| クラス | 説明 | 
|---|---|
| ClientChatEvent | ClientChatEvent is fired whenever the client is about to send a chat message or command to the server. | 
| ClientChatReceivedEvent | |
| ClientPlayerNetworkEvent | Client side player connectivity events. | 
| ClientPlayerNetworkEvent.LoggedInEvent | Fired when the client player logs in to the server. | 
| ClientPlayerNetworkEvent.LoggedOutEvent | Fired when the player logs out. | 
| ClientPlayerNetworkEvent.RespawnEvent | Fired when the player object respawns, such as dimension changes. | 
| ColorHandlerEvent | Use these events to register block/item
 color handlers at the appropriate time. | 
| ColorHandlerEvent.Block | |
| ColorHandlerEvent.Item | |
| DrawHighlightEvent | An event called whenever the selection highlight around blocks is about to be rendered. | 
| DrawHighlightEvent.HighlightBlock | A variant of the DrawBlockHighlightEvent only called when a block is highlighted. | 
| DrawHighlightEvent.HighlightEntity | A variant of the DrawBlockHighlightEvent only called when an entity is highlighted. | 
| EntityViewRenderEvent | Event that hooks into GameRenderer, allowing any feature to customize visual attributes
  the player sees. | 
| EntityViewRenderEvent.CameraSetup | Event that allows mods to alter the angles of the player's camera. | 
| EntityViewRenderEvent.FogColors | Event that allows any feature to customize the color of fog the player sees. | 
| EntityViewRenderEvent.FogDensity | Event that allows any feature to customize the fog density the player sees. | 
| EntityViewRenderEvent.FOVModifier | Event that allows mods to alter the raw FOV itself. | 
| EntityViewRenderEvent.RenderFogEvent | Event that allows any feature to customize the rendering of fog. | 
| FOVUpdateEvent | Author: MachineMuse (Claire Semple)
 Created: 6:07 PM, 9/5/13 | 
| GuiContainerEvent | Event class for handling GuiContainer specific events. | 
| GuiContainerEvent.DrawBackground | This event is fired directly after the GuiContainer has draw any background elements,
 This is useful for drawing new background elements. | 
| GuiContainerEvent.DrawForeground | This event is fired directly after the GuiContainer has draw any foreground elements,
 But before the "dragged" stack, and before any tooltips. | 
| GuiOpenEvent | This event is called before any Gui will open. | 
| GuiScreenEvent | Event classes for GuiScreen events. | 
| GuiScreenEvent.ActionPerformedEvent | |
| GuiScreenEvent.ActionPerformedEvent.Post | This event fires after  GuiScreen#actionPerformed(GuiButton)provided that the active
 screen has not been changed as a result ofGuiScreen#actionPerformed(GuiButton). | 
| GuiScreenEvent.ActionPerformedEvent.Pre | This event fires once it has been determined that a GuiButton object has been clicked. | 
| GuiScreenEvent.BackgroundDrawnEvent | This event fires at the end of  GuiScreen#drawBackground(int)and before the rest of the Gui draws. | 
| GuiScreenEvent.DrawScreenEvent | |
| GuiScreenEvent.DrawScreenEvent.Post | This event fires just after  GuiScreen#render(int, int, float)is called. | 
| GuiScreenEvent.DrawScreenEvent.Pre | This event fires just before  GuiScreen#render(int, int, float)is called. | 
| GuiScreenEvent.InitGuiEvent | |
| GuiScreenEvent.InitGuiEvent.Post | This event fires right after  GuiScreen#initGui(). | 
| GuiScreenEvent.InitGuiEvent.Pre | This event fires just after initializing  GuiScreen#mc,GuiScreen#fontRenderer,GuiScreen#width, andGuiScreen#height. | 
| GuiScreenEvent.KeyboardCharTypedEvent | |
| GuiScreenEvent.KeyboardCharTypedEvent.Post | This event fires after  IGuiEventListener.charTyped(char, int)if the character was not already handled. | 
| GuiScreenEvent.KeyboardCharTypedEvent.Pre | This event fires when keyboard character input is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.KeyboardKeyEvent | |
| GuiScreenEvent.KeyboardKeyPressedEvent | |
| GuiScreenEvent.KeyboardKeyPressedEvent.Post | This event fires after  IGuiEventListener.keyPressed(int, int, int)if the key was not already handled. | 
| GuiScreenEvent.KeyboardKeyPressedEvent.Pre | This event fires when keyboard input is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.KeyboardKeyReleasedEvent | |
| GuiScreenEvent.KeyboardKeyReleasedEvent.Post | This event fires after  IGuiEventListener.keyReleased(int, int, int)if the key was not already handled. | 
| GuiScreenEvent.KeyboardKeyReleasedEvent.Pre | This event fires when keyboard input is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.MouseClickedEvent | |
| GuiScreenEvent.MouseClickedEvent.Post | This event fires after  IGuiEventListener.mouseClicked(double, double, int)if the click was not already handled. | 
| GuiScreenEvent.MouseClickedEvent.Pre | This event fires when a mouse click is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.MouseDragEvent | |
| GuiScreenEvent.MouseDragEvent.Post | This event fires after  IGuiEventListener.mouseDragged(double, double, int, double, double)if the drag was not already handled. | 
| GuiScreenEvent.MouseDragEvent.Pre | This event fires when a mouse drag is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.MouseInputEvent | |
| GuiScreenEvent.MouseReleasedEvent | |
| GuiScreenEvent.MouseReleasedEvent.Post | This event fires after  IGuiEventListener.mouseReleased(double, double, int)if the release was not already handled. | 
| GuiScreenEvent.MouseReleasedEvent.Pre | This event fires when a mouse release is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.MouseScrollEvent | |
| GuiScreenEvent.MouseScrollEvent.Post | This event fires after  IGuiEventListener#mouseScrolled(double)if the scroll was not already handled. | 
| GuiScreenEvent.MouseScrollEvent.Pre | This event fires when a mouse scroll is detected for a GuiScreen, before it is handled. | 
| GuiScreenEvent.PotionShiftEvent | This event fires in  InventoryEffectRenderer#updateActivePotionEffects()when potion effects are active and the gui wants to move over. | 
| InputEvent | |
| InputEvent.ClickInputEvent | This event fires when one of the keybindings that by default involves clicking the mouse buttons
 is triggered. | 
| InputEvent.KeyInputEvent | This event fires when a keyboard input is detected. | 
| InputEvent.MouseInputEvent | This event fires when a mouse input is detected. | 
| InputEvent.MouseScrollEvent | This event fires when the mouse scroll wheel is used outside of a gui. | 
| InputEvent.RawMouseEvent | A cancellable mouse event fired before key bindings are updated | 
| InputUpdateEvent | This event is fired after player movement inputs are updated. | 
| ModelBakeEvent | Fired when the ModelManager is notified of the resource manager reloading. | 
| ModelRegistryEvent | Fired when the  ModelLoaderis ready to receive registrations | 
| ParticleFactoryRegisterEvent | |
| PlayerSPPushOutOfBlocksEvent | This event is called before the pushOutOfBlocks calls in EntityPlayerSP. | 
| RecipesUpdatedEvent | Fired on  Dist.CLIENTwhenRecipeManagerhas all of its recipes synced from the server to the client (just after a client has connected), | 
| RenderBlockOverlayEvent | Called when a block's texture is going to be overlaid on the player's HUD. | 
| RenderGameOverlayEvent | |
| RenderGameOverlayEvent.BossInfo | |
| RenderGameOverlayEvent.Chat | |
| RenderGameOverlayEvent.Post | |
| RenderGameOverlayEvent.Pre | |
| RenderGameOverlayEvent.Text | |
| RenderHandEvent | This event is fired on the  MinecraftForge.EVENT_BUSwhenever a hand is rendered in first person. | 
| RenderItemInFrameEvent | This event is called when an item is rendered in an item frame. | 
| RenderLivingEvent<T extends LivingEntity,M extends EntityModel<T>> | |
| RenderLivingEvent.Post<T extends LivingEntity,M extends EntityModel<T>> | |
| RenderLivingEvent.Pre<T extends LivingEntity,M extends EntityModel<T>> | |
| RenderNameplateEvent | RenderNameplateEvent is fired whenever the entity renderer attempts to render a name plate/tag of an entity. | 
| RenderPlayerEvent | |
| RenderPlayerEvent.Post | |
| RenderPlayerEvent.Pre | |
| RenderTooltipEvent | A set of events which are fired at various points during tooltip rendering. | 
| RenderTooltipEvent.Color | This event is fired when the colours for the tooltip background are determined. | 
| RenderTooltipEvent.Post | Events inheriting from this class are fired at different stages during the tooltip rendering. | 
| RenderTooltipEvent.PostBackground | This event is fired directly after the tooltip background is drawn, but before any text is drawn. | 
| RenderTooltipEvent.PostText | This event is fired directly after the tooltip text is drawn, but before the GL state is reset. | 
| RenderTooltipEvent.Pre | This event is fired before any tooltip calculations are done. | 
| RenderWorldLastEvent | |
| ScreenshotEvent | This event is fired before and after a screenshot is taken
 This event is fired on the  MinecraftForge.EVENT_BUSThis event isCancelableScreenshotEvent.screenshotFilecontains the file the screenshot will be/was saved toScreenshotEvent.imagecontains theNativeImagethat will be savedScreenshotEvent.resultMessagecontains theITextComponentto be returned. | 
| TextureStitchEvent | |
| TextureStitchEvent.Post | This event is fired once the texture map has loaded all textures and
 stitched them together. | 
| TextureStitchEvent.Pre | Fired when the TextureMap is told to refresh it's stitched texture. | 
| 列挙 | 説明 | 
|---|---|
| RenderBlockOverlayEvent.OverlayType | |
| RenderGameOverlayEvent.ElementType |