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[SOLVED] How to work GUI's?


InfDev

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Hey. I'm new to developing with Forge and I've hit a bit of a dead-end. I've looked up quite a few videos on this but can't find one that actually works the best.

 

I'm trying to make a GUI (that's not a container just a GuiScreen) that would show buttons and whatever (haven't got to that part yet) I have imported all of my assets and nothing seems to be working. Here's my code

GuiModules.java (My GUI)

package me.infdev.mod.client.gui;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.gui.GuiScreen;
import net.minecraft.util.ResourceLocation;

public class GuiModules extends GuiScreen {
	
	public GuiModules() {
		System.out.println("test");
	}
	
	@Override
	public void initGui() {
		super.initGui();
	}
	
	@Override
	public void drawScreen(int mouseX, int mouseY, float partialTicks) {		
		System.out.println("draw screen");
		drawDefaultBackground();

		GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
		
		this.mc.getTextureManager().bindTexture(new ResourceLocation("infdev/textures/gui/gui.png"));
		drawTexturedModalRect((this.width - 256) / 2, (this.height - 256) / 2, 0, 0, 256, 256);
		super.drawScreen(mouseX, mouseY, partialTicks);
	}
	
}

 

EventListener.java (where i call the displayGuiScreen())

package me.infdev.mod.client.events;

import me.infdev.mod.client.InfDev;
import me.infdev.mod.client.gui.GuiModules;
import net.minecraft.client.Minecraft;
import net.minecraftforge.client.event.RenderGameOverlayEvent;
import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent;

public class EventListener {
	
	@SubscribeEvent
	public void onGameOverlayRender(RenderGameOverlayEvent e) {
		if (e.type == ElementType.TEXT) {
			InfDev.INSTANCE.fr.drawStringWithShadow("§cInfDev DEMO §b{" + InfDev.INSTANCE.MODID + ":" + InfDev.INSTANCE.VERSION + "}", 1, 1, 0xfffff);
		}
	}
	
	// Look here VVVVVV
	
	@SubscribeEvent
	public void onPlayerJoin(PlayerLoggedInEvent e) {
		System.out.println("event fired");
		Minecraft.getMinecraft().displayGuiScreen(new GuiModules());
	}
	
}

I do have a GuiHandler but I'm using displayGuiScreen() so I don't think I need to use it.

 

If you can see the things I've put out to the console, the only one's that worked were

"event fired" and

"test"

 

I am rather new to this so forgive me if I'm doing anything that is considered bad practice within FML or if I just seem like I'm acting dumb. If anybody can help, that'd be appreciated. TIA

Edited by InfDev

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

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10 minutes ago, InfDev said:

RenderGameOverlayEvent

You need to specify the type of RenderGameOverlayEvent you want to use. IE RenderGameOverlayEvent.Post or PRE

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing)

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

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13 minutes ago, InfDev said:

Done that, got any other ideas that could make the GUI show? That did nothing (because that was for writing the text on the screen, a different thing I was doing)

Oh wrong event then lol. I think PlayerLoggedInEvent is too early to open a GUI so you need to use EntityJoinWorldEvent.

3 minutes ago, CAS_ual_TY said:

You should use EntityPlayer#openGui

This should be used if it has a contnainer. No reason to use it if it doesn't.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok, I will try that. I'll let you know how it goes ?

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

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Didn't work either. Here's the code if it helps.

@SubscribeEvent
public void onPlayerJoinWorld(EntityJoinWorldEvent e) {
	if (e.entity instanceof EntityPlayer) {
		System.out.println("event fired");
		Minecraft.getMinecraft().displayGuiScreen(new GuiModules());
	}
}

 

One thing though, it called the sysout's twice.

[18:37:51] [Server thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired
[18:37:51] [Server thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test
[18:37:52] [Client thread/INFO]: [me.infdev.mod.client.events.EventListener:onPlayerJoinWorld:24]: event fired
[18:37:52] [Client thread/INFO]: [me.infdev.mod.client.gui.GuiModules:<init>:11]: test

 

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

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46 minutes ago, InfDev said:

e(new ResourceLocation("infdev/textures/gui/gui.png"));

Oh I'm bad. This isn't a proper ResourceLocation. A resource location expects a modid:textures/path/to/texture.png
At least in this instance.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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52 minutes ago, Animefan8888 said:

This should be used if it has a contnainer. No reason to use it if it doesn't.

Pretty sure I read somewhere that you should do it regardless.. But doesnt matter.

 

OP, remember to register this event handler only on client side.

 

Also, dont use GL11.glColor

Use the GlStateManager instead.

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Ok, changed it to this 

this.mc.getTextureManager().bindTexture(new ResourceLocation(InfDev.MODID + "/textures/gui/gui.png"));

 

However, can't see it making a difference because the debug is pretty much saying that the GuiModules class isn't being instantiated for whatever reason and I don't know why. I have registered my events and I'm a bit confused.

Edited by InfDev

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

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Nevermind, all is fixed now. I managed to use threads to delay the show of the GUI by 2 seconds from the initial spawn into the world. Thanks all.

>>>>>> ULTRA GAMEMODES <<<<<<
In development since early July 2019 : @UGamemodes (https://twitter.com/UGamemodes) or 
Follow my development on Twitter : @InfDev3 (https://twitter.com/InfDev3)

2+ Years of Good Java Knowledge

.NET (VB, C#), Java, HTML, PHP, CSS

Owner of W.I.P Ultra Gamemodes

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