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Posted (edited)

Hey. I'm new to developing with Forge and I've hit a bit of a dead-end. I've looked up quite a few videos on this but can't find one that actually works the best.

 

I'm trying to make a GUI (that's not a container just a GuiScreen) that would show buttons and whatever (haven't got to that part yet) I have imported all of my assets and nothing seems to be working. Here's my code

GuiModules.java (My GUI)

package me.infdev.mod.client.gui;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.gui.GuiScreen;
import net.minecraft.util.ResourceLocation;

public class GuiModules extends GuiScreen {
	
	public GuiModules() {
		System.out.println("test");
	}
	
	@Override
	public void initGui() {
		super.initGui();
	}
	
	@Override
	public void drawScreen(int mouseX, int mouseY, float partialTicks) {		
		System.out.println("draw screen");
		drawDefaultBackground();

		GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
		
		this.mc.getTextureManager().bindTexture(new ResourceLocation("infdev/textures/gui/gui.png"));
		drawTexturedModalRect((this.width - 256) / 2, (this.height - 256) / 2, 0, 0, 256, 256);
		super.drawScreen(mouseX, mouseY, partialTicks);
	}
	
}

 

EventListener.java (where i call the displayGuiScreen())

package me.infdev.mod.client.events;

import me.infdev.mod.client.InfDev;
import me.infdev.mod.client.gui.GuiModules;
import net.minecraft.client.Minecraft;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent;

public class EventListener {
	
	@SubscribeEvent
	public void onGameOverlayRender(RenderGameOverlayEvent e) {
		if (e.type == ElementType.TEXT) {
			InfDev.INSTANCE.fr.drawStringWithShadow("§cInfDev DEMO §b{" + InfDev.INSTANCE.MODID + ":" + InfDev.INSTANCE.VERSION + "}", 1, 1, 0xfffff);
		}
	}
	
	// Look here VVVVVV
	
	@SubscribeEvent
	public void onPlayerJoin(PlayerLoggedInEvent e) {
		System.out.println("event fired");
		Minecraft.getMinecraft().displayGuiScreen(new GuiModules());
	}
	
}

I do have a GuiHandler but I'm using displayGuiScreen() so I don't think I need to use it.

 

If you can see the things I've put out to the console, the only one's that worked were

"event fired" and

"test"

 

I am rather new to this so forgive me if I'm doing anything that is considered bad practice within FML or if I just seem like I'm acting dumb. If anybody can help, that'd be appreciated. TIA

Edited by InfDev

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

Posted
10 minutes ago, InfDev said:

RenderGameOverlayEvent

You need to specify the type of RenderGameOverlayEvent you want to use. IE RenderGameOverlayEvent.Post or PRE

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing)

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

Posted
13 minutes ago, InfDev said:

Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing)

Oh wrong event then lol. I think PlayerLoggedInEvent is too early to open a GUI so you need to use EntityJoinWorldEvent.

3 minutes ago, CAS_ual_TY said:

You should use EntityPlayer#openGui

This should be used if it has a contnainer. No reason to use it if it doesn't.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Didn't work either. Here's the code if it helps.

@SubscribeEvent
public void onPlayerJoinWorld(EntityJoinWorldEvent e) {
	if (e.entity instanceof EntityPlayer) {
		System.out.println("event fired");
		Minecraft.getMinecraft().displayGuiScreen(new GuiModules());
	}
}

 

One thing though, it called the sysout's twice.

[18:37:51] [Server thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired
[18:37:51] [Server thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test
[18:37:52] [Client thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired
[18:37:52] [Client thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test

 

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

Posted
46 minutes ago, InfDev said:

e(new ResourceLocation("infdev/textures/gui/gui.png"));

Oh I'm bad. This isn't a proper ResourceLocation. A resource location expects a modid:textures/path/to/texture.png
At least in this instance.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
52 minutes ago, Animefan8888 said:

This should be used if it has a contnainer. No reason to use it if it doesn't.

Pretty sure I read somewhere that you should do it regardless.. But doesnt matter.

 

OP, remember to register this event handler only on client side.

 

Also, dont use GL11.glColor

Use the GlStateManager instead.

Posted (edited)

Ok, changed it to this 

this.mc.getTextureManager().bindTexture(new ResourceLocation(InfDev.MODID + "/textures/gui/gui.png"));

 

However, can't see it making a difference because the debug is pretty much saying that the GuiModules class isn't being instantiated for whatever reason and I don't know why. I have registered my events and I'm a bit confused.

Edited by InfDev

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

Posted

Nevermind, all is fixed now. I managed to use threads to delay the show of the GUI by 2 seconds from the initial spawn into the world. Thanks all.

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

  • InfDev changed the title to [SOLVED] How to work GUI's?

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