Package net.minecraftforge.fml.loading
Interface ImmediateWindowProvider
- All Known Implementing Classes:
DisplayWindow
,ImmediateWindowHandler.DummyProvider
public interface ImmediateWindowProvider
This is for allowing the plugging in of alternative early display implementations.
They can be selected through the config value "earlyWindowProvider" which defaults to "fmlearlywindow" implemented by
DisplayWindow
There are a few key things to keep in mind if following through on implementation. You cannot access the game state as it
literally DOES NOT EXIST at the time this object is constructed. You have to be very careful about managing the handoff
to mojang, be sure that if you're trying to tick your window in a background thread (a nice idea!) that you properly
transition to the main thread before handoff is complete. Do note that in general, you should construct your GL objects
on the MAIN thread before starting your ticker, to ensure MacOS compatibility.
No doubt many more things can be said here.-
Method Summary
Modifier and TypeMethodDescriptionThis is called to construct aForgeFeature
for the GL_VERSION we managed to create for the window.initialize
(String[] arguments) This is called very early on to initialize ourselves.<T> Supplier<T>
Return a Supplier of an object extending the LoadingOverlay class from Mojang.name()
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.long
setupMinecraftWindow
(IntSupplier width, IntSupplier height, Supplier<String> title, LongSupplier monitor) This is called to setup the minecraft window, as if Mojang had done it themselves in their Window class.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.
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Method Details
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name
String name()- Returns:
- The name of this window provider. Do NOT use fmlearlywindow.
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initialize
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.- 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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updateFramebufferSize
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.- Parameters:
width
- Consumer of the framebuffer widthheight
- Consumer of the framebuffer height
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setupMinecraftWindow
long setupMinecraftWindow(IntSupplier width, IntSupplier height, Supplier<String> title, LongSupplier monitor) This is called to setup the minecraft window, as if Mojang had done it themselves in their Window class. This handoff is difficult to get right - you have to make sure that any activities you're doing to the window are finished prior to returning. You should try and setup the width and height as Mojang expects - the suppliers give you all that information. Alternatively, you can force Mojang to update from the current position of the window inpositionWindow(Optional, IntConsumer, IntConsumer, IntConsumer, IntConsumer)
instead. This might give a more seamless experience.- 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.monitor
- This is the monitor it should appear on.- Returns:
- The window id
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positionWindow
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. This might give a preferrable user experience to users, because we just tell Mojang our truth, rather than accept theirs.- 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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loadingOverlay
<T> Supplier<T> loadingOverlay(Supplier<?> mc, Supplier<?> ri, Consumer<Optional<Throwable>> ex, boolean fade) 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.- 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
This is called during the module loading process to allow us to find objects inside the GAME layer, such as a later loading screen.- Parameters:
layer
- This is the GAME layer from ModLauncher
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periodicTick
void periodicTick()This is called periodically during the loading process to "tick" the window. It is typically the same as the Runnable frominitialize(String[])
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getGLVersion
String getGLVersion()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.- Returns:
- the GL profile we created
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