 99% of Minecraft code is inherently not built for access from multiple threads and doing so breaks it. You can only open GUIs like this from the client. If you need to do it from a server-side event you must send packets. So would it work if I were to use something like ClientChatReceivedEvent?
April 29, 20196 yr Would it be better to extend net.minecraft.command.CommandBase and do the "displayGuiScreen" in the execute method, or would that also create problems? (Registering would be done with @EventHandler public void serverStarting(FMLServerStartingEvent event) { event.registerServerCommand(new GuiHandler()); } )
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