Uses of Package
net.neoforged.neoforge.client.event
Package
Description
Events fired only on the client-side, chiefly related to rendering and user interfaces (screens and input).
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ClassDescriptionA rendering callback that will be invoked during chunk meshing.
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ClassDescriptionA rendering callback that will be invoked during chunk meshing.Fired in
invalid reference
MouseHandler#turnPlayer()
Fired when the client player logs in to the server.Fired before a boss health bar is rendered to the screen.Fired when a keymapping that by default involves clicking the mouse buttons is triggered.Allows users to register their owngeometry loaders
for use in block/item models.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 custom namedrender types
.Fired to allow mods to register custom shaders.The type of the block overlay to be rendered.Fires at various times during LevelRenderer.renderLevel.A time during level rendering for you to render custom things into the world.Fired when the colours for the tooltip background are determined.Fired before the tooltip is rendered.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 to allow altering the angles of the player's camera. -
ClassDescriptionA rendering callback that will be invoked during chunk meshing.Fired when a chat message is received on the client.Fired when game pause state is about to changeFired for different client connectivity events.Base class of the two client tick events.Fired for hooking into
AbstractContainerScreen
events.Fired every time anAbstractContainerScreen
renders.Fired when an overlay is about to be rendered to the screen to allow the user to modify it.Fired for on different events/actions relating to entity renderers.Fired when an input is detected from the user's input devices.Fired when a mouse button is pressed/released.Houses events related to models.Fired for registering block and item color handlers at the appropriate time.The type of the block overlay to be rendered.Base class of the two render frame events.Fired when the HUD is rendered to the screen.Fired when a GUI layer is rendered to the screen.Fired before a selection highlight is rendered.A time during level rendering for you to render custom things into the world.Fired when aLivingEntity
is rendered.Fired when a player is being rendered.Fired during tooltip rendering.Fired on different events/actions when aScreen
is active and visible.Fired when a keyboard key corresponding to a character is typed.Fired when a screen is being initialized.Fired whenever a keyboard key is pressed or released.Fired when a keyboard key is pressed.Fired when a keyboard key is released.Fired when a mouse button is pressed.Fired when a mouse button is released.Fired when the mouse was dragged while a button is being held down.Fired whenever an action is performed by the mouse.Fired when the mouse was dragged while a button is being held down.Fired when a screen is being drawn.Fired for hooking into the entity view rendering inGameRenderer
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ClassDescriptionFired when the client is about to send a chat message to the server.Fired when the client player is notified of a change of
GameType
from the server.Fired ahead of rendering any active mob effects in theinventory screen
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ClassDescriptionFired 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.Allows users to register their own
geometry loaders
for use in block/item models. -
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ClassDescriptionAllows users to register custom
ClientTooltipComponent
factories for theirTooltipComponent
types.Fired for registering block color handlers.Allows registration of customColorResolver
implementations to be used withBlockAndTintGetter.getBlockTint(BlockPos, ColorResolver)
.Event for registeringPresetEditor
screen factories for world presets.Fired to allow mods to register their own SpriteSourceType.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. -
ClassDescriptionFired for registering entity and block entity renderers at the appropriate time.Fired while the
ModelManager
is reloading models, after the model registry is set up, but before it's passed to theBlockModelShaper
for caching.Allows users to register their owngeometry loaders
for use in block/item models. -
ClassDescription
ClientTickEvent.Pre
is fired once per client tick, before the client performs work for the current tick.Fired for registering entity renderer layers at the appropriate time, after the entity and player renderers maps have been created.Fired for registering layer definitions at the appropriate time.Fired for registering entity and block entity renderers at the appropriate time.Fired when theModelBakery
is notified of the resource manager reloading.Fired to allow mods to register their reload listeners on the client-side resource manager.Allows users to register custom IItemDecorator to Items.Fired to allow mods to register custom shaders.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.This event is fired before an entity renderer renders the nameplate of an entity.Fired after the screen is drawn.Fired before the screen is drawn. -
ClassDescriptionFired for registering entity and block entity renderers at the appropriate time.
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ClassDescriptionFired after the field of vision (FOV) modifier for the player is calculated to allow developers to adjust it further.
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ClassDescriptionAllows users to register custom categories for the vanilla recipe book, making it usable in modded GUIs.
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