Package net.neoforged.neoforge.client.event
@ParametersAreNonnullByDefault
package net.neoforged.neoforge.client.event
Events fired only on the client-side, chiefly related to rendering and user interfaces (screens and input).
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ClassDescriptionThis event can be used to add static geometry to chunk sections.A rendering callback that will be invoked during chunk meshing.Fired for hooking the maximum distance from the player to the camera in third-person view.Fired in
invalid reference
MouseHandler#turnPlayer()
Fired when the client is about to send a chat message to the server.Fired when a chat message is received on the client.Fired when a player chat message is received on the client.Fired when a system chat message is received on the client.Fired when game pause state is about to changeFired when pause is already changedFired when pause is going to changeFired when the client player is notified of a change ofGameType
from the server.Fired for different client connectivity events.Fired when the client player respawns, creating a new player instance to replace the old player instance.Fired when the client player logs in to the server.Fired when the client player logs out.Base class of the two client tick events.ClientTickEvent.Post
is fired once per client tick, after the client performs work for the current tick.ClientTickEvent.Pre
is fired once per client tick, before the client performs work for the current tick.Fired after the field of vision (FOV) modifier for the player is calculated to allow developers to adjust it further.Fired for hooking intoAbstractContainerScreen
events.Fired every time anAbstractContainerScreen
renders.Fired after the container screen's background layer and elements are drawn.Fired after the container screen's foreground layer and elements are drawn, but before rendering the tooltips and the item stack being dragged by the player.Fired when an overlay is about to be rendered to the screen to allow the user to modify it.Fired before a boss health bar is rendered to the screen.Fired before the chat messages overlay is rendered to the screen.Fired before textual information is rendered to the debug screen.Fired for on different events/actions relating to entity renderers.Fired for registering entity renderer layers at the appropriate time, after the entity and player renderers maps have been created.Fired for registering additional skull models at the appropriate time.Fired for registering layer definitions at the appropriate time.Fired for registering entity and block entity renderers at the appropriate time.Fired when an input is detected from the user's input devices.Fired when a keymapping that by default involves clicking the mouse buttons is triggered.Fired when a keyboard key input occurs, such as pressing, releasing, or repeating a key.Fired when a mouse button is pressed/released.Fired when a mouse button is pressed/released, after processing.Fired when a mouse button is pressed/released, before being processed by vanilla.Fired when a mouse scroll wheel is used outside of a screen and a player is loaded, before being processed by vanilla.Houses events related to models.Fired when theModelManager
is notified of the resource manager reloading.Fired while theModelManager
is reloading models, after the model registry is set up, but before it's passed to theBlockModelShaper
for caching.Fired when theModelBakery
is notified of the resource manager reloading.Allows users to register their owngeometry loaders
for use in block/item models.Fired after the player's movement inputs are updated.Fired when theRecipeManager
has received and synced the recipes from the server to the client.Fired to allow mods to register client commands.Fired to allow mods to register their reload listeners on the client-side resource manager.Allows users to register customClientTooltipComponent
factories for theirTooltipComponent
types.Fired for registering block and item color handlers at the appropriate time.Fired for registering block color handlers.Allows registration of customColorResolver
implementations to be used withBlockAndTintGetter.getBlockTint(BlockPos, ColorResolver)
.Fired for registering item color handlers.Allows users to register customDimensionSpecialEffects
for their dimensions.Allows users to register custom shaders to be used when the player spectates a certain kind of entity.Allows users to register customlayers
for GUI rendering.Allows users to register custom IItemDecorator to Items.Allows users to register customkey mappings
.Allows users to register custom namedrender types
.Fired for registering particle providers at the appropriate time.Event for registeringPresetEditor
screen factories for world presets.Allows users to register custom categories for the vanilla recipe book, making it usable in modded GUIs.Fired to allow mods to register custom render buffers.Fired to allow mods to register custom shaders.Fired to allow mods to register their own SpriteSourceType.Fired before the player's arm is rendered in first person.Fired before a block texture will be overlaid on the player's view.The type of the block overlay to be rendered.Base class of the two render frame events.RenderFrameEvent.Post
is fired once per frame, after the current frame is rendered viaGameRenderer.render(float, long, boolean)
.RenderFrameEvent.Pre
is fired once per frame, before the current frame is rendered viaGameRenderer.render(float, long, boolean)
.Fired when the HUD is rendered to the screen.Fired after the HUD is rendered to the screen, if the correspondingRenderGuiEvent.Pre
is not cancelled.Fired before the HUD is rendered to the screen.Fired when a GUI layer is rendered to the screen.Fired after a GUI layer is rendered to the screen, if the correspondingRenderGuiLayerEvent.Pre
is not cancelled.Fired before a GUI layer is rendered to the screen.Fired before a hand is rendered in the first person view.Fired before a selection highlight is rendered.Fired before a block's selection highlight is rendered.Fired before an entity's selection highlight is rendered.Fired before an item stack is rendered in an item frame.Fires at various times during LevelRenderer.renderLevel.Use to create a custom stages.A time during level rendering for you to render custom things into the world.Fired when aLivingEntity
is rendered.Fired after an entity is rendered, if the correspondingRenderLivingEvent.Post
is not cancelled.Fired before an entity is rendered.This event is fired before an entity renderer renders the nameplate of an entity.Fired when a player is being rendered.Fired after the player is rendered, if the correspondingRenderPlayerEvent.Pre
is not cancelled.Fired before the player is rendered.Fired during tooltip rendering.Fired when the colours for the tooltip background are determined.Fired when a tooltip gathers theTooltipComponent
s to be rendered, before any text wrapping or processing.Fired before the tooltip is rendered.Fired on different events/actions when aScreen
is active and visible.Fired directly after the background of the screen is drawn.Fired when a keyboard key corresponding to a character is typed.Fired after the character input is handled, if not handled by the screen and the correspondingScreenEvent.CharacterTyped.Pre
is not cancelled.Fired before the character input is handled by the screen.Fired before aScreen
is closed.Fired when a screen is being initialized.Fired after the screen's overridable initialization method is called.Fired before the screen's overridable initialization method is fired.Fired whenever a keyboard key is pressed or released.Fired when a keyboard key is pressed.Fired after the key press is handled, if not handled by the screen and the correspondingScreenEvent.KeyPressed.Pre
is not cancelled.Fired before the key press is handled by the screen.Fired when a keyboard key is released.Fired after the key release is handled, if not handled by the screen and the correspondingScreenEvent.KeyReleased.Pre
is not cancelled.Fired before the key release is handled by the screen.Fired when a mouse button is pressed.This event is fired after the mouse click is handled, if the correspondingScreenEvent.MouseButtonPressed.Pre
was not cancelled.Fired before the mouse click is handled by the screen.Fired when a mouse button is released.This event is fired after the mouse release is handled, if the correspondingScreenEvent.MouseButtonReleased.Pre
was not cancelled.Fired before the mouse release is handled by the screen.Fired when the mouse was dragged while a button is being held down.Fired after the mouse drag is handled, if not handled by the screen and the correspondingScreenEvent.MouseDragged.Pre
is not cancelled.Fired before the mouse drag is handled by the screen.Fired whenever an action is performed by the mouse.Fired when the mouse was dragged while a button is being held down.Fired after the mouse scroll is handled, if not handled by the screen and the correspondingScreenEvent.MouseScrolled.Pre
is not cancelled.Fired before the mouse scroll is handled by the screen.Fired before anyScreen
is opened, to allow changing it or preventing it from being opened.Fired when a screen is being drawn.Fired after the screen is drawn.Fired before the screen is drawn.Fired ahead of rendering any active mob effects in theinventory screen
.Fired when a screenshot is taken, but before it is written to disk.Fired after a texture atlas is stitched together and all textures therein have been loaded.Fired when the client queues aToast
message to be shown onscreen.Fired for hooking into the entity view rendering inGameRenderer
.Fired to allow altering the angles of the player's camera.Fired for customizing the color of the fog visible to the player.Fired for altering the raw field of view (FOV).Fired for rendering custom fog.