OneUIScreen
OneConfig's easy to use, multiplatform GuiScreen alternative
Why?
OneUIScreen is a convenient class that can be used for easy handling of mouse, keyboard, and rendering with NanoVG (see ).
Creating a OneUIScreen
Creating a OneUIScreen is simple - just extend the class, like so:
public class MyScreen extends OneUIScreen {
public MyScreen() {
super(); // constructor for your screen - you can initialize things here as well
}
@Override
public void initScreen(int width, int height) {
super.initScreen(width, height);
// setup variables, initialize components, etc.
}
@Override
public void draw(long vg, float partialTicks) {
// draw script for the screen with a NanoVG context already prepared
RenderManager.drawRoundedRect(10,50,100,100,-1,12f);
// You can also use partialTicks for animations as a deltaTime.
@Override
public void onScreenClose() {
// clean up, etc. when the screen closes.
}
Displaying Your Screen
You can Display your screen in many ways, for example using a Buttons, Colors and Keybinds implementation, or opening it when a key is pressed using a OneKeyBind. They can be opened easily using GuiUtils.displayScreen(new MyScreen())
.
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