Jump to content

Recommended Posts

Posted (edited)

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?

Posted
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?

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.

Announcements



×
×
  • Create New...

Important Information

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