Compatibility
Minecraft: Java Edition
1.12.2
Platforms
Supported environments
Creators
Details
Licensed MIT
Published 10 months ago
Updated 6 months ago
InGame Info Reborn
"In-game HUDs and GUIs done with structure ā reactive, declarative, composable, and built to handle the rest."
This is a Work-In-Progress spiritual successor of InGame-Info-XML, not a fork. If you like this project, don't forget to give it a starā!
Suggestions/PRs are welcome
Overview
This is a library mod that helps you to create in-game overlaid (or focused) GUI with ease.
(Nothing will pop up with the default configuration!)
Architectural Modules Chart
Click to Expand
| Module | Role | Status |
|---|---|---|
| MVVM Base | Separates logic (ViewModel) from rendering (View) | ā Done |
| XAML-Style DSL For View | Declarative XAML-style layout to build static UI trees | ā Done |
| Reactive Binding | View reacts to changes in ViewModel automatically | ā Done |
| Compose (Injected via Slot) | Immediate-mode UI embedded in ViewModel | ā ļø Partially |
| Snapshot Diffing | Virtual tree diffing for Compose-based UI | ā Done |
| Shared Context | Shared runtime context between ViewModel and Compose blocks | ā Done |
| DOM-Like Event System | Input propagation and event capturing/bubbling | ā Done |
| Interactable Control | Captures input, intercepts propagation (works with Event System) | ā Done |
| Fixed / Render Update | Dual update loop for logic vs render | ā Done |
| Annotation Driven Auto-Interpolation | Utility for smooth interpolation during render updates | ā Done |
| Render Op Queue | Abstract draw commands for controls | ā Done |
| UI Decoration | Draw custom visuals on existing controls | ā Mostly Done |
| Transition API | Externally trigger view transitions | š§ Planned |
| Theme Manager | Global theme system (colors, font scale, etc) | ā Mostly Done |
| Modal Layer | Stack-based modal / dialog system | š§ Planned |
Example
<VerticalGroup>
<Text uid = "fps">
...
</Group>
// snippet from View and ViewModel classes
@Reactive(targetUid = "fps", property = "text", initiativeSync = true)
public ReactiveObject<String> fpsText = new ReactiveObject<>(){};
EventCenter.gameFpsEvent.addListener((fps) ->
{
fpsText.set("FPS: " + fps);
});
// registration entry point
@SubscribeEvent
public static void onIgiRuntimeEntryPoint(IgiRuntimeEntryPointEvent event)
{
event.runtime.initPhase
.registerMvvm("example", ExampleViewModel.class)
.openGuiOnStartup("example");
}
Wiki
Implementation Todo List / Overview
Click to Expand
Currently working on the architecture.
Not adding controls or QoL updates.
My Detailed Todo List:
Implementation Overview:
- Add framebuffer to the GUI rendering life cycle (ā)
- Introduce a custom GUI container (ā)
- Maintain a list of GUI containers so that GUIs can stack together (ā)
- A GUI container can be ingame-overlaid/focused (runtime switchable) (ā)
- Introduce feature-rich GUI layout
- Pivot (ā)
- Alignment (ā)
- Padding (ā)
- Horizontal Group (stack elements horizontally) (ā)
- Vertical Group (stack elements vertically) (ā)
- Sized Group (ā)
- Nesting Groups (group in group) (ā)
- Adaptive Group (fit elements into it adaptively)
- Foldout Group
- Draggable Group
- Add controls like text, button, input field, etc.
- Text (ā)
- Sliding Text (ā)
- Anim Text (ā)
- Button (ā)
- Checkbox
- Input Field
- Image (ā)
- Url Image (ā)
- GIF
- Slide Bar
- Progress Bar (ā)
- Item (ā)
- Add CrT/Zenscript support (ā)
- Ingame spotify support (go to wiki for details) (ā)
Latest Build
In case you want to use the latest action build
- Go to GitHub Actions
- Click on the latest workflow
- Scroll down to the bottom and download the
Artifacts - Unzip and
ingameinfo-[version].jaris the mod file
Credits
- Created using GregTechCEu's Buildscripts
- Inspired by InGame-Info-XML
- Bundled Configurate licensed under Apache-2.0



