-
Notifications
You must be signed in to change notification settings - Fork 423
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add Hud Render Events #4119
base: 1.21.4
Are you sure you want to change the base?
Add Hud Render Events #4119
Conversation
* New translations en_us.json (Korean) * New translations en_us.json (Japanese) * New translations en_us.json (German) * New translations en_us.json (Chinese Simplified) * New translations en_us.json (Italian)
…he OP tab is disabled (FabricMC#4045)
* after damage event * add after damage event to testmod * remove amount > 0 check to capture shield blocking * add javadoc * dont fire event if killed * clarify javadoc a bit more * fix checkstyle issue * fix other checkstyle issues lol * rename damageDealt to baseDamageTaken
* Add `c:animal_foods` tag * checkstyle * Spotless * Add to lang generator * Actually use the generated lang file --------- Co-authored-by: modmuss50 <[email protected]>
* New translations en_us.json (Portuguese, Brazilian) * New translations en_us.json (Malay) * New translations en_us.json (Korean) * New translations en_us.json (Malay (Jawi)) * New translations en_us.json (Malay (Jawi)) * New translations en_us.json (Malay (Jawi)) * New translations en_us.json (Polish) * New translations en_us.json (Portuguese, Brazilian)
* Add TransferVariant.getComponentMap() * used the cached stack * Even better (cherry picked from commit 0771530)
(cherry picked from commit f83d9a4)
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...1/src/testmodClient/java/net/fabricmc/fabric/test/rendering/client/HudRenderEventsTests.java
Outdated
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
Not sure this really goes far enough. The system used by NeoForge has always been pretty ideal (although quite invasive): splitting gui rendering into all the different parts (health, hotbar, status effects, etc.) and allowing mods to render their custom gui layers anywhere in-between. Also it would be awesome to finally get shared height parameters for bars (health bar + armor bar on the left side, food + air on the right side) rendered above the hotbar in Fabric Api. So that multiple mods adding their own bars know at what height to render without interfering with others. |
I agree that Forge's implementation (last when I saw it) is much more versatile and comprehensive. It would be great to be able to cancel certain components too. However as you mentioned it is quite invasive, and in the past, this injection point hasn't exactly been the most stable. A more comprehensive api would need a bit more discussion with the maintainers, but I'd be happy to see it.
The height problem is just reading the code to see the height where bars and components render right? Are you suggesting we provide z constants for different HUD elements? |
No. NeoForge adds |
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Im not sure events like this are the best way to do this. An API that allows you to register LayeredDrawer.Layer's in the desired order may be better?
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderEvents.java
Outdated
Show resolved
Hide resolved
...-rendering-v1/src/client/java/net/fabricmc/fabric/mixin/client/rendering/InGameHudMixin.java
Outdated
Show resolved
Hide resolved
/** | ||
* Called at the start of HUD rendering, right before anything is rendered. | ||
*/ | ||
public static final Event<Start> START = EventFactory.createArrayBacked(Start.class, listeners -> (client, context, tickCounter) -> { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Are events like this the best solution here? Would it be better to allow mods to register their own LayeredDrawer.Layer in a similar way to how the vanilla hud elements work?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I have updated the code to use one interface, but I don't see a difference with registration methods. Wouldn't it still be implemented with an event?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I was thinking they could just be static? I dont think there is a need for an even unless im missing something.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I was under the impression that not using events is more complicated than just using events? So there's no need for registration methods? Are you saying just implement it with a synchronized list? Events also allow phase ordering if some mod wants to render before another.
I think what modmuss meant here is that we would have a |
He said it’s fine to register in events. I used events because it allows ordering the layers within one phase/event. Also, directly adding to the vanilla list would require similarly many injection points or rely on the indices which is even more undesirable. |
/** | ||
* Called after the entire HUD is rendered. | ||
*/ | ||
public static final Event<LayeredDrawer.Layer> LAST = createEventForStage(); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe END? There is START, not FIRST or smth
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The names are taken from WorldRenderEvents
, which has both LAST
and END
, and LAST
is the last place where you should render stuff in most cases. However, I'm happy to change this if modmuss agrees.
# Conflicts: # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/de_de.json # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/it_it.json # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/ja_jp.json # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/ko_kr.json # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/pl_pl.json # fabric-convention-tags-v2/src/main/resources/assets/fabric-convention-tags-v2/lang/zh_cn.json # fabric-entity-events-v1/src/main/java/net/fabricmc/fabric/mixin/entity/event/LivingEntityMixin.java # fabric-rendering-v1/src/client/resources/fabric-rendering-v1.mixins.json # fabric-rendering-v1/src/testmod/resources/fabric.mod.json # fabric-transfer-api-v1/src/main/java/net/fabricmc/fabric/impl/transfer/fluid/FluidVariantImpl.java # fabric-transfer-api-v1/src/main/java/net/fabricmc/fabric/impl/transfer/item/ItemVariantImpl.java # gradle.properties
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is looking really good now, I have just a few comments (mostly about my own changes :D ) Do let me know if you have any questions or disagree.
...ring-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/FabricLayeredDrawer.java
Outdated
Show resolved
Hide resolved
...ring-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/FabricLayeredDrawer.java
Outdated
Show resolved
Hide resolved
...rc/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudLayerRegistrationCallback.java
Show resolved
Hide resolved
...endering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/IdentifiedLayer.java
Outdated
Show resolved
Hide resolved
Identifier STATUS_EFFECTS = Identifier.ofVanilla("status_effects"); | ||
Identifier BOSSBAR = Identifier.ofVanilla("bossbar"); | ||
Identifier DEMO_TIMER = Identifier.ofVanilla("demo_timer"); | ||
Identifier DEBUG_HUD = Identifier.ofVanilla("debug_hud"); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe remove hud
from the names? Might be worth looking over these names in general to make sure they are consitent.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I've tried to update the names to be consistent.
...-rendering-v1/src/client/java/net/fabricmc/fabric/mixin/client/rendering/InGameHudMixin.java
Outdated
Show resolved
Hide resolved
...-rendering-v1/src/client/java/net/fabricmc/fabric/mixin/client/rendering/InGameHudMixin.java
Outdated
Show resolved
Hide resolved
...ring-v1/src/test/java/net/fabricmc/fabric/test/client/rendering/FabricLayeredDrawerTest.java
Outdated
Show resolved
Hide resolved
...1/src/testmodClient/java/net/fabricmc/fabric/test/rendering/client/HudRenderEventsTests.java
Outdated
Show resolved
Hide resolved
import net.fabricmc.fabric.api.client.rendering.v1.HudLayerRegistrationCallback; | ||
import net.fabricmc.fabric.api.client.rendering.v1.IdentifiedLayer; | ||
|
||
public class HudRenderEventsTests implements ClientModInitializer { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I wonder what automated testing we can do with the new client tests? Might need to wait until #4381 has been merged. Don't let this block this PR, but its a nice thing to keep in mind.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yep, I was planning for that. All the tests in here can be easily made automated after the screenshots stuff become available.
...dering-v1/src/client/java/net/fabricmc/fabric/api/client/rendering/v1/HudRenderCallback.java
Outdated
Show resolved
Hide resolved
...g-v1/src/client/java/net/fabricmc/fabric/impl/client/rendering/LayeredDrawerWrapperImpl.java
Outdated
Show resolved
Hide resolved
fabric-rendering-v1/src/client/java/net/fabricmc/fabric/impl/client/rendering/SubLayer.java
Outdated
Show resolved
Hide resolved
...dering-v1/src/client/java/net/fabricmc/fabric/mixin/client/rendering/LayeredDrawerMixin.java
Outdated
Show resolved
Hide resolved
- Update Javadocs - Remove vanilla sub drawer flattening - Improve LayeredDrawerWrapperImpl internals
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Currently, adding a layer relative to a layer in a SubLayer
will also apply the SubLayer
's predicate to the new layer, which should not happen. This should be solved by flattening the SubLayer
when such an addition is requested, so any new layers are always added directly to the layer list of LayeredDrawerWrapperImpl.base
while preserving layer order.
I think it makes sense to have the default to respect hide hud, but I also see the need to register layers that always render. I tried to make a solution that does both, but I was only able to come up with a working solution when sub-layers are only one level deep (sub-layers don't contain sub-layers). Basically I added a |
I don't agree that it makes sense for the default to respect the existing predicate, and I think adding additional methods only adds unnecessary complexity for the user when they can very easily add their own check for whether the HUD is hidden. The existing predicate also doesn't even exist all the time, nor do I think the API should need to expose exactly how layers are bundled internally. |
To further illustrate my point, if I call |
I agree the behavior can be confusing. I am always happy to add documentation, and the current documentation is in no way final. However, one of the original goals of this pr and the original discussion is that hide hud is automatically applied, as |
Maybe we can change the terminology: instead of adding a layer before/after a vanilla layer, one "attaches" their layer to the vanilla layer. I also stand by having the original predicate respected in modded layers. |
This is a valid point that @PepperCode1 raises, I think there are maybe 3 soltuions:
Im leaning towards saying option 2 is the way to go, we could maybe rename the layers hidden by this flag to |
Originally discussed here.
Deprecate
HudRenderCallback
.Fixes #3908.