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Draggable GUI is laggy


Scriptly

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Would there be any way to make this look less laggy? I've seen other draggable GUI's and they look smooth when they are dragged.

 

Here is the code:

 

protected void mouseClicked(final int x, final int y, final int time) throws IOException {
        final int minX = ManyCounters.counterPosX;
        final int minY = ManyCounters.counterPosY;
        final int maxX = ManyCounters.counterPosX + this.fontRendererObj.getStringWidth(this.mc.debug.split(",")[0].replace("counter", "counter")) + 30;
        final int maxY =ManyCounters.counterPosY + 12;
        if (x >= minX && x <= maxX && y >= minY && y <= maxY) {
            this.isDragging = true;
            this.lastX = x;
            this.lastY = y;
        }
        super.mouseClicked(x, y, time);
    }
    
    protected void mouseMovedOrUp(final int x, final int y, final int which) {
        if (which == 0 && this.isDragging) {
            this.isDragging = false;
        }
        super.mouseReleased(x, y, which);
    }
    
    protected void mouseClickMove(final int x, final int y, final int lastButtonClicked, final long timeSinceClick) {
        if (this.isDragging) {
            ManyCountersCounters.counterPosX += x - this.lastX;
            ManyCountersCounters.counterPosY += y - this.lastY;
            this.lastX = x;
            this.lastY = y;
        }
        super.mouseClickMove(x, y, lastButtonClicked, timeSinceClick);

 

Edited by Scriptly
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18 minutes ago, diesieben07 said:

You need to interpolate based on the framerate, otherwise your animations will run at 20 fps (20 ticks per second).

The formula is: actualPos = lastTickPos + (currentPos - lastTickPos) * partialTicks

Thanks.

Also, where would I use that in there?

Edited by Scriptly
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13 hours ago, diesieben07 said:

In the place where you draw the parts of the GUI, which you have not shown.

Here is the renderer

    @SubscribeEvent
    public void onRenderOverlay(RenderGameOverlayEvent event) {
        if (event.type != RenderGameOverlayEvent.ElementType.TEXT || event.isCancelable()) {
            return;
        } 

        if (!BetterCounters.enabled || (this.mc.currentScreen != null && !(this.mc.currentScreen instanceof gui))) {
            return;
        } 
        int countercolor = 16777215; 
        if (gui.color == 0) {
            countercolor = 16777215; //white
        } else if (gui.color == 1) {
            countercolor = 16711680; //red
        } else if (gui.color == 2) {
            countercolor = 16776960; //yellow
        } else if (gui.color == 3) {
            countercolor = 16749568; //orange
        } else if (gui.color == 4) {
            countercolor = 1113879;  //green
        } else if (gui.color == 5) {
            countercolor = 65535;    //aqua
        } else if (gui.color == 6) {
            countercolor = 255;      //blue
        } else if (gui.color == 7) {
            countercolor = 6950317;  //purple
        } else if (gui.color == 8) {
            countercolor = 16733951; //pink
        } else if (gui.color == 9) {
            countercolor = chromaEffect((float)this.index + (float)this.x * 2000.0F, 1.0F).getRGB(); //rainbow
        } 
        boolean blendEnabled = GL11.glIsEnabled(3042);
        GL11.glEnable(3042);     
        if (enabled == true) {
        	if (ingame == true) {	
        		if (solos == true) {
        			Gui.drawRect(BetterCounters.counterPosX, counterPosY, counterPosX + 82, counterPosY + 44, 1140850688); 
        			this.mc.fontRendererObj.drawStringWithShadow("Kills: " + BetterCounters.kills, counterPosX + 4, counterPosY + 3, countercolor);
        			this.mc.fontRendererObj.drawStringWithShadow("Final Kills: " + BetterCounters.finalkills, counterPosX + 4, counterPosY + 13, countercolor); 
        			this.mc.fontRendererObj.drawStringWithShadow("Beds Broken: " + BetterCounters.bedsbroken, counterPosX + 4, counterPosY + 23, countercolor);
        			this.mc.fontRendererObj.drawStringWithShadow("Deaths: " + BetterCounters.deaths, counterPosX + 4, counterPosY + 33, countercolor);       
        				if (blendEnabled) {
        					if (blendEnabled) {
        						GL11.glDisable(3042);
        				}
        			}
        		}
        	}
        }
Edited by Scriptly
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I would also clean up your code: Use hex for the colors and field access for the constants like 3042 (GL11.GL_BLEND)

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  • 2 months later...

I know this thread is old, but I forgot to put the finished code for anyone who needs it.

This is roughly what I did. 

    public int lastaddX;
    public int lastaddY;
    public int lastmouseX;
    public int lastmouseY;
    private boolean isDragging;

    @Override
    public void drawScreen(int mouseX, int mouseY, float partialTicks) {
    	super.drawDefaultBackground();
    	if (isDragging) {
    		Main.addX = lastaddX + mouseX - lastmouseX;
    		Main.addY = lastaddY + mouseY - lastmouseY;
    	}
    	Main.minX = Main.addX;
    	Main.minY = Main.addY;
    	Main.maxX = Main.addX + 83;
    	Main.maxY = Main.addY + 45;
      }   
    super.drawScreen(mouseX, mouseY, partialTicks);
   }

 

Edited by Scriptly
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