Posted November 6, 20204 yr I'm trying to make a coding game, for players to start learning Java. I created a post yesterday about the multi-row textfield(I need it for the actual in-game Java IDE). Since then I started to work on a multi-row text filed. I added the basics: https://streamable.com/buse32 As you can see from the video it works, but there are some things missing(cursor, navigating trough code with arrow keys, CTRL+A, select, CTRL+C, CTRL+V, etc). I have no idea how to imlement theese things. Here is may code(GUI class): Console console = new Console(); @Override public void drawScreen(int x, int y, float ticks) { returns[0] = 0; int guiX = (width - guiWidth) / 2; int guiY = (height - guiHeight) / 2; //GL11.glColor4f(1, 1, 1, 1); mc.renderEngine.bindTexture(new ResourceLocation("jp", "textures/gui/java_final.png")); drawTexturedModalRect(guiX, guiY, 0, 0, guiWidth, guiHeight); for(int j = 1; j <= rows; j++) { String row = "nothing yet"; int i; for(i = 1, row = ""; i <= letterCount; i++) { if(returns[j] != 0) { if(i < returns[j] && i >= returns[j-1]) { row += Keys[i]; fontRendererObj.drawString(row, guiX + 10, guiY + 40 + (j - 1) * 10, 0x5e757d); } } if(returns[j] == 0) { if(i >= returns[j-1]) { row += Keys[i]; fontRendererObj.drawString(row, guiX + 10, guiY + 40 + (j - 1) * 10, 0x5e757d); } } } } super.drawScreen(x, y, ticks); } @Override protected void keyTyped(char c, int key) { //change the "fontRendererObj.drawString("String before any key", guiX + 10, guiY + 40, 0x5e757d);" text to the key tapped switch(key) { case Keyboard.KEY_BACK: if(letterCount >= 1) { Keys[letterCount] = null; letterCount--; if(returns[returnCount] == letterCount + 1) { returns[returnCount] = 0; returnCount--; rows--; } } console.log("Returns: "); for(int cnt = 1;cnt <= returnCount; cnt++) { console.log(returns[cnt] + " "); } console.newline(); console.log("Keys: "); for(int cnt = 1;cnt <= letterCount; cnt++) { console.log(Keys[cnt] + " "); } console.newline(); console.log("Retrun Count: " + returnCount); console.newline(); console.log("Rows: " + rows); console.newline(); console.log("Letter Count: " + letterCount); console.newline(); break; case Keyboard.KEY_ESCAPE: mc.displayGuiScreen(null); break; case Keyboard.KEY_RETURN: rows++; returnCount++; returns[returnCount]=letterCount + 1; console.log("Returns: "); for(int cnt = 1;cnt <= returnCount; cnt++) { console.log(returns[cnt] + " "); } console.newline(); console.log("Keys: "); for(int cnt = 1;cnt <= letterCount; cnt++) { console.log(Keys[cnt] + " "); } console.newline(); console.log("Retrun Count: " + returnCount); console.newline(); console.log("Rows: " + rows); console.newline(); console.log("Letter Count: " + letterCount); console.newline(); break; default: if(c >= 32 && c <= 127) { letterCount++; Keys[letterCount] = c + ""; console.log("Returns: "); for(int cnt = 1;cnt <= returnCount; cnt++) { console.log(returns[cnt] + " "); } console.newline(); console.log("Keys: "); for(int cnt = 1;cnt <= letterCount; cnt++) { console.log(Keys[cnt] + " "); } console.newline(); console.log("Retrun Count: " + returnCount); console.newline(); console.log("Rows: " + rows); console.newline(); console.log("Letter Count: " + letterCount); console.newline(); } break; } } The console class is just a class I made to avoid writing "System.out.println" every time I want to print in console something: package com.mikeyjy.methods; public class Console { public void log(Object obj) { System.out.print(obj); } public void newline() { System.out.println(); } } Edited November 6, 20204 yr by MikeyJY
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