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Add Hud Render Events #4119

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import net.fabricmc.fabric.api.event.Event;
import net.fabricmc.fabric.api.event.EventFactory;

/**
* @deprecated Use {@link HudRenderEvents} instead. For the closest equivalent, use {@link HudRenderEvents#LAST}.
*/
@Deprecated
public interface HudRenderCallback {
Event<HudRenderCallback> EVENT = EventFactory.createArrayBacked(HudRenderCallback.class, (listeners) -> (matrixStack, delta) -> {
Event<HudRenderCallback> EVENT = EventFactory.createArrayBacked(HudRenderCallback.class, (listeners) -> (context, tickCounter) -> {
for (HudRenderCallback event : listeners) {
event.onHudRender(matrixStack, delta);
event.onHudRender(context, tickCounter);
}
});

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/*
* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

package net.fabricmc.fabric.api.client.rendering.v1;

import net.minecraft.client.gui.LayeredDrawer;

import net.fabricmc.fabric.api.event.Event;
import net.fabricmc.fabric.api.event.EventFactory;

/**
* Events for rendering elements on the HUD.
*
* <p>These events will not be called if the HUD is hidden with F1.
*/
public final class HudRenderEvents {
/**
* Called at the start of HUD rendering, right before anything is rendered.
*/
public static final Event<LayeredDrawer.Layer> START = createEventForStage();

/**
* Called after misc overlays (vignette, spyglass, and powder snow) have been rendered, and before the crosshair is rendered.
*/
public static final Event<LayeredDrawer.Layer> AFTER_MISC_OVERLAYS = createEventForStage();

/**
* Called after the hotbar, status bars, experience bar, status effects overlays, and boss bar have been rendered, and before the sleep overlay is rendered.
*/
public static final Event<LayeredDrawer.Layer> AFTER_MAIN_HUD = createEventForStage();

/**
* Called after the sleep overlay has been rendered, and before the demo timer, debug HUD, scoreboard, overlay message (action bar), and title and subtitle are rendered.
*/
public static final Event<LayeredDrawer.Layer> AFTER_SLEEP_OVERLAY = createEventForStage();

/**
* Called after the debug HUD, scoreboard, overlay message (action bar), and title and subtitle have been rendered, and before the {@link net.minecraft.client.gui.hud.ChatHud} is rendered.
*/
public static final Event<LayeredDrawer.Layer> BEFORE_CHAT = createEventForStage();

/**
* Called after the entire HUD is rendered.
*/
public static final Event<LayeredDrawer.Layer> LAST = createEventForStage();
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Maybe END? There is START, not FIRST or smth

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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.


private HudRenderEvents() { }

private static Event<LayeredDrawer.Layer> createEventForStage() {
return EventFactory.createArrayBacked(LayeredDrawer.Layer.class, listeners -> (context, tickCounter) -> {
for (LayeredDrawer.Layer listener : listeners) {
listener.render(context, tickCounter);
}
});
}
}
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package net.fabricmc.fabric.mixin.client.rendering;

import org.spongepowered.asm.mixin.Final;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.ModifyArg;
import org.spongepowered.asm.mixin.injection.Slice;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;

import net.minecraft.client.MinecraftClient;
import net.minecraft.client.gui.DrawContext;
import net.minecraft.client.gui.LayeredDrawer;
import net.minecraft.client.gui.hud.InGameHud;
import net.minecraft.client.render.RenderTickCounter;

import net.fabricmc.fabric.api.client.rendering.v1.HudRenderCallback;
import net.fabricmc.fabric.api.client.rendering.v1.HudRenderEvents;

@Mixin(InGameHud.class)
public class InGameHudMixin {
@Shadow
@Final
private MinecraftClient client;

// Targeting the first addLayer call of the first layered drawer, currently the misc overlays layer (renderMiscOverlays) as of 1.21.
@ModifyArg(method = "<init>", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/LayeredDrawer;addLayer(Lnet/minecraft/client/gui/LayeredDrawer$Layer;)Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 0))
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private LayeredDrawer.Layer fabric$beforeStartAndAfterMiscOverlays(LayeredDrawer.Layer miscOverlaysLayer) {
return (context, tickCounter) -> {
HudRenderEvents.START.invoker().render(context, tickCounter);
miscOverlaysLayer.render(context, tickCounter);
HudRenderEvents.AFTER_MISC_OVERLAYS.invoker().render(context, tickCounter);
};
}

// Targeting the last addLayer call of the first layered drawer, which is after the main hud, currently the boss bar layer (bossBarHud.render) as of 1.21.
@ModifyArg(method = "<init>", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/LayeredDrawer;addLayer(Lnet/minecraft/client/gui/LayeredDrawer$Layer;)Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 5))
private LayeredDrawer.Layer fabric$afterMainHudExperienceLevelStatusEffectOverlayAndBossBar(LayeredDrawer.Layer experienceLevelLayer) {
return (context, tickCounter) -> {
experienceLevelLayer.render(context, tickCounter);
HudRenderEvents.AFTER_MAIN_HUD.invoker().render(context, tickCounter);
};
}

// Targeting the first addLayer call of the second layered drawer, currently the demo timer layer (renderDemoTimer) as of 1.21.
@ModifyArg(method = "<init>", slice = @Slice(from = @At(value = "NEW", target = "Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 2)), at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/LayeredDrawer;addLayer(Lnet/minecraft/client/gui/LayeredDrawer$Layer;)Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 0))
private LayeredDrawer.Layer fabric$afterSleepOverlay(LayeredDrawer.Layer demoTimerLayer) {
return (context, tickCounter) -> {
HudRenderEvents.AFTER_SLEEP_OVERLAY.invoker().render(context, tickCounter);
demoTimerLayer.render(context, tickCounter);
};
}

// Targeting the chat layer (renderChat), currently the sixth addLayer call of the second layered drawer as of 1.21.
@ModifyArg(method = "<init>", slice = @Slice(from = @At(value = "NEW", target = "Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 2)), at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/LayeredDrawer;addLayer(Lnet/minecraft/client/gui/LayeredDrawer$Layer;)Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 5))
private LayeredDrawer.Layer fabric$beforeChat(LayeredDrawer.Layer beforeChatLayer) {
return (context, tickCounter) -> {
HudRenderEvents.BEFORE_CHAT.invoker().render(context, tickCounter);
beforeChatLayer.render(context, tickCounter);
};
}

// Targeting the last addLayer call of the second layered drawer, currently the subtitles hud layer (subtitlesHud.render) as of 1.21.
@ModifyArg(method = "<init>", slice = @Slice(from = @At(value = "NEW", target = "Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 2)), at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/LayeredDrawer;addLayer(Lnet/minecraft/client/gui/LayeredDrawer$Layer;)Lnet/minecraft/client/gui/LayeredDrawer;", ordinal = 7))
private LayeredDrawer.Layer fabric$AfterSubtitlesHud(LayeredDrawer.Layer subtitlesHudLayer) {
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return (context, tickCounter) -> {
subtitlesHudLayer.render(context, tickCounter);
HudRenderEvents.LAST.invoker().render(context, tickCounter);
};
}

// Inject after the HUD is rendered. Deprecated in favor of HudRenderEvents.
@Deprecated
@Inject(method = "render", at = @At(value = "TAIL"))
public void render(DrawContext drawContext, RenderTickCounter tickCounter, CallbackInfo callbackInfo) {
HudRenderCallback.EVENT.invoker().onHudRender(drawContext, tickCounter);
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1 change: 1 addition & 0 deletions fabric-rendering-v1/src/testmod/resources/fabric.mod.json
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"net.fabricmc.fabric.test.rendering.client.DimensionalRenderingTest",
"net.fabricmc.fabric.test.rendering.client.FeatureRendererTest",
"net.fabricmc.fabric.test.rendering.client.HudAndShaderTest",
"net.fabricmc.fabric.test.rendering.client.HudRenderEventsTests",
"net.fabricmc.fabric.test.rendering.client.TooltipComponentTests",
"net.fabricmc.fabric.test.rendering.client.WorldRenderEventsTests"
]
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/*
* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/

package net.fabricmc.fabric.test.rendering.client;

import net.minecraft.client.MinecraftClient;
import net.minecraft.util.Colors;

import net.fabricmc.api.ClientModInitializer;
import net.fabricmc.fabric.api.client.rendering.v1.HudRenderEvents;

public class HudRenderEventsTests implements ClientModInitializer {
@Override
public void onInitializeClient() {
// Render a blue rectangle at the top right of the screen, and it should be blocked by misc overlays such as vignette, spyglass, and powder snow
HudRenderEvents.START.register((context, tickCounter) -> {
context.fill(context.getScaledWindowWidth() - 200, 0, context.getScaledWindowWidth(), 30, Colors.BLUE);
context.drawTextWithShadow(MinecraftClient.getInstance().textRenderer, "1. Blue rectangle blocked by overlays", context.getScaledWindowWidth() - 196, 10, Colors.WHITE);
context.drawTextWithShadow(MinecraftClient.getInstance().textRenderer, "such as powder snow", context.getScaledWindowWidth() - 111, 20, Colors.WHITE);
});
// Render a red square in the center of the screen underneath the crosshair
HudRenderEvents.AFTER_MISC_OVERLAYS.register((context, tickCounter) -> {
context.fill(context.getScaledWindowWidth() / 2 - 10, context.getScaledWindowHeight() / 2 - 10, context.getScaledWindowWidth() / 2 + 10, context.getScaledWindowHeight() / 2 + 10, Colors.RED);
context.drawCenteredTextWithShadow(MinecraftClient.getInstance().textRenderer, "2. Red square underneath crosshair", context.getScaledWindowWidth() / 2, context.getScaledWindowHeight() / 2 + 10, Colors.WHITE);
});
// Render a green rectangle at the bottom of the screen, and it should block the hotbar and status bars
HudRenderEvents.AFTER_MAIN_HUD.register((context, tickCounter) -> {
context.fill(context.getScaledWindowWidth() / 2 - 50, context.getScaledWindowHeight() - 50, context.getScaledWindowWidth() / 2 + 50, context.getScaledWindowHeight() - 10, Colors.GREEN);
context.drawCenteredTextWithShadow(MinecraftClient.getInstance().textRenderer, "3. This green rectangle should block the hotbar and status bars.", context.getScaledWindowWidth() / 2, context.getScaledWindowHeight() - 40, Colors.WHITE);
});
// Render a yellow rectangle at the right of the screen, and it should be above the sleep overlay but below the scoreboard
HudRenderEvents.AFTER_SLEEP_OVERLAY.register((context, tickCounter) -> {
context.fill(context.getScaledWindowWidth() - 240, context.getScaledWindowHeight() / 2 - 10, context.getScaledWindowWidth(), context.getScaledWindowHeight() / 2 + 10, Colors.YELLOW);
context.drawTextWithShadow(MinecraftClient.getInstance().textRenderer, "4. This yellow rectangle should be above", context.getScaledWindowWidth() - 236, context.getScaledWindowHeight() / 2 - 10, Colors.WHITE);
context.drawTextWithShadow(MinecraftClient.getInstance().textRenderer, "the sleep overlay but below the scoreboard.", context.getScaledWindowWidth() - 236, context.getScaledWindowHeight() / 2, Colors.WHITE);
});
// Render a blue rectangle at the bottom left of the screen, and it should be blocked by the chat
HudRenderEvents.BEFORE_CHAT.register((context, tickCounter) -> {
context.fill(0, context.getScaledWindowHeight() - 40, 300, context.getScaledWindowHeight() - 50, Colors.BLUE);
context.drawTextWithShadow(MinecraftClient.getInstance().textRenderer, "5. This blue rectangle should be blocked by the chat.", 0, context.getScaledWindowHeight() - 50, Colors.WHITE);
});
// Render a yellow rectangle at the top of the screen, and it should block the player list
HudRenderEvents.LAST.register((context, tickCounter) -> {
context.fill(context.getScaledWindowWidth() / 2 - 150, 0, context.getScaledWindowWidth() / 2 + 150, 15, Colors.YELLOW);
context.drawCenteredTextWithShadow(MinecraftClient.getInstance().textRenderer, "6. This yellow rectangle should block the player list.", context.getScaledWindowWidth() / 2, 0, Colors.WHITE);
});
}
}
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