Jump to content

[SOLVED][1.8] GUI called in an GuiOpenEvent rendering as a white background


Rockdude101

Recommended Posts

For whatever reason, a GUI that I created is not rendering after being called during a GuiOpenEvent handled by my mod's event handler. The GUI is being set by simply overwriting event.gui within the function, and this worked perfectly in 1.7.10. In 1.8, however, the GUI just isn't drawing. The GUI is functional and has working, clickable buttons, but nothing is showing; the window is completely white. Here's a few bullets of the facts that I have found so far:

 

- With the GuiScreen I'm using, initGui is called when the GUI "loads", and drawScreen is repeatedly called after initialization.

- The blank, white appearance isn't exclusive to my GUI; I also tested it with a GuiYesNo (which is what my GUI is somewhat based off) and a few other of my button-and-text-based GUIs. The only instance of a GUI showing was with one of my GUIs that extends GuiMainMenu.

 

That's all I have discovered so far, and what I've found seems to suggest that the way I'm calling my GUI is improper in some way. Below is the source code for my mod file, event handler, and the GUI I'm trying to show. Thanks in advance for any help.

 

 

@SideOnly(Side.CLIENT)
public class DNATGuiText2 extends GuiScreen
{
    //All of these variables are properly set before the GUI is initialized
    public String title="";
    private List field_146305_g;
    public String button1="";
    public GuiScreen gui1;
    public String button2="";
    public GuiScreen gui2;
    public String displayText="";

    public void initGui()
    {
        this.buttonList.clear();
        this.buttonList.add(new GuiButton(0, this.width / 2 - 100, this.height / 4 + 120 - 8, button1));
        this.buttonList.add(new GuiButton(1, this.width / 2 - 100, this.height / 4 + 120 + 12, button2));
        this.field_146305_g = this.fontRendererObj.listFormattedStringToWidth(displayText, this.width - 50);
        
    }

    protected void actionPerformed(GuiButton butt)
    {
        if (butt.id == 0)
        {
            this.mc.displayGuiScreen(gui1);
        }
        else if (butt.id == 1)
        {
            this.mc.displayGuiScreen(gui2);
        }
    }

    public void drawScreen(int par1, int par2, float par3)
    {
        this.drawDefaultBackground();
        this.drawCenteredString(this.fontRendererObj, title, this.width / 2, this.height / 2 - 50, 11184810);
        int k = this.height / 2 - 30;

        if (this.field_146305_g != null)
        {
            for (Iterator iterator = this.field_146305_g.iterator(); iterator.hasNext(); k += this.fontRendererObj.FONT_HEIGHT)
            {
                String s = (String)iterator.next();
                this.drawCenteredString(this.fontRendererObj, s, this.width / 2, k, 16777215);
            }
        }

        super.drawScreen(par1, par2, par3);
    }
}

 

 

 

public class DNATEventHandler {
@SubscribeEvent
public void onGuiOpenEvent(GuiOpenEvent event) {
	if (event.gui instanceof GuiMainMenu) {
		if (!(event.gui instanceof DNATGuiMainMenu)) {
			DNATGuiText2 g = new DNATGuiText2();
			event.gui = g;
		}

	} 
}
}

 

 

 

@Mod(modid = "dnat", name = "DNAT", version = "1.0.0")
public class ModDNAT {

@Instance(value = "dnat")
public static ModDNAT instance;

@EventHandler
public void preInit(FMLPreInitializationEvent event) {}

@EventHandler
public void load(FMLInitializationEvent event) {
	MinecraftForge.EVENT_BUS.register(new DNATEventHandler());
}

@EventHandler
public void postInit(FMLPostInitializationEvent event) {
}
}

 

Link to comment
Share on other sites

Disabling the loading screen does fix the problem, though this does remove the loading bars, which are always a nice thing to have available to the client, especially in big modpacks. Is there a way to fix this problem without having to disable configuration settings, such as setting up an event to call the GUI as soon as the loading screen closes? Or is there something present in the GuiMainMenu file that could allow my GUI to overcome this bug?

Link to comment
Share on other sites

I created a small workaround using a new GUI that redirects to the GUI that I originally wanted to show. Since the GuiMainMenu and any subclasses seem to be exempt from this graphical bug, I made my redirection GUI extend it allow GuiMainMenu's drawScreen method to run once, before changing the GUI. I pasted the code of the GUI below. Anyways, thanks for your help.

 

 

package com.Rockdude101.DNAT.gui;


import java.util.Iterator;
import java.util.List;

import net.minecraft.client.gui.GuiButton;
import net.minecraft.client.gui.GuiMainMenu;
import net.minecraft.client.gui.GuiScreen;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.minecraftforge.fml.relauncher.Side;

@SideOnly(Side.CLIENT)
public class DNATGuiRedirect extends GuiMainMenu
{
    public GuiScreen guiToShow;

    /**
     * Fired when a key is typed. This is the equivalent of KeyListener.keyTyped(KeyEvent e).
     */
    protected void keyTyped(char par1, int par2) {}
    public DNATGuiRedirect(GuiScreen g){
    	guiToShow=g;
    }
    /**
     * Adds the buttons (and other controls) to the screen in question.
     */
    public void initGui()
    {
    	super.initGui();
    }

    protected void actionPerformed(GuiButton butt)
    {
    }

    /**
     * Draws the screen and all the components in it.
     */
    public void drawScreen(int par1, int par2, float par3)
    {
    	super.drawScreen(par1, par2, par3);
    	
    	mc.displayGuiScreen(guiToShow);
    }
}

 

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.