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drawing player screen overlay 1.12.2


poopoodice

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As title, I want to draw an overlay texture on to player's screen when left clicked similar to the pumpkin blur.

Here us the code:

public class OverlayHandler extends Gui
{
	private static final ResourceLocation TEST = new ResourceLocation(Reference.MOD_ID + ":textures/gui/test.png");
	private boolean clicked = false;
	
    @SubscribeEvent
    public void onKeyPressed(MouseEvent event)
    {
        if(!Minecraft.getMinecraft().inGameHasFocus)
            return;

        if(!event.isButtonstate())
            return;

        Minecraft mc = Minecraft.getMinecraft();
        EntityPlayer player = mc.player;
        if(player != null)
        {
            ItemStack itemstack = player.getHeldItemMainhand();
            if(itemstack.getItem() instanceof ItemBase)
            {
            	int down = event.getButton();
            	if(down == 0 && !this.clicked)
            	{
            		this.clicked = true;
        			mc.getTextureManager().bindTexture(TEST);
        			this.drawTexturedModalRect(0, 0, 0, 0, 256, 256);
            	}
            	else if(down == 0 && this.clicked)
            	{
            		this.clicked = false;
            	}
            }
        }
    }
}

I have checked the click was called but nothing has changed to the screen.

Edited by poopoodice
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Currently you're only drawing that texture once, right when the button is clicked.You need to toggle something in your GUI class when the button is clicked, and then call drawTexturedModalRect() within drawScreen(), according to that value.

 

Also: Code-Style: 4

Fancy 3D Graphing Calculator mod, with many different coordinate systems.

Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.

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1 hour ago, SerpentDagger said:

Currently you're only drawing that texture once, right when the button is clicked.You need to toggle something in your GUI class when the button is clicked, and then call drawTexturedModalRect() within drawScreen(), according to that value.

 

Also: Code-Style: 4

How do I toggle it? Apparently, while loop will not work. And do you mean

drawSplashScreen(textureManagerInstance)

 

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6 hours ago, poopoodice said:

mc.getTextureManager().bindTexture(TEST); this.drawTexturedModalRect(0, 0, 0, 0, 256, 256);

You cant render anything in that event. You need to use the RenderGameOverlayEvent.

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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2 minutes ago, Toma™ said:

If you want to use only overlay, and not actual GUI then you can use the RenderGameOverlayEvent, either Pre or Post. And be careful about it, because it fires for multiple elements. And for the toggling, what about toggling one boolean? While loop is pretty bad idea 

Does the class still need to extend Gui or RenderGameOverlayEvent is all good?

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1 minute ago, poopoodice said:

Does the class still need to extend Gui or RenderGameOverlayEvent is all good?

If you want to use drawTexturedModelRect the way you are then yes it does.

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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11 minutes ago, poopoodice said:

WHat should I do without extending Gui?

Use Gui,drawModalRectWithCustomSizedTexture or Gui.drawScaledCustomSizeModalRect

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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Just now, poopoodice said:

So I don't use RenderGameOverlayEvent anymore?

No you still use that. It is an event. Its just you can remove "extends Gui" and replace "drawTexturedModelRect" with "Gui. drawModalRectWithCustomSizedTexture" or "Gui. drawScaledCustomSizeModalRect"

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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public class AimHandler
{
	private static final ResourceLocation TEST = new ResourceLocation(Reference.MOD_ID + ":textures/gui/test.png");
	private boolean clicked = false;
	
    @SubscribeEvent
    public void onKeyPressed(MouseEvent event)
    {
    	Minecraft mc = Minecraft.getMinecraft();
        EntityPlayer player = mc.player;
        ItemStack itemstack = player.getHeldItemMainhand();
        if(player != null && Minecraft.getMinecraft().inGameHasFocus && event.isButtonstate() && itemstack.getItem() instanceof ItemBase && event.getButton() == 0)
        {
           	this.clicked = !this.clicked;	
        }
        return;
    }
    
    @SubscribeEvent
    public void onRenderOverlay(RenderGameOverlayEvent renderevent)
    {
    	Minecraft mc = Minecraft.getMinecraft();
    	if (this.clicked)
    	{
    		mc.getTextureManager().bindTexture(TEST);
    		Gui.drawScaledCustomSizeModalRect(x, y, u, v, uWidth, vHeight, width, height, tileWidth, tileHeight);
        }  	
        return;
    }
}

Is this the correct way to do it?

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8 minutes ago, diesieben07 said:

Please read my previous post.

    @SubscribeEvent
    public void onRenderOverlay(RenderGameOverlayEvent.Post renderevent)
    {
    	Minecraft mc = Minecraft.getMinecraft();
    	if (this.clicked)
    	{
    		mc.getTextureManager().bindTexture(TEST);
    		Gui.drawScaledCustomSizeModalRect(x, y, u, v, uWidth, vHeight, width, height, tileWidth, tileHeight);
        }  	
        return;
    }

Is this correct? (I added .Post to the end of RenderGameOverlayEvent. If nothing's wrong, what does the u and v stands for in Gui.drawScaledCustomSizeModalRect? 

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4 minutes ago, diesieben07 said:

You still need to choose one ElementType. If you don't know, choose ALL.

  • x, y: Position on screen.
  • u, v: Position in the texture.
  • uWidth, vHeight: Size in the texture.
  • width, height: Size on screen.
  • tileWidth, tileHeight: Total size of the texture.

Which variable should I assign RenderGameOverlayEvent.ElementType.ALL; to?

Btw, is there a way to let the picture I drew not block the vanilla stuff? Is it referring to the element type as well?

Edited by poopoodice
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16 hours ago, diesieben07 said:

I said nothing of the sort. RenderGameOverlayEvent has a method getType that tells you the type being rendered. You need to check that you only render on one of them, not all, otherwise you render multiple times every frame.

Okay, I ran the code and it seems like it has been rendered multiple times every frame just like what you mentioned. How do I declare the element type? 

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22 minutes ago, poopoodice said:

How do I declare the element type? 

You don't declare the ElementType .

16 hours ago, diesieben07 said:

I said nothing of the sort. RenderGameOverlayEvent has a method getType that tells you the type being rendered. You need to check that you only render on one of them

 

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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