mirror of
https://github.com/TeamMidnightDust/MidnightControls.git
synced 2025-12-13 23:25:10 +01:00
Use more enums instead of integers
This commit is contained in:
@@ -20,6 +20,7 @@ import eu.midnightdust.midnightcontrols.MidnightControlsFeature;
|
||||
import eu.midnightdust.midnightcontrols.client.controller.ButtonBinding;
|
||||
import eu.midnightdust.midnightcontrols.client.controller.Controller;
|
||||
import eu.midnightdust.midnightcontrols.client.controller.InputManager;
|
||||
import eu.midnightdust.midnightcontrols.client.enums.ButtonState;
|
||||
import eu.midnightdust.midnightcontrols.client.enums.CameraMode;
|
||||
import eu.midnightdust.midnightcontrols.client.enums.ControllerType;
|
||||
import eu.midnightdust.midnightcontrols.client.enums.HudSide;
|
||||
@@ -73,6 +74,7 @@ public class MidnightControlsConfig extends MidnightConfig {
|
||||
@Entry(category = VISUAL, name = "Reacharound Outline Alpha", isSlider = true, min = 0, max = 255) public static int reacharoundOutlineColorAlpha = 102;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.right_dead_zone", isSlider = true, min = 0.05, max = 1) public static double rightDeadZone = 0.25;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.left_dead_zone", isSlider = true, min = 0.05, max = 1) public static double leftDeadZone = 0.25;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.trigger_dead_zone", isSlider = true, min = 0.05, max = 1) public static double triggerDeadZone = 0.1;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.invert_right_y_axis") public static boolean invertRightYAxis = false;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.invert_right_x_axis") public static boolean invertRightXAxis = false;
|
||||
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.rotation_speed", isSlider = true, min = 0, max = 100, precision = 10) public static double rotationSpeed = 35.0; //used for x-axis, name kept for compatibility
|
||||
@@ -311,28 +313,28 @@ public class MidnightControlsConfig extends MidnightConfig {
|
||||
else BINDING.put("controller.controls." + binding.getName(), binding.getButtonCode());
|
||||
}
|
||||
|
||||
public static boolean isBackButton(int btn, boolean isBtn, int state) {
|
||||
if (!isBtn && state == 0)
|
||||
public static boolean isBackButton(int btn, boolean isBtn, ButtonState state) {
|
||||
if (!isBtn && state == ButtonState.NONE)
|
||||
return false;
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, false) == ButtonBinding.axisAsButton(btn, state == 1);
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, false) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
|
||||
}
|
||||
|
||||
public static boolean isForwardButton(int btn, boolean isBtn, int state) {
|
||||
if (!isBtn && state == 0)
|
||||
public static boolean isForwardButton(int btn, boolean isBtn, ButtonState state) {
|
||||
if (!isBtn && state == ButtonState.NONE)
|
||||
return false;
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, true) == ButtonBinding.axisAsButton(btn, state == 1);
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, true) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
|
||||
}
|
||||
|
||||
public static boolean isLeftButton(int btn, boolean isBtn, int state) {
|
||||
if (!isBtn && state == 0)
|
||||
public static boolean isLeftButton(int btn, boolean isBtn, ButtonState state) {
|
||||
if (!isBtn && state == ButtonState.NONE)
|
||||
return false;
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, false) == ButtonBinding.axisAsButton(btn, state == 1);
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, false) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
|
||||
}
|
||||
|
||||
public static boolean isRightButton(int btn, boolean isBtn, int state) {
|
||||
if (!isBtn && state == 0)
|
||||
public static boolean isRightButton(int btn, boolean isBtn, ButtonState state) {
|
||||
if (!isBtn && state == ButtonState.NONE)
|
||||
return false;
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, true) == ButtonBinding.axisAsButton(btn, state == 1);
|
||||
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, true) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user