类 DisplayWindow
java.lang.Object
net.minecraftforge.fml.earlydisplay.DisplayWindow
- 所有已实现的接口:
ImmediateWindowProvider
The Loading Window that is opened Immediately after Forge starts.
It is called from the ModDirTransformerDiscoverer, the soonest method that ModLauncher calls into Forge code.
In this way, we can be sure that this will not run before any transformer or injection.
The window itself is spun off into a secondary thread, and is handed off to the main game by Forge.
Because it is created so early, this thread will "absorb" the context from OpenGL.
Therefore, it is of utmost importance that the Context is made Current for the main thread before handoff,
otherwise OS X will crash out.
Based on the prior ClientVisualization, with some personal touches.
-
字段概要
字段修饰符和类型字段说明private final AtomicBoolean
private ColourScheme
private RenderElement.DisplayContext
private List
<RenderElement> private ElementShader
private static final String
private int
private int
private int
private SimpleFont
private EarlyFramebuffer
private int
private static final int[][]
private String
private ScheduledFuture
<?> private Method
private static final org.slf4j.Logger
private boolean
private static final long
private long
private PerformanceInfo
private ScheduledFuture
<?> private final Semaphore
private ScheduledExecutorService
private Runnable
private long
private ScheduledFuture
<?> private int
private int
private int
private int
-
构造器概要
构造器 -
方法概要
修饰符和类型方法说明void
addMojangTexture
(int textureId) void
close()
context()
private void
crashElegantly
(String errorDetails) private void
fbResize
(long window, int width, int height) int
This is called to construct aForgeFeature
for the GL_VERSION we managed to create for the window.private void
handleLastGLFWError
(BiConsumer<Integer, String> handler) initialize
(String[] arguments) This is called very early on to initialize ourselves.private void
initRender
(@Nullable String mcVersion, String forgeVersion) Render initialization methods called by the Render Thread.void
initWindow
(@Nullable String mcVersion) Called to initialize the window when preparing for the Render Thread.<T> Supplier
<T> Return a Supplier of an object extending the LoadingOverlay class from Mojang.name()
(专用程序包) void
Called every frame by the Render Thread to draw to the screen.void
This is called periodically during the loading process to "tick" the window.boolean
positionWindow
(Optional<Object> monitor, IntConsumer widthSetter, IntConsumer heightSetter, IntConsumer xSetter, IntConsumer ySetter) This is called after window handoff to allow us to tell Mojang about our window's position.void
render
(int alpha) private void
The main render loop.long
setupMinecraftWindow
(IntSupplier width, IntSupplier height, Supplier<String> title, LongSupplier monitorSupplier) Hand-off the window to the vanilla game.Start the window and Render Thread; we're ready to go.void
updateFramebufferSize
(IntConsumer width, IntConsumer height) This will be called during the handoff to minecraft to update minecraft with the size of the framebuffer we have.void
updateModuleReads
(ModuleLayer layer) This is called during the module loading process to allow us to find objects inside the GAME layer, such as a later loading screen.private void
winMove
(long window, int x, int y) private void
winResize
(long window, int width, int height)
-
字段详细资料
-
GL_VERSIONS
private static final int[][] GL_VERSIONS -
LOGGER
private static final org.slf4j.Logger LOGGER -
animationTimerTrigger
-
colourScheme
-
elementShader
-
context
-
elements
-
framecount
private int framecount -
framebuffer
-
windowTick
-
initializationFuture
-
performanceInfo
-
performanceTick
-
window
private long window -
renderScheduler
-
fbWidth
private int fbWidth -
fbHeight
private int fbHeight -
fbScale
private int fbScale -
winWidth
private int winWidth -
winHeight
private int winHeight -
winX
private int winX -
winY
private int winY -
renderLock
-
maximized
private boolean maximized -
glVersion
-
font
-
repaintTick
-
MINFRAMETIME
private static final long MINFRAMETIME -
nextFrameTime
private long nextFrameTime -
ERROR_URL
- 另请参阅:
-
loadingOverlay
-
-
构造器详细资料
-
DisplayWindow
public DisplayWindow()
-
-
方法详细资料
-
name
- 指定者:
name
在接口中ImmediateWindowProvider
- 返回:
- The name of this window provider. Do NOT use fmlearlywindow.
-
initialize
从接口复制的说明:ImmediateWindowProvider
This is called very early on to initialize ourselves. Use this to initialize the window and other GL core resources. One thing we want to ensure is that we try and create the highest GL_PROFILE we can accomplish. GLFW_CONTEXT_VERSION_MAJOR,GLFW_CONTEXT_VERSION_MINOR should be as high as possible on the created window, and it should have all the typical profile settings.- 指定者:
initialize
在接口中ImmediateWindowProvider
- 参数:
arguments
- The arguments provided to the Java process. This is the entire command line, so you can process stuff from it.- 返回:
- A runnable that will be periodically ticked by FML during startup ON THE MAIN THREAD. This is usually a good place to put glfwPollEvents() tests.
-
renderThreadFunc
private void renderThreadFunc()The main render loop. renderThread executes this. Performs initialization and then ticks the screen at 20 fps. When the thread is killed, context is destroyed. -
initRender
Render initialization methods called by the Render Thread. It compiles the fragment and vertex shaders for rendering text with STB, and sets up basic render framework. Nothing fancy, we just want to draw and render text. -
paintFramebuffer
void paintFramebuffer()Called every frame by the Render Thread to draw to the screen. -
render
public void render(int alpha) -
start
Start the window and Render Thread; we're ready to go. -
getGLVersion
从接口复制的说明:ImmediateWindowProvider
This is called to construct aForgeFeature
for the GL_VERSION we managed to create for the window. Should be a string of the format {MAJOR}.{MINOR}, such as 4.6, 4.5 or such.- 指定者:
getGLVersion
在接口中ImmediateWindowProvider
- 返回:
- the GL profile we created
-
crashElegantly
-
initWindow
Called to initialize the window when preparing for the Render Thread. The act of calling glfwInit here creates a concurrency issue; GL doesn't know whether we're gonna call any GL functions from the secondary thread and the main thread at the same time. It's then our job to make sure this doesn't happen, only calling GL functions where the Context is Current. As long as we can verify that, then GL (and things like OS X) have no complaints with doing this.- 参数:
mcVersion
- Minecraft Version
-
winResize
private void winResize(long window, int width, int height) -
fbResize
private void fbResize(long window, int width, int height) -
winMove
private void winMove(long window, int x, int y) -
handleLastGLFWError
-
setupMinecraftWindow
public long setupMinecraftWindow(IntSupplier width, IntSupplier height, Supplier<String> title, LongSupplier monitorSupplier) Hand-off the window to the vanilla game. Called on the main thread instead of the game's initialization.- 指定者:
setupMinecraftWindow
在接口中ImmediateWindowProvider
- 参数:
width
- This is the width of the window Mojang expectsheight
- This is the height of the Window Mojang expects.title
- This is the title for the window.monitorSupplier
- This is the monitor it should appear on.- 返回:
- the Window we own.
-
positionWindow
public boolean positionWindow(Optional<Object> monitor, IntConsumer widthSetter, IntConsumer heightSetter, IntConsumer xSetter, IntConsumer ySetter) 从接口复制的说明:ImmediateWindowProvider
This is called after window handoff to allow us to tell Mojang about our window's position. This might give a preferrable user experience to users, because we just tell Mojang our truth, rather than accept theirs.- 指定者:
positionWindow
在接口中ImmediateWindowProvider
- 参数:
monitor
- This is the monitor we're rendering on. Note that this is the Mojang monitor object. You might have trouble unwrapping it.widthSetter
- This sets the width on the Mojang sideheightSetter
- This sets the height on the Mojang sidexSetter
- This sets the x coordinate on the Mojang sideySetter
- This sets the y coordinate on the Mojang side- 返回:
- true if you've handled the window positioning - this skips the "forced fullscreen" code until a later stage
-
updateFramebufferSize
从接口复制的说明:ImmediateWindowProvider
This will be called during the handoff to minecraft to update minecraft with the size of the framebuffer we have. Generally won't be called because Minecraft figures it out for itself.- 指定者:
updateFramebufferSize
在接口中ImmediateWindowProvider
- 参数:
width
- Consumer of the framebuffer widthheight
- Consumer of the framebuffer height
-
loadingOverlay
public <T> Supplier<T> loadingOverlay(Supplier<?> mc, Supplier<?> ri, Consumer<Optional<Throwable>> ex, boolean fade) 从接口复制的说明:ImmediateWindowProvider
Return a Supplier of an object extending the LoadingOverlay class from Mojang. This is what will be used once the Mojang window code has taken over rendering of the window, to render the later stages of the loading process.- 指定者:
loadingOverlay
在接口中ImmediateWindowProvider
- 类型参数:
T
- This is the type LoadingOverlay to allow type binding on the Mojang side- 参数:
mc
- This supplies the Minecraft objectri
- This supplies the ReloadInstance object that tells us when the loading is finishedex
- This Consumes the final state of the loading - if it's an error you pass it the Throwable, otherwise you pass Optional.empty()fade
- This is the fade flag passed to LoadingOverlay. You probably want to ignore it.- 返回:
- A supplier of your later LoadingOverlay screen.
-
updateModuleReads
从接口复制的说明:ImmediateWindowProvider
This is called during the module loading process to allow us to find objects inside the GAME layer, such as a later loading screen.- 指定者:
updateModuleReads
在接口中ImmediateWindowProvider
- 参数:
layer
- This is the GAME layer from ModLauncher
-
getFramebufferTextureId
public int getFramebufferTextureId() -
context
-
periodicTick
public void periodicTick()从接口复制的说明:ImmediateWindowProvider
This is called periodically during the loading process to "tick" the window. It is typically the same as the Runnable fromImmediateWindowProvider.initialize(String[])
- 指定者:
periodicTick
在接口中ImmediateWindowProvider
-
addMojangTexture
public void addMojangTexture(int textureId) -
close
public void close()
-