Jump to content

[Unsolved] GUI doesn't fit?


Eria8

Recommended Posts

I decided to try making a simple GUI with just text and images displayed, but couldn't find anything but crafting/smelting/inventory tutorials. So I had someone send me some of their code to build from. However, it doesn't look right, they haven't responded to my questions in a few days and I'm hoping to release the latest update of my mod this week, so hopefully somewhere here can help me out.

 

 

I'm trying to make a GUI but the background isn't working properly.

 

This is the background that's supposed to appear (size is 315x195):

 

NedSejP.png

 

 

This is the background that DOES appear (ignore the buttons):

 

vjkgWTx.png

 

 

This is the code for that GUI page:

 

package com.fandomcraft.gui;

import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.GL11;

import com.fandomcraft.main.Main;

import cpw.mods.fml.common.FMLCommonHandler;

public class FCGuidePage5 extends GuiContainer
{
public FCGuidePage5(World world, int i, int j, int k, EntityPlayer entity)
{
	super(new FCGuiContainer((EntityPlayer)entity));
}

private static final ResourceLocation texture = new ResourceLocation(Main.modid + ":textures/gui/stretchedIcons/backgroundFCGuide.png");

protected void drawGuiContainerBackgroundLayer(float f, int x, int y)
{
	int posX = (this.width) /2;
	int posY = (this.height) /2;
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

	this.mc.renderEngine.bindTexture(texture);
	this.xSize=315;
	this.ySize=195;
	int k = (this.width - this.xSize) / 2;
	int l = (this.height - this.ySize) / 2;
	this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.ySize);

}

protected void drawGuiContainerForegroundLayer(int par1, int par2)
{
}

public void initGui()
        {
	Keyboard.enableRepeatEvents(true);
	this.buttonList.clear();
	int posX = (this.width) / 2;
	int posY = (this.height) / 2;
	this.buttonList.add(new GuiButton(0, posX+(-169), posY+(-92), 12, 20, "1"));
	this.buttonList.add(new GuiButton(1, posX+(-169), posY+(-72), 12, 20, "2"));
	this.buttonList.add(new GuiButton(2, posX+(-169), posY+(-52), 12, 20, "3"));
	this.buttonList.add(new GuiButton(3, posX+(-169), posY+(-32), 12, 20, "4"));
	this.buttonList.add(new GuiButton(4, posX+(-169), posY+(-12), 12, 20, "5"));
	this.buttonList.add(new GuiButton(5, posX+(-169), posY+(, 12, 20, "6"));
	this.buttonList.add(new GuiButton(6, posX+(-169), posY+(28), 12, 20, "7"));
	this.buttonList.add(new GuiButton(7, posX+(-169), posY+(48), 12, 20, "8"));
	this.buttonList.add(new GuiButton(8, posX+(-169), posY+(68), 12, 20, "9"));

}

protected void actionPerformed(GuiButton button)
{
	if (button.id == 0)
	{

	}
	if (button.id == 1)
	{

	}
	if (button.id == 2)
	{

	}

	if (button.id == 3)
	{

	}

	if (button.id == 4)
	{

	}

	if (button.id == 5)
	{

	}

	if (button.id == 6)
	{

	}

	if (button.id == 7)
	{

	}

	if (button.id == 
	{

	}
}

public boolean doesGuiPauseGame()
{
	return true;
}

}

 

 

I've looked through vanilla and some open-source mod GUI classes but I can't seem to figure out what on earth I'm doing wrong.

So any help would be appreciated...

Link to comment
Share on other sites

You are extending GuiContainer, set it to your size in your initialization.

 

public FCGuidePage5(World world, int i, int j, int k, EntityPlayer entity)
{
	super(new FCGuiContainer((EntityPlayer)entity));
                this.xSize=315;
	this.ySize=195;

}

I'll need help, and I'll give help. Just ask, you know I will!

Link to comment
Share on other sites

Also I believe the files themselves have to be "powers of 2", and are default 256x256. Yours is wider than this, did you try 512x512?

...Totally forgot about this :l

But it just made it smaller and still has that extra piece on the right side:

 

DlAhREt.png

 

 

You are extending GuiContainer, set it to your size in your initialization.

 

public FCGuidePage5(World world, int i, int j, int k, EntityPlayer entity)
{
	super(new FCGuiContainer((EntityPlayer)entity));
                this.xSize=315;
	this.ySize=195;

}

and this doesn't change anything.

Link to comment
Share on other sites

drawTexturedModalRect ONLY works with 256х256 images. Change canvas size of your image (make transparent space) or use this:

    /**
     * Тот же drawTexturedModalRect, но для картинок с любым разрешением
     */
    public static void drawNonStandartTexturedRect(int x, int y, int u, int v, int width, int height, int textureWidth, int textureHeight) {
        float f = 1F / (float) textureWidth;
        float f1 = 1F / (float) textureHeight;
        Tessellator tessellator = Tessellator.instance;
        tessellator.startDrawingQuads();
        tessellator.addVertexWithUV((double) (x), (double) (y + height), 0, (double) ((float) (u) * f), (double) ((float) (v + height) * f1));
        tessellator.addVertexWithUV((double) (x + width), (double) (y + height), 0, (double) ((float) (u + width) * f), (double) ((float) (v + height) * f1));
        tessellator.addVertexWithUV((double) (x + width), (double) (y), 0, (double) ((float) (u + width) * f), (double) ((float) (v) * f1));
        tessellator.addVertexWithUV((double) (x), (double) (y), 0, (double) ((float) (u) * f), (double) ((float) (v) * f1));
        tessellator.draw();
    }

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.

Announcements



×
×
  • Create New...

Important Information

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