Class DisplayWindow
java.lang.Object
net.minecraftforge.fml.earlydisplay.DisplayWindow
- All Implemented Interfaces:
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.
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Field Summary
Modifier and TypeFieldDescriptionprivate 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 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
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
addMojangTexture
(int textureId) private void
badWindowHandler
(int code, long desc) 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()
(package private) 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)
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Field Details
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GL_VERSIONS
private static final int[][] GL_VERSIONS -
LOGGER
private static final org.slf4j.Logger LOGGER -
animationTimerTrigger
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colourScheme
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elementShader
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context
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elements
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framecount
private int framecount -
framebuffer
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windowTick
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performanceInfo
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performanceTick
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window
private long window -
renderScheduler
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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
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maximized
private boolean maximized -
glVersion
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font
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repaintTick
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MINFRAMETIME
private static final long MINFRAMETIME -
nextFrameTime
private long nextFrameTime -
ERROR_URL
- See Also:
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loadingOverlay
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Constructor Details
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DisplayWindow
public DisplayWindow()
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Method Details
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name
- Specified by:
name
in interfaceImmediateWindowProvider
- Returns:
- The name of this window provider. Do NOT use fmlearlywindow.
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initialize
Description copied from interface: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.- Specified by:
initialize
in interfaceImmediateWindowProvider
- Parameters:
arguments
- The arguments provided to the Java process. This is the entire command line, so you can process stuff from it.- Returns:
- 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.
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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
Description copied from interface: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.- Specified by:
getGLVersion
in interfaceImmediateWindowProvider
- Returns:
- the GL profile we created
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crashElegantly
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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.- Parameters:
mcVersion
- Minecraft Version
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badWindowHandler
private void badWindowHandler(int code, long desc) -
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
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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.- Specified by:
setupMinecraftWindow
in interfaceImmediateWindowProvider
- Parameters:
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.- Returns:
- the Window we own.
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positionWindow
public boolean positionWindow(Optional<Object> monitor, IntConsumer widthSetter, IntConsumer heightSetter, IntConsumer xSetter, IntConsumer ySetter) Description copied from interface: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.- Specified by:
positionWindow
in interfaceImmediateWindowProvider
- Parameters:
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- Returns:
- true if you've handled the window positioning - this skips the "forced fullscreen" code until a later stage
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updateFramebufferSize
Description copied from interface: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.- Specified by:
updateFramebufferSize
in interfaceImmediateWindowProvider
- Parameters:
width
- Consumer of the framebuffer widthheight
- Consumer of the framebuffer height
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loadingOverlay
public <T> Supplier<T> loadingOverlay(Supplier<?> mc, Supplier<?> ri, Consumer<Optional<Throwable>> ex, boolean fade) Description copied from interface: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.- Specified by:
loadingOverlay
in interfaceImmediateWindowProvider
- Type Parameters:
T
- This is the type LoadingOverlay to allow type binding on the Mojang side- Parameters:
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.- Returns:
- A supplier of your later LoadingOverlay screen.
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updateModuleReads
Description copied from interface: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.- Specified by:
updateModuleReads
in interfaceImmediateWindowProvider
- Parameters:
layer
- This is the GAME layer from ModLauncher
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getFramebufferTextureId
public int getFramebufferTextureId() -
context
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periodicTick
public void periodicTick()Description copied from interface:ImmediateWindowProvider
This is called periodically during the loading process to "tick" the window. It is typically the same as the Runnable fromImmediateWindowProvider.initialize(String[])
- Specified by:
periodicTick
in interfaceImmediateWindowProvider
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addMojangTexture
public void addMojangTexture(int textureId) -
close
public void close()
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