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author alemi <me@alemi.dev>2023-03-11 18:08:42 +0100
committer alemi <me@alemi.dev>2023-03-11 18:08:42 +0100
commit2fd25d470948451fbef7302c6a6ed8eebfea6911 (patch)
tree16a475cfe800527489e4981821ab902dfb9ac988
parentc55013ffcd1aefa077e528ee9c4e785a11d3628a (diff)
fix: GuiMove now works, I dug way more...
-rw-r--r--src/main/java/ftbsc/bscv/modules/motion/GuiMove.java84
1 files changed, 63 insertions, 21 deletions
diff --git a/src/main/java/ftbsc/bscv/modules/motion/GuiMove.java b/src/main/java/ftbsc/bscv/modules/motion/GuiMove.java
index 9d3bf1c..d567375 100644
--- a/src/main/java/ftbsc/bscv/modules/motion/GuiMove.java
+++ b/src/main/java/ftbsc/bscv/modules/motion/GuiMove.java
@@ -5,44 +5,86 @@ import com.google.auto.service.AutoService;
import ftbsc.bscv.ICommons;
import ftbsc.bscv.api.ILoadable;
import ftbsc.bscv.modules.AbstractModule;
+import net.minecraft.client.gui.advancements.AdvancementsScreen;
+import net.minecraft.client.gui.screen.CustomizeSkinScreen;
import net.minecraft.client.gui.screen.IngameMenuScreen;
import net.minecraft.client.gui.screen.OptionsScreen;
import net.minecraft.client.gui.screen.OptionsSoundsScreen;
-import net.minecraft.client.gui.screen.VideoSettingsScreen;
+import net.minecraft.client.gui.screen.Screen;
import net.minecraft.client.gui.screen.inventory.ContainerScreen;
import net.minecraft.client.settings.KeyBinding;
import net.minecraft.client.util.InputMappings;
-import net.minecraftforge.event.entity.living.LivingEvent;
+import net.minecraftforge.client.event.InputUpdateEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
+import net.minecraftforge.fml.client.gui.screen.ModListScreen;
@AutoService(ILoadable.class)
public class GuiMove extends AbstractModule implements ICommons {
+ private boolean once = false;
+
+ private boolean isKeyDown(KeyBinding key) {
+ return InputMappings.isKeyDown(MC.getWindow().getWindow(), key.getKey().getValue());
+ }
+
+ private KeyBinding[] keys = {
+ MC.options.keyUp,
+ MC.options.keyDown,
+ MC.options.keyLeft,
+ MC.options.keyRight,
+ MC.options.keyJump,
+ };
+
+ private Class<?>[] screens = {
+ ContainerScreen.class,
+ OptionsScreen.class,
+ OptionsSoundsScreen.class,
+ IngameMenuScreen.class,
+ AdvancementsScreen.class,
+ ModListScreen.class,
+ CustomizeSkinScreen.class,
+ };
+
+ private void forceMovementTick() {
+ // TODO can we patch to make this always happen instead of duplicating code?
+ MC.player.input.up = this.isKeyDown(MC.options.keyUp);
+ MC.player.input.down = this.isKeyDown(MC.options.keyDown);
+ MC.player.input.left = this.isKeyDown(MC.options.keyLeft);
+ MC.player.input.right = this.isKeyDown(MC.options.keyRight);
+ MC.player.input.jumping = this.isKeyDown(MC.options.keyJump);
+ MC.player.input.shiftKeyDown = this.isKeyDown(MC.options.keyShift);
+
+ MC.player.input.forwardImpulse = MC.player.input.up == MC.player.input.down ? 0.0F : (MC.player.input.up ? 1.0F : -1.0F);
+ MC.player.input.leftImpulse = MC.player.input.left == MC.player.input.right ? 0.0F : (MC.player.input.left ? 1.0F : -1.0F);
+ }
+
+ private boolean allowMovementOnThisScreen(Screen screen) {
+ for (Class<?> clazz : this.screens) {
+ if (clazz.isInstance(screen)) {
+ return true;
+ }
+ }
+ return false;
+ }
+
@SubscribeEvent
- public void onPlayerUpdate(LivingEvent.LivingUpdateEvent event) {
+ public void onInputUpdate(InputUpdateEvent event) {
if (MC.player == null) return;
if (event.getEntityLiving() != MC.player) return;
- KeyBinding[] keys = {
- MC.options.keyUp,
- MC.options.keyDown,
- MC.options.keyLeft,
- MC.options.keyRight,
- MC.options.keyJump,
- };
-
- if (
- MC.screen instanceof ContainerScreen
- || MC.screen instanceof OptionsScreen
- || MC.screen instanceof VideoSettingsScreen
- || MC.screen instanceof OptionsSoundsScreen
- || MC.screen instanceof IngameMenuScreen
- ) {
- for (KeyBinding key : keys) {
+ if (this.allowMovementOnThisScreen(MC.screen)) {
+ once = true;
+ for (KeyBinding key : this.keys) {
boolean state = InputMappings.isKeyDown(MC.getWindow().getWindow(), key.getKey().getValue());
- KeyBinding.set(key.getKey(), state);
- key.setDown(state);
+ if (state ^ key.isDown()) {
+ KeyBinding.set(key.getKey(), state);
+ key.setDown(state);
+ }
}
+ this.forceMovementTick();
+ } else if (once) { // release all keys once we leave the screen
+ once = false;
+ KeyBinding.releaseAll(); // TODO maybe only release movement keys?
}
}