Posted September 29, 20196 yr As title, I want to draw an overlay texture on to player's screen when left clicked similar to the pumpkin blur. Here us the code: public class OverlayHandler extends Gui { private static final ResourceLocation TEST = new ResourceLocation(Reference.MOD_ID + ":textures/gui/test.png"); private boolean clicked = false; @SubscribeEvent public void onKeyPressed(MouseEvent event) { if(!Minecraft.getMinecraft().inGameHasFocus) return; if(!event.isButtonstate()) return; Minecraft mc = Minecraft.getMinecraft(); EntityPlayer player = mc.player; if(player != null) { ItemStack itemstack = player.getHeldItemMainhand(); if(itemstack.getItem() instanceof ItemBase) { int down = event.getButton(); if(down == 0 && !this.clicked) { this.clicked = true; mc.getTextureManager().bindTexture(TEST); this.drawTexturedModalRect(0, 0, 0, 0, 256, 256); } else if(down == 0 && this.clicked) { this.clicked = false; } } } } } I have checked the click was called but nothing has changed to the screen. Edited September 29, 20196 yr by poopoodice
September 29, 20196 yr Currently you're only drawing that texture once, right when the button is clicked.You need to toggle something in your GUI class when the button is clicked, and then call drawTexturedModalRect() within drawScreen(), according to that value. Also: Code-Style: 4 Fancy 3D Graphing Calculator mod, with many different coordinate systems. Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.
September 29, 20196 yr Author 1 hour ago, SerpentDagger said: Currently you're only drawing that texture once, right when the button is clicked.You need to toggle something in your GUI class when the button is clicked, and then call drawTexturedModalRect() within drawScreen(), according to that value. Also: Code-Style: 4 How do I toggle it? Apparently, while loop will not work. And do you mean drawSplashScreen(textureManagerInstance)
September 29, 20196 yr 6 hours ago, poopoodice said: mc.getTextureManager().bindTexture(TEST); this.drawTexturedModalRect(0, 0, 0, 0, 256, 256); You cant render anything in that event. You need to use the RenderGameOverlayEvent. 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.
September 29, 20196 yr Author Just now, Animefan8888 said: You cant render anything in that event. You need to use the RenderGameOverlayEvent. Am I able to combine events like this? public void onKeyPressed(MouseEvent event, RenderGameOverlayEvent renderevent)
September 29, 20196 yr If you want to use only overlay, and not actual GUI then you can use the RenderGameOverlayEvent, either Pre or Post. And be careful about it, because it fires for multiple elements. And for the toggling, what about toggling one boolean? While loop is pretty bad idea
September 29, 20196 yr Author 2 minutes ago, Toma™ said: If you want to use only overlay, and not actual GUI then you can use the RenderGameOverlayEvent, either Pre or Post. And be careful about it, because it fires for multiple elements. And for the toggling, what about toggling one boolean? While loop is pretty bad idea Does the class still need to extend Gui or RenderGameOverlayEvent is all good?
September 29, 20196 yr 1 minute ago, poopoodice said: Does the class still need to extend Gui or RenderGameOverlayEvent is all good? If you want to use drawTexturedModelRect the way you are then yes it does. 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.
September 29, 20196 yr Author 2 minutes ago, Animefan8888 said: If you want to use drawTexturedModelRect the way you are then yes it does. Well RenderGameOverlayEvent sounds more efficient and more properly.... WHat should I do without extending Gui?
September 29, 20196 yr 11 minutes ago, poopoodice said: WHat should I do without extending Gui? Use Gui,drawModalRectWithCustomSizedTexture or Gui.drawScaledCustomSizeModalRect 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.
September 29, 20196 yr Author 5 minutes ago, Animefan8888 said: Use Gui,drawModalRectWithCustomSizedTexture or Gui.drawScaledCustomSizeModalRect So I don't use RenderGameOverlayEvent anymore?
September 29, 20196 yr Just now, poopoodice said: So I don't use RenderGameOverlayEvent anymore? No you still use that. It is an event. Its just you can remove "extends Gui" and replace "drawTexturedModelRect" with "Gui. drawModalRectWithCustomSizedTexture" or "Gui. drawScaledCustomSizeModalRect" 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.
September 29, 20196 yr Author public class AimHandler { private static final ResourceLocation TEST = new ResourceLocation(Reference.MOD_ID + ":textures/gui/test.png"); private boolean clicked = false; @SubscribeEvent public void onKeyPressed(MouseEvent event) { Minecraft mc = Minecraft.getMinecraft(); EntityPlayer player = mc.player; ItemStack itemstack = player.getHeldItemMainhand(); if(player != null && Minecraft.getMinecraft().inGameHasFocus && event.isButtonstate() && itemstack.getItem() instanceof ItemBase && event.getButton() == 0) { this.clicked = !this.clicked; } return; } @SubscribeEvent public void onRenderOverlay(RenderGameOverlayEvent renderevent) { Minecraft mc = Minecraft.getMinecraft(); if (this.clicked) { mc.getTextureManager().bindTexture(TEST); Gui.drawScaledCustomSizeModalRect(x, y, u, v, uWidth, vHeight, width, height, tileWidth, tileHeight); } return; } } Is this the correct way to do it?
September 29, 20196 yr Author 8 minutes ago, diesieben07 said: Please read my previous post. @SubscribeEvent public void onRenderOverlay(RenderGameOverlayEvent.Post renderevent) { Minecraft mc = Minecraft.getMinecraft(); if (this.clicked) { mc.getTextureManager().bindTexture(TEST); Gui.drawScaledCustomSizeModalRect(x, y, u, v, uWidth, vHeight, width, height, tileWidth, tileHeight); } return; } Is this correct? (I added .Post to the end of RenderGameOverlayEvent. If nothing's wrong, what does the u and v stands for in Gui.drawScaledCustomSizeModalRect?
September 29, 20196 yr Author 4 minutes ago, diesieben07 said: You still need to choose one ElementType. If you don't know, choose ALL. x, y: Position on screen. u, v: Position in the texture. uWidth, vHeight: Size in the texture. width, height: Size on screen. tileWidth, tileHeight: Total size of the texture. Which variable should I assign RenderGameOverlayEvent.ElementType.ALL; to? Btw, is there a way to let the picture I drew not block the vanilla stuff? Is it referring to the element type as well? Edited September 29, 20196 yr by poopoodice
September 30, 20196 yr Author 16 hours ago, diesieben07 said: I said nothing of the sort. RenderGameOverlayEvent has a method getType that tells you the type being rendered. You need to check that you only render on one of them, not all, otherwise you render multiple times every frame. Okay, I ran the code and it seems like it has been rendered multiple times every frame just like what you mentioned. How do I declare the element type?
September 30, 20196 yr 22 minutes ago, poopoodice said: How do I declare the element type? You don't declare the ElementType . 16 hours ago, diesieben07 said: I said nothing of the sort. RenderGameOverlayEvent has a method getType that tells you the type being rendered. You need to check that you only render on one of them 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.
September 30, 20196 yr Author 2 minutes ago, Animefan8888 said: You don't declare the ElementType . yeah I just found the answer here If statement can solve this problem.
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