Jump to content

Recommended Posts

Posted

Okay, Ive tried to make a 'paged' gui. And it works kinda. I cant really explain what happens, so im going to explain through code and images.  But basically when the second 'page' should show up on the gui the old page is still there, even though ive re-initGui()

 

 

package arcticraft.gui;

import java.util.Random;

import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiScreen;

public class AC_GuiEskimoTalk extends GuiScreen
{

Random rand = new Random();
public String [] randomItem =
	{"bombs", "ice cream", "whiteberries", "floran tea", "food", "swords", "axes", "shovels"};
public String thing = randomItem [rand.nextInt(randomItem.length)];
private int chatLevel;

public AC_GuiEskimoTalk()
{

}

public void initGui()
{
	//id, x, y, width, height, text, b pixel width, b pixel height
	switch (chatLevel)
	{
	case 0:
		this.buttonList.add(new GuiButton(0, 2, this.height / 4 + 72 + -16, 220, 20, "Who are you?"));
		this.buttonList.add(new GuiButton(1, 2, this.height / 4 + 96 + -16, 220, 20, "Why are you keeping that Yeti captive?"));
		this.buttonList.add(new GuiButton(2, 2, this.height / 4 + 120 + -16, 220, 20, "What's with that temple over there?"));
		this.buttonList.add(new GuiButton(3, 2, this.height / 4 + 48 + -16, 220, 20, "Hey. Where can I get " + thing + " from?"));
		break;

	case 1:
		this.buttonList.add(new GuiButton(4, 2, this.height / 4 + 72 + -16, 220, 20, "What if I could slay it for you?"));
		this.buttonList.add(new GuiButton(5, 2, this.height / 4 + 96 + -16, 220, 20, "I'll slay it for you. For a price."));
		break;
	}

}

public void actionPerformed(GuiButton button)
{

	switch (button.id)
	{
	case 0:
		mc.thePlayer.sendChatToPlayer("I am the chief of this great Eskimo village!");
		button.enabled = false;
		break;
	case 1:
		mc.thePlayer.sendChatToPlayer("We're not. He invaded our temple and my men are too afraid to attack him - so captivity of him is our only option."); /* Case 1 and 2 should make the first set of buttons disappear because it sets the chat level to 2 which allows initgui to draw case 2 of buttons, but it dosent.*/
		chatLevel = 1;
		initGui();
		break;
	case 2:
		mc.thePlayer.sendChatToPlayer("That is our place of worship, well it used to be. Since the Yeti attack we haven't been able to pray");
		chatLevel = 1;
		initGui();
		break;																																							
	case 3:
		mc.thePlayer.sendChatToPlayer("Speak to our men around the village. They'll trade with you - at a price, of course.");
		button.enabled = false;
		break;
	case 4:
		mc.thePlayer.sendChatToPlayer("The whole village will be very grateful and we shall be for ever in your debt.");
		button.enabled = false;
		break;
	case 5:
		mc.thePlayer.sendChatToPlayer("What could you possibly want from us?");
		break;

	}
}

protected void keyTyped(char par1, int par2)
{
	if (par2 == 1 || par2 == this.mc.gameSettings.keyBindInventory.keyCode)
	{
		this.mc.thePlayer.closeScreen();
	}
}

public boolean doesGuiPauseGame()
{
	return false;
}
public void drawScreen(int x, int y, float f)
{
	super.drawScreen(x, y, f);
}

}

 

 

And heres what happens in picture form

gyazo.com/1a3aab6fe967fa10c4c259cfd931154e First page looking fine.

http://gyazo.com/8c70583b9b93ee65f9bc34ae38b4f54e second page, where the buttons should of been re-inited but havent fully.

 

Posted

by a "paged" gui , do you mean like theres transition. click on 1 button and everything change ?

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

by a "paged" gui , do you mean like theres transition. click on 1 button and everything change ?

Yep, like click on one button and it will cause others to disappears giving the effect that a new gui has came up.

Posted

actually i think i know where is your problem,

 

add

 

buttonList = new ArrayList();

to the first line of "initGui()"

 

thsi will clear the previous button and elements you inserted in the list ( by using buttonList.add(button) )

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

Calling initgui() doesn't re-create the object, so all the old buttons are still in the buttonList. In this case, I would call buttonList.clear() at the start of initgui().

 

EDIT: Ninja'd, ha. Re-initialising the object will work too.

Posted

actually i think i know where is your problem,

 

add

 

buttonList = new ArrayList();

to the first line of "initGui()"

 

thsi will clear the previous button and elements you inserted in the list ( by using buttonList.add(button) )

Thankyou so much!!!!!

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello, I have this same problem. Did you manage to find a solution? Any help would be appreciated. Thanks.
    • log: https://mclo.gs/QJg3wYX as stated in the title, my game freezes upon loading into the server after i used a far-away waystone in it. The modpack i'm using is better minecraft V18. Issue only comes up in this specific server, singleplayer and other servers are A-okay. i've already experimented with removing possible culprits like modernfix and various others to no effect. i've also attempted a full reinstall of the modpack profile. Issue occurs shortly after the 'cancel' button dissapears on the 'loading world' section of the loading screen.   thanks in advance.
    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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