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Fix screen api passing wrong MatrixStack to render events (#3061)
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1 changed files with 4 additions and 4 deletions
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@ -42,17 +42,17 @@ abstract class GameRendererMixin {
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private Screen renderingScreen;
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@Inject(method = "render", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/screen/Screen;renderWithTooltip(Lnet/minecraft/client/util/math/MatrixStack;IIF)V"), locals = LocalCapture.CAPTURE_FAILEXCEPTION)
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private void onBeforeRenderScreen(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, MatrixStack matrices) {
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private void onBeforeRenderScreen(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, MatrixStack worldStack, MatrixStack screenStack) {
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// Store the screen in a variable in case someone tries to change the screen during this before render event.
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// If someone changes the screen, the after render event will likely have class cast exceptions or an NPE.
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this.renderingScreen = this.client.currentScreen;
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ScreenEvents.beforeRender(this.renderingScreen).invoker().beforeRender(this.renderingScreen, matrices, mouseX, mouseY, tickDelta);
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ScreenEvents.beforeRender(this.renderingScreen).invoker().beforeRender(this.renderingScreen, screenStack, mouseX, mouseY, tickDelta);
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}
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// This injection should end up in the try block so exceptions are caught
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@Inject(method = "render", at = @At(value = "INVOKE", target = "Lnet/minecraft/client/gui/screen/Screen;renderWithTooltip(Lnet/minecraft/client/util/math/MatrixStack;IIF)V", shift = At.Shift.AFTER), locals = LocalCapture.CAPTURE_FAILEXCEPTION)
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private void onAfterRenderScreen(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, MatrixStack matrices) {
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ScreenEvents.afterRender(this.renderingScreen).invoker().afterRender(this.renderingScreen, matrices, mouseX, mouseY, tickDelta);
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private void onAfterRenderScreen(float tickDelta, long startTime, boolean tick, CallbackInfo ci, int mouseX, int mouseY, MatrixStack worldStack, MatrixStack screenStack) {
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ScreenEvents.afterRender(this.renderingScreen).invoker().afterRender(this.renderingScreen, screenStack, mouseX, mouseY, tickDelta);
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// Finally set the currently rendering screen to null
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this.renderingScreen = null;
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}
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