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[1.12.2] [SOLVED] GUI Width - What am I missing?


American2050

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I'm having problems knowing what else I should do in order to let JEI know that my GUI is wider so it knows not to render on top.

 

XiVm7Lf.png

 

The GUI Code:

public class GuiFactory extends GuiContainer {

    protected int xSize = 256;
    protected int ySize = 220;

    private static final ResourceLocation FACTORY_GUI_BACKGROUND = new ResourceLocation(ModInfo.MODID + ":textures/gui/container/factory_base.png");

    public GuiFactory(Container inventorySlotsIn) {
        super(inventorySlotsIn);
    }

    /**
     * Draws the screen and all the components in it.
     */
    @Override
    public void drawScreen(int par1, int par2, float par3) {
        this.drawDefaultBackground(); // This makes the background go darker
        super.drawScreen(par1, par2, par3);
    }

    /**
     * Draw the background layer for the GuiContainer (everything behind the items)
     */
    @Override
    protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) {
        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        this.mc.getTextureManager().bindTexture(FACTORY_GUI_BACKGROUND);
        int k = (this.width - this.xSize) / 2;
        int l = (this.height - this.ySize) / 2;
        this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.ySize);
        int i1;
    }

    /**
     * Draw the foreground layer for the GuiContainer (everything in front of the
     * items)
     */
    @Override
    protected void drawGuiContainerForegroundLayer(int par1, int par2) {
        this.fontRenderer.drawString(I18n.format("container.inventory"), -26, this.ySize - 122, 4210752);
    }

}

 

Edited by American2050
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