Fix neoforge config button position
This commit is contained in:
+2
-2
@@ -94,7 +94,7 @@ public class MixinOptionsScreen extends Screen
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// TODO is there a better way to do this instead of using access transformers to inject into the exact UI elements?
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// TODO is there a way we can put the button on the left side of the FOV bar like before?
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LinearLayout layout = (LinearLayout) this.layout.headerFrame.children.get(0).child;
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layout.wrapped.addChild(this.getOptionsButton(), 1, 2);
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layout.wrapped.addChild(this.getOptionsButton(), 1, 2);
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layout.arrangeElements();
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#endif
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@@ -125,7 +125,7 @@ public class MixinOptionsScreen extends Screen
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// Create the button and tell it where to go
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// For now it goes to the client option by default
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(buttonWidget) -> Objects.requireNonNull(this.minecraft).setScreen(GetConfigScreen.getScreen(this)),
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// Add a title to the utton
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// Add a title to the button
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#if MC_VER < MC_1_19_2
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new TranslatableComponent(ModInfo.ID + ".title"));
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#else
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+84
-26
@@ -30,52 +30,110 @@ import net.minecraft.network.chat.Component;
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import net.minecraft.network.chat.TranslatableComponent;
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#endif
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import net.minecraft.resources.ResourceLocation;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.Unique;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import java.util.Objects;
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#if MC_VER == MC_1_20_6
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import net.minecraft.client.gui.layouts.LinearLayout;
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import net.minecraft.client.gui.layouts.HeaderAndFooterLayout;
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#endif
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/**
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* Adds a button to the menu to goto the config
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*
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* @author coolGi
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* @version 12-02-2021
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* @version 2024-5-20
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*/
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@Mixin(OptionsScreen.class)
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public class MixinOptionsScreen extends Screen
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{
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// Get the texture for the button
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/** Texture used for the config opening button */
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@Unique
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private static final ResourceLocation ICON_TEXTURE = new ResourceLocation(ModInfo.ID, "textures/gui/button.png");
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protected MixinOptionsScreen(Component title)
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{
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super(title);
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}
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@Inject(at = @At("HEAD"), method = "init")
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@Unique
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private TexturedButtonWidget optionsButton = null;
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#if MC_VER == MC_1_20_6
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@Shadow
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@Final
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protected HeaderAndFooterLayout layout;
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#endif
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//==============//
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// constructors //
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//==============//
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protected MixinOptionsScreen(Component title) { super(title); }
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@Inject(at = @At("RETURN"), method = "init")
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private void lodconfig$init(CallbackInfo ci)
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{
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if (Config.Client.optionsButton.get())
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this. #if MC_VER < MC_1_17_1 addButton #else addRenderableWidget #endif
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(new TexturedButtonWidget(
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// Where the button is on the screen
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this.width / 2 - 180, this.height / 6 - 12,
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// Width and height of the button
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20, 20,
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// Offset
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0, 0,
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// Some textuary stuff
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20, ICON_TEXTURE, 20, 40,
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// Create the button and tell it where to go
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// For now it goes to the client option by default
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(buttonWidget) -> Objects.requireNonNull(minecraft).setScreen(GetConfigScreen.getScreen(this)),
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// Add a title to the button
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#if MC_VER < MC_1_19_2
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new TranslatableComponent(ModInfo.ID + ".title")));
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#else
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Component.translatable(ModInfo.ID + ".title")));
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#endif
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{
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#if MC_VER < MC_1_17_1
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this.addButton(this.getOptionsButton());
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#elif MC_VER < MC_1_20_6
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this.addRenderableWidget(this.getOptionsButton());
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#else
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// add the button so it's rendered
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this.addRenderableWidget(this.getOptionsButton());
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// add the button to the correct location in the UI
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// TODO is there a better way to do this instead of using access transformers to inject into the exact UI elements?
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// TODO is there a way we can put the button on the left side of the FOV bar like before?
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LinearLayout layout = (LinearLayout) this.layout.headerFrame.children.get(0).child;
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layout.wrapped.addChild(this.getOptionsButton(), 1, 2);
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layout.arrangeElements();
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#endif
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}
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}
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//================//
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// helper methods //
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//================//
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@Unique
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public TexturedButtonWidget getOptionsButton()
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{
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if (this.optionsButton == null)
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{
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this.optionsButton
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= new TexturedButtonWidget(
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// Where the button is on the screen
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this.width / 2 - 180, this.height / 6 - 12,
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// Width and height of the button
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20, 20,
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// texture UV Offset
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0, 0,
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// Some textuary stuff
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20, ICON_TEXTURE, 20, 40,
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// Create the button and tell it where to go
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// For now it goes to the client option by default
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(buttonWidget) -> Objects.requireNonNull(this.minecraft).setScreen(GetConfigScreen.getScreen(this)),
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// Add a title to the button
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#if MC_VER < MC_1_19_2
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new TranslatableComponent(ModInfo.ID + ".title"));
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#else
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Component.translatable(ModInfo.ID + ".title"));
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#endif
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}
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return this.optionsButton;
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}
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}
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