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Custom Overlay Rendering Weirdly


Syconn

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I have been working on a custom overlay for my mod. It looks like this:

 

2020-07-27_14_33_39.thumb.png.81bfa2b888f096abe671f29e932ce300.png

 

but when I open the escape menu it looks like this:

2020-07-28_10_06_36.png.d63e559353c05db107dc87c592038d6c.png

 

My code is this:

@OnlyIn(value = Dist.CLIENT)
public class ForcePowersOverlay {

    private Minecraft minecraft;
    private static final ResourceLocation tex = new ResourceLocation(Reference.MOD_ID, "textures/gui/mod_widgets.png");

    public ForcePowersOverlay() {
        minecraft = Minecraft.getInstance();
    }

    @SubscribeEvent
    public void renderOverlay(RenderGameOverlayEvent.Post event) {
        if(event.getType() == RenderGameOverlayEvent.ElementType.ALL) {
            renderCustomOverlay();
        }
    }

    private void renderCustomOverlay(){
        PlayerEntity player = (PlayerEntity)this.minecraft.getRenderViewEntity();
        if (player != null) {
            IForceSensitive data = player.getCapability(ModCapabilities.FORCE_CAPABILITY).orElseThrow(IllegalStateException::new);

            int slotX = data.getSlot() * 20;

            int scaledWidth = this.minecraft.getMainWindow().getScaledWidth();
            int scaledHeight = this.minecraft.getMainWindow().getScaledHeight();

            RenderSystem.pushMatrix();
            RenderSystem.pushTextureAttributes();

            RenderSystem.enableAlphaTest();
            RenderSystem.enableBlend();
            RenderSystem.color4f(1F, 1F, 1F, 1F);
            minecraft.getTextureManager().bindTexture(tex);
            //Slots
            minecraft.ingameGUI.blit(40, scaledHeight - 22, 0, 0, 62, 21);
            //SelectedSlot
            minecraft.ingameGUI.blit(40 + slotX, scaledHeight - 23, 62, 0, 24, 22);
            //Push
            minecraft.ingameGUI.blit(44, scaledHeight - 18, 4, 25, 15, 15);
            //Epicenter
            minecraft.ingameGUI.blit(64, scaledHeight - 18, 23, 25, 15, 15);
            //Heal
            minecraft.ingameGUI.blit(84, scaledHeight - 18, 42, 25, 15, 15);

            //minecraft.getRenderManager().getFontRenderer().drawString(data.getSide().getName(), 8.0f, 6.0f, 410752);

            minecraft.getTextureManager().bindTexture(AbstractGui.BACKGROUND_LOCATION);

            RenderSystem.popAttributes();
            RenderSystem.popMatrix();
        }
    }

Any help would be great thanks.

slots.png

2020-07-28_10.06.38.png

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1 hour ago, Syconn said:

if(event.getType() == RenderGameOverlayEvent.ElementType.ALL) {

You're saying "for every element that gets drawn on the screen, draw my GUI."

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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54 minutes ago, poopoodice said:

Isn't it "Render this before all elements are drawn"?

You're right, my mistake.

My next guess would be that the bound texture is getting messed up, but OP's rebinding it to a vanilla one and the one that's being rendered mistakenly doesn't look like a vanilla one...

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Can I ask why you set the BACKGROUND_LOCATIONS at the end? Also not sure if its helpful or not but the first screenshot in the controls menu is rendering the default "textures/gui/icons.png" texture in the background, which oddly enough is the file next to the BACKGROUND_LOCATIONS(textures/gui/options_background.png") file alphabetically in the default resources. They are also both declared as finals in AbstractGui. In the second controls menu the rendered background looks like it could possiblly be the STATS_ICON_LOCATION resource from AbstracGui as well

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4 hours ago, Mr_Zylr said:

Can I ask why you set the BACKGROUND_LOCATIONS at the end? Also not sure if its helpful or not but the first screenshot in the controls menu is rendering the default "textures/gui/icons.png" texture in the background, which oddly enough is the file next to the BACKGROUND_LOCATIONS(textures/gui/options_background.png") file alphabetically in the default resources. They are also both declared as finals in AbstractGui. In the second controls menu the rendered background looks like it could possiblly be the STATS_ICON_LOCATION resource from AbstracGui as well

I thought I had to rebind the texture

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14 hours ago, poopoodice said:

You don't have to worry about it since they will rebind the texture before they render, like you do.

But then it renders all the mc widgets in one space in the escape menu

and it makes it unable to type by changing the text

Edited by Syconn
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