fix: GuiMove now works, I dug way more...
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c55013ffcd
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1 changed files with 63 additions and 21 deletions
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@ -5,25 +5,29 @@ import com.google.auto.service.AutoService;
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import ftbsc.bscv.ICommons;
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import ftbsc.bscv.api.ILoadable;
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import ftbsc.bscv.modules.AbstractModule;
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import net.minecraft.client.gui.advancements.AdvancementsScreen;
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import net.minecraft.client.gui.screen.CustomizeSkinScreen;
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import net.minecraft.client.gui.screen.IngameMenuScreen;
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import net.minecraft.client.gui.screen.OptionsScreen;
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import net.minecraft.client.gui.screen.OptionsSoundsScreen;
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import net.minecraft.client.gui.screen.VideoSettingsScreen;
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import net.minecraft.client.gui.screen.Screen;
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import net.minecraft.client.gui.screen.inventory.ContainerScreen;
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import net.minecraft.client.settings.KeyBinding;
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import net.minecraft.client.util.InputMappings;
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import net.minecraftforge.event.entity.living.LivingEvent;
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import net.minecraftforge.client.event.InputUpdateEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.client.gui.screen.ModListScreen;
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@AutoService(ILoadable.class)
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public class GuiMove extends AbstractModule implements ICommons {
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@SubscribeEvent
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public void onPlayerUpdate(LivingEvent.LivingUpdateEvent event) {
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if (MC.player == null) return;
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if (event.getEntityLiving() != MC.player) return;
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private boolean once = false;
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KeyBinding[] keys = {
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private boolean isKeyDown(KeyBinding key) {
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return InputMappings.isKeyDown(MC.getWindow().getWindow(), key.getKey().getValue());
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}
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private KeyBinding[] keys = {
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MC.options.keyUp,
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MC.options.keyDown,
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MC.options.keyLeft,
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@ -31,19 +35,57 @@ public class GuiMove extends AbstractModule implements ICommons {
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MC.options.keyJump,
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};
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if (
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MC.screen instanceof ContainerScreen
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|| MC.screen instanceof OptionsScreen
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|| MC.screen instanceof VideoSettingsScreen
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|| MC.screen instanceof OptionsSoundsScreen
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|| MC.screen instanceof IngameMenuScreen
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) {
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for (KeyBinding key : keys) {
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private Class<?>[] screens = {
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ContainerScreen.class,
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OptionsScreen.class,
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OptionsSoundsScreen.class,
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IngameMenuScreen.class,
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AdvancementsScreen.class,
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ModListScreen.class,
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CustomizeSkinScreen.class,
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};
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private void forceMovementTick() {
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// TODO can we patch to make this always happen instead of duplicating code?
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MC.player.input.up = this.isKeyDown(MC.options.keyUp);
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MC.player.input.down = this.isKeyDown(MC.options.keyDown);
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MC.player.input.left = this.isKeyDown(MC.options.keyLeft);
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MC.player.input.right = this.isKeyDown(MC.options.keyRight);
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MC.player.input.jumping = this.isKeyDown(MC.options.keyJump);
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MC.player.input.shiftKeyDown = this.isKeyDown(MC.options.keyShift);
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MC.player.input.forwardImpulse = MC.player.input.up == MC.player.input.down ? 0.0F : (MC.player.input.up ? 1.0F : -1.0F);
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MC.player.input.leftImpulse = MC.player.input.left == MC.player.input.right ? 0.0F : (MC.player.input.left ? 1.0F : -1.0F);
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}
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private boolean allowMovementOnThisScreen(Screen screen) {
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for (Class<?> clazz : this.screens) {
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if (clazz.isInstance(screen)) {
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return true;
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}
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}
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return false;
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}
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@SubscribeEvent
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public void onInputUpdate(InputUpdateEvent event) {
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if (MC.player == null) return;
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if (event.getEntityLiving() != MC.player) return;
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if (this.allowMovementOnThisScreen(MC.screen)) {
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once = true;
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for (KeyBinding key : this.keys) {
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boolean state = InputMappings.isKeyDown(MC.getWindow().getWindow(), key.getKey().getValue());
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if (state ^ key.isDown()) {
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KeyBinding.set(key.getKey(), state);
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key.setDown(state);
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}
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}
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this.forceMovementTick();
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} else if (once) { // release all keys once we leave the screen
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once = false;
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KeyBinding.releaseAll(); // TODO maybe only release movement keys?
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}
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}
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}
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