Jump to content

[SOLVED] [1.14.4] Draw GUI over any other Container Screen


GnRSlashSP

Recommended Posts

Hi,  I am trying to draw a gui with buttons over another screen always when player open a Screen that is instance of Container.

It is working very well except the background texture.

 

I tryed to use Forge's events like:

RenderGameOverlayEvent.Post / Pre
GuiScreenEvent.DrawScreenEvent.Post / Pre
GuiScreenEvent.DrawScreenEvent.BackgroundDrawnEvent

 

When I open my own custom gui, it works (the little gui at the top of screen is the GUI that I am talking about, drawned by forge events described above):

https://paste.pics/e0840bd62f40d65c805edc31474ec2c8

 

But, if I open player inventory or crafting table or chest containers, this is what happens to my overlay gui (grayed out)

https://paste.pics/65c5c355f7597296d13def7459c715c0

 

I tried to enable/disable GL11 lighting, blend, etc... but I am not good with grapichs parts...

This is my current "working" code:

    @SubscribeEvent
    public static void onScreenRender(RenderGameOverlayEvent.Post event) {
        if (event.getType() == RenderGameOverlayEvent.ElementType.EXPERIENCE) {
            if (mc.currentScreen instanceof ContainerScreen<?> && !(mc.currentScreen instanceof CreativeScreen)) {
                GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
                RenderHelper.disableStandardItemLighting();

                mc.getTextureManager().bindTexture(SEARCH_GUI); // SEARCH_GUI is a ResourceLocation
                mc.currentScreen.blit(guiLeft, guiTop, 0, 0, xSize, ySize);
            }
        }
    }

 

Can anyone help me about this?

Thank you!

 

 

Edited by GnRSlashSP
Issue solved

†GnR† Slash

can one man truly make a difference?

Link to comment
Share on other sites

1 hour ago, ChampionAsh5357 said:

Try either GuiContainerEvent since it renders the screen after Screen#renderBackground is called.

It is working!

Of course, using this event solved my issue with drawing color but cause me issues with coordinates.

Before using GuiContainerEvent:

            double mouseX = mc.mouseHelper.getMouseX() * (double)mc.mainWindow.getScaledWidth() / (double)mc.mainWindow.getWidth();
            double mouseY = mc.mouseHelper.getMouseY() * (double)mc.mainWindow.getScaledHeight() / (double)mc.mainWindow.getHeight();

            mc.fontRenderer.drawString(Resources.getMsg("item"), searchBar.x - 3 - mc.fontRenderer.getStringWidth(Resources.getMsg("item")), searchBar.y, 0x606060);
            mc.fontRenderer.drawString(Resources.getMsg("qty"), qtyBar.x - 3 - mc.fontRenderer.getStringWidth(Resources.getMsg("qty")), qtyBar.y, 0x606060);

 

After using GuiContainerEvent:

            double mouseX = mc.mouseHelper.getMouseX() * (double)mc.mainWindow.getScaledWidth() / (double)mc.mainWindow.getWidth();
            double mouseY = mc.mouseHelper.getMouseY() * (double)mc.mainWindow.getScaledHeight() / (double)mc.mainWindow.getHeight();

            double newY = -(mc.mainWindow.getScaledHeight() - ((ContainerScreen) mc.currentScreen).getYSize())/2;
            double newX = -(mc.mainWindow.getScaledWidth() - ((ContainerScreen) mc.currentScreen).getXSize())/2;
            GlStateManager.translated(newX, newY, 1d);

            mc.fontRenderer.drawString(Resources.getMsg("item"), searchBar.x - 3 - mc.fontRenderer.getStringWidth(Resources.getMsg("item")), searchBar.y, 0x606060);
            mc.fontRenderer.drawString(Resources.getMsg("qty"), qtyBar.x - 3 - mc.fontRenderer.getStringWidth(Resources.getMsg("qty")), qtyBar.y, 0x606060);

 

Another thing, after all code inside this event, I need to use this again:

GlStateManager.translated(-newX, -newY, 1d);

Without this, when I click a slot to drag itemstack, the item appear at wrong locations at screen lol

 

Thank you!

 

†GnR† Slash

can one man truly make a difference?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So, I try to make a katana, with katana and scabbard, is that possible to make 2 different models to be on player while he holding item? Katana in hands, and scabbard at belt. 
    • I created a server with the Pixelmon mod, it's fine and everything but a person enters and the server closes, I don't know how to explain it very well but I attach the detailed file of the error that happens to me https://mclo.gs/eSemvtq This error had not happened to me until now, so I don't understand very well why this happens, could you help me solve it?
    • When I create the server and log in it lets me play, but a person ends up joining and it sends me an error and the server closes The report says Exception in server tick Loop I put here what the console tells me because I honestly don't know how to explain it: https://mclo.gs/eSemvtq I use Forge mods and this has not happened to me until now 
    • Sorry I wasn't on this site for a few days. But anyways, if you just simply want to install forge to play with mods, you need to click on the installer option, thqat way, forge will be automatically installed to your device at the version you chose. Then you could just open Minecraft launcher to play on that version.
    • I've been putting together a modpack for a few weeks, and it's worked just fine. Until today, I logged onto my survival world and went exploring. As soon as I entered my boat the game froze and crashed. Now when I try to start the world, nothing loads and the game crashes. I tried creating a new world and the same thing happened when I tried to use a boat. Here's the latest crash report from the original world: If anyone knows how to fix the issue, I'd really appreciate the help, thanks.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.