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tutorial:propertydelegates [2020/08/14 17:06] manymoney2tutorial:propertydelegates [2020/08/14 17:18] – [Showing the Information with the Screen] manymoney2
Line 11: Line 11:
 ====== BlockEntity ====== ====== BlockEntity ======
 As the Block class does not need to be changed at all we leave it out here. As the Block class does not need to be changed at all we leave it out here.
 +
 Our BlockEntity now implements Tickable, this will provide the tick() method which gets called every tick. We use it to increase our Integer we want to sync Our BlockEntity now implements Tickable, this will provide the tick() method which gets called every tick. We use it to increase our Integer we want to sync
  
Line 78: Line 79:
  
 </code> </code>
 +
 +====== Our new ScreenHandler ======
 +<code java [enable_line_numbers="true"] BoxScreenHandler.java>
 +
 +public class BoxScreenHandler extends ScreenHandler {
 +    private final Inventory inventory;
 +    PropertyDelegate propertyDelegate;
 +
 +    //This constructor gets called on the client when the server wants it to open the screenHandler,
 +    //The client will call the super constructor with an empty Inventory and the screenHandler will automatically
 +    //sync this empty inventory with the inventory on the server
 +
 +    //Similar to the inventory, the client will allocate an empty propertyDelegate which will be synced with the Server automatically
 +    
 +    public BoxScreenHandler(int syncId, PlayerInventory playerInventory) {
 +        this(syncId, playerInventory, new SimpleInventory(9),new ArrayPropertyDelegate(1));
 +    }
 +
 +    //This constructor gets called from the BlockEntity on the server, the server knows the inventory of the container
 +    //and can therefore directly provide it as an argument. This inventory aswell as the propertyDelegate will then be synced to the Client
 +    public BoxScreenHandler(int syncId, PlayerInventory playerInventory, Inventory inventory, PropertyDelegate propertyDelegate) {
 +        super(Test.BOX_SCREEN_HANDLER, syncId);
 +        checkSize(inventory, 9);
 +        this.inventory = inventory;
 +        this.propertyDelegate = propertyDelegate;
 +        //some inventories do custom logic when a player opens it.
 +        inventory.onOpen(playerInventory.player);
 +        
 +        //we need to tell the screenhandler about our propertyDelegate, otherwise it will not sync the data inside.
 +        this.addProperties(propertyDelegate);
 +
 +        //This will place the slot in the correct locations for a 3x3 Grid. The slots exist on both server and client!
 +        [...]
 +
 +    }
 +    
 +    //we provide this getter for the synced integer so the Screen can access this to show it on screen
 +    public int getSyncedNumber(){
 +        return propertyDelegate.get(0);
 +    }
 +
 +    @Override
 +    public boolean canUse(PlayerEntity player) {
 +        return this.inventory.canPlayerUse(player);
 +    }
 +
 +    @Override
 +    public ItemStack transferSlot(PlayerEntity player, int invSlot) {[...]}
 +}
 +
 +
 +</code>
 +
 +====== Showing the Information with the Screen ======
 +As the screen gets the ScreenHandler in its constructor, we have access to the property delegate from above and can render the integer on screen
 +<code java [enable_line_numbers="true"] BoxScreen.java>
 +
 +public class BoxScreen extends HandledScreen<ScreenHandler> {
 +    private static final Identifier TEXTURE = new Identifier("minecraft", "textures/gui/container/dispenser.png");
 +    BoxScreenHandler screenHandler;
 +
 +    public BoxScreen(ScreenHandler handler, PlayerInventory inventory, Text title) {
 +        super(handler, inventory, title);
 +        //we save a reference to the screenhandler so we can render the number from our propertyDelegate on screen
 +        screenHandler = (BoxScreenHandler) handler;
 +
 +    }
 +
 +    @Override
 +    protected void drawBackground(MatrixStack matrices, float delta, int mouseX, int mouseY) {[...]}
 +
 +    @Override
 +    public void render(MatrixStack matrices, int mouseX, int mouseY, float delta) {
 +        //We just render our synced number somewhere in the container, this is a demonstration after all
 +        //the last argument is a color code, making the font bright green
 +        textRenderer.draw(matrices, Integer.toString(screenHandler.getSyncedNumber()), 0, 0, 65280);
 +        renderBackground(matrices);
 +        super.render(matrices, mouseX, mouseY, delta);
 +        drawMouseoverTooltip(matrices, mouseX, mouseY);
 +    }
 +
 +    @Override
 +    protected void init() {
 +        super.init();
 +        // Center the title
 +        titleX = (backgroundWidth - textRenderer.getWidth(title)) / 2;
 +    }
 +}
 +
 +</code>
 +
 +====== Result ======
 +As the registration of the ScreenHandler is identical to the first tutorial we can see the result already!
 +When the BlockEntity is placed it will increase the syncedInt by one each tick, when we look inside the container the integer will
 +automatically be synced to the client and rendered in the top left corner.
 +
 +
 +
 +If you want a more realistic example, you might want to have a look at AbstractFurnaceEntity and AbstractFurnaceScreenHandler in the minecraft code.
  
  
tutorial/propertydelegates.txt · Last modified: 2022/05/27 16:00 by solidblock