User Tools

Site Tools


tutorial:containers

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
tutorial:containers [2020/04/02 11:05] – Add more @Override annotations earthcomputertutorial:containers [2020/08/14 07:03] – screen handlers part 2, needs extra testing leocth2
Line 6: Line 6:
  
 <code java [enable_line_numbers="true"] BiggerChestBlock.java> <code java [enable_line_numbers="true"] BiggerChestBlock.java>
-public class BiggerChestBlock extends Block implements BlockEntityProvider {+public class BiggerChestBlock extends BlockWithEntity {
     public BiggerChestBlock(Settings settings) {     public BiggerChestBlock(Settings settings) {
         super(settings);         super(settings);
 +    }
 +    
 +    // A side effect of extending BlockWithEntity is it changes the render type to INVISIBLE, so we have to revert this
 +    @Override
 +    public BlockRenderType getRenderType(BlockState state) {
 +        return BlockRenderType.MODEL;
     }     }
  
Line 107: Line 113:
  
     @Override     @Override
-    protected Container createContainer(int syncId, PlayerInventory playerInventory) {+    protected Container createMenu(int syncId, PlayerInventory playerInventory, PlayerEntity playerEntity) {
         return new BiggerChestContainer(syncId, playerInventory, (Inventory) this);         return new BiggerChestContainer(syncId, playerInventory, (Inventory) this);
     }     }
Line 147: Line 153:
  
 ==== Container GUI and Screen ==== ==== Container GUI and Screen ====
-We need a Container Class and a ContainerScreen Class to display and sync the GUI. Container Classes are used to synchronize GUI state between the server and the client. ContainerScreen Classes are fully client-sided and are responsible for drawing GUI elements.+We need a ScreenHandler Class and a HandledScreen Class to display and sync the GUI. ScreenHandler classes are used to synchronize GUI state between the server and the client. HandledScreen classes are fully client-sided and are responsible for drawing GUI elements.
  
-<code java [enable_line_numbers="true"BiggerChestContainer.java> +<code java [enable_line_numbers="true"BiggerChestScreenHandler.java> 
-public class BiggerChestContainer extends Container {+public class BiggerChestScreenHandler extends ScreenHandler {
     private final Inventory inventory; // Chest inventory     private final Inventory inventory; // Chest inventory
     private static final int INVENTORY_SIZE = 54; // 6 rows * 9 cols     private static final int INVENTORY_SIZE = 54; // 6 rows * 9 cols
  
-    protected BiggerChestContainer(int syncId, PlayerInventory playerInventory, Inventory inventory) { +    protected BiggerChestScreenHandler(int syncId, PlayerInventory playerInventory, Inventory inventory) { 
-        super(null, syncId); // Since we didn't create a ContainerType, we will place null here.+        super(null, syncId); // Since we didn't create a ScreenHandlerType, we will place null here.
         this.inventory = inventory;         this.inventory = inventory;
-        checkContainerSize(inventory, INVENTORY_SIZE); +        checkSize(inventory, INVENTORY_SIZE); 
-        inventory.onInvOpen(playerInventory.player);+        inventory.onOpen(playerInventory.player);
  
-        // Creating Slots for GUI. A Slot is essentially a correspoding from inventory itemstacks to the GUI position.+        // Creating Slots for GUI. A Slot is essentially a corresponding from inventory ItemStacks to the GUI position.
         int i;         int i;
         int j;         int j;
Line 187: Line 193:
     @Override     @Override
     public boolean canUse(PlayerEntity player) {     public boolean canUse(PlayerEntity player) {
-        return this.inventory.canPlayerUseInv(player);+        return this.inventory.canPlayerUse(player);
     }     }
  
Line 219: Line 225:
  
 <code java [enable_line_numbers="true"] BiggerChestScreen.java> <code java [enable_line_numbers="true"] BiggerChestScreen.java>
-public class BiggerChestScreen extends ContainerScreen<BiggerChestContainer> {+public class BiggerChestScreen extends HandledScreen<BiggerChestScreenHandler> {
  
     // a path to gui texture, you may replace it with new Identifier(YourMod.MOD_ID, "textures/gui/container/your_container.png");     // a path to gui texture, you may replace it with new Identifier(YourMod.MOD_ID, "textures/gui/container/your_container.png");
     private static final Identifier TEXTURE = new Identifier("textures/gui/container/generic_54.png");     private static final Identifier TEXTURE = new Identifier("textures/gui/container/generic_54.png");
  
-    public BiggerChestScreen(BiggerChestContainer container, PlayerInventory playerInventory, Text title) { +    public BiggerChestScreen(BiggerChestScreenHandler handler, PlayerInventory playerInventory, Text title) { 
-        super(container, playerInventory, title); +        super(handler, playerInventory, title); 
-        this.containerHeight = 114 + 6 * 18;+        this.backgroundHeight = 114 + 6 * 18;
     }     }
  
     @Override     @Override
-    protected void drawForeground(int mouseX, int mouseY) { +    protected void drawForeground(MatrixStack matrices, int mouseX, int mouseY) { 
-        this.font.draw(this.title.asFormattedString(), 8.0F, 6.0F, 4210752); +        this.textRenderer.draw(matrices, this.title.asString(), 8.0F, 6.0F, 4210752); 
-        this.font.draw(this.playerInventory.getDisplayName().asFormattedString(), 8.0F, (float)(this.containerHeight - 96 + 2), 4210752);+        this.textRenderer.draw(matrices, this.playerInventory.getDisplayName().asString(), 8.0F, (float)(this.backgroundHeight - 96 + 2), 4210752);
     }     }
  
Line 238: Line 244:
     protected void drawBackground(float delta, int mouseX, int mouseY) {     protected void drawBackground(float delta, int mouseX, int mouseY) {
         RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F);         RenderSystem.color4f(1.0F, 1.0F, 1.0F, 1.0F);
-        this.minecraft.getTextureManager().bindTexture(TEXTURE); +        this.client.getTextureManager().bindTexture(TEXTURE); 
-        int i = (this.width - this.containerWidth) / 2; +        int i = (this.width - this.backgroundWidth) / 2; 
-        int j = (this.height - this.containerHeight) / 2; +        int j = (this.height - this.backgroundHeight) / 2; 
-        this.blit(i, j, 0, 0, this.containerWidth, 6 * 18 + 17); +        this.blit(i, j, 0, 0, this.backgroundWidth, 6 * 18 + 17); 
-        this.blit(i, j + 6 * 18 + 17, 0, 126, this.containerWidth, 96);+        this.blit(i, j + 6 * 18 + 17, 0, 126, this.backgroundWidth, 96);
     }     }
 } }
tutorial/containers.txt · Last modified: 2022/05/27 15:57 by solidblock