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Table of Contents
Register a Callback on an existing Event (DRAFT)
In this tutorial, you are going to achieve:
- Understand Events and Callbacks
- Be able to register a Callback on an existing Event
Callback Interfaces
There is a series of interfaces named [EventName]Callback. They will handle the events (get called by mixins), invoke callbacks which are registered on mod initialization.
Callback Interfaces in Fabric API
Event Callbacks provided by Fabric API can be found in net.fabricmc.fabric.api.event
package.
Here is a partial list of existing callbacks.
Player Interactive Events
Player: AttackBlockCallback / AttackEntityCallback / UseBlockCallback / UseEntityCallback / UseItemCallback
Player (Client): ClientPickBlockApplyCallback / ClientPickBlockCallback / ClientPickBlockGatherCallback
Registry Events
BlockConstructedCallback / ItemConstructedCallback
RegistryEntryAddedCallback / RegistryEntryRemovedCallback / RegistryIdRemapCallback
Looting Events
There is an example using LootTableLoadingCallback
you can find here.
World Events
Server Events
Network Events
Custom Callbacks
Although there are plenty of events already provided by Fabric API, you can still make your own events. Please refer to events.
Practice
<!– TODO: Add explaination –>
Let's see Take AttackBlockCallback
as an example for how register a listener
Basically, we are going to … (an event listener) callback to listen the event.
Since there is not more a method that is able to be called on a block clicked, you may want to. If you want to make a ;
As stated in javadoc of AttackBlockCallback
, this event accepts ; You can interrupt and stop continuing by sending ActionResult.SUCCESS;
/**
* Callback for left-clicking ("attacking") a block.
* Is hooked in before the spectator check, so make sure to check for the player's game mode as well!
*
* <p>Upon return:
* <ul><li>SUCCESS cancels further processing and, on the client, sends a packet to the server.
* <li>PASS falls back to further processing.
* <li>FAIL cancels further processing and does not send a packet to the server.</ul>
*
* <p>ATTACK_BLOCK does not let you control the packet sending process yet.
*/
<!– TODO: Really do sth. –>
public class ExampleMod implements ModInitializer { [...] @Override public void onInitialize() { AttackBlockCallback.EVENT.register((player, world, hand, pos, direction) -> { // Do sth... if ([condition]) { return ActionResult.SUCCESS; } else { return ActionResult.PASS; } }) } }
<!– TODO: An image of the effect of something have done –>