mirror of
https://github.com/TeamMidnightDust/MidnightControls.git
synced 2025-12-14 07:35:10 +01:00
Experimental port to 23w06a
Some stuff is still broken, but I managed to implement directional movement in screens
This commit is contained in:
@@ -327,15 +327,13 @@ public class MidnightInput {
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&& (button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_UP || button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_DOWN
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|| button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_LEFT || button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_RIGHT)) {
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if (this.actionGuiCooldown == 0) {
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if (MidnightControlsConfig.arrowScreens.contains(client.currentScreen.getClass().getCanonicalName())) {
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switch (button) {
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case GLFW_GAMEPAD_BUTTON_DPAD_UP -> pressKeyboardKey(client, GLFW.GLFW_KEY_UP);
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN -> pressKeyboardKey(client, GLFW.GLFW_KEY_DOWN);
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT -> pressKeyboardKey(client, GLFW.GLFW_KEY_LEFT);
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT -> pressKeyboardKey(client, GLFW.GLFW_KEY_RIGHT);
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}
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switch (button) {
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case GLFW_GAMEPAD_BUTTON_DPAD_UP -> pressKeyboardKey(client, GLFW.GLFW_KEY_UP);
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN -> pressKeyboardKey(client, GLFW.GLFW_KEY_DOWN);
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT -> pressKeyboardKey(client, GLFW.GLFW_KEY_LEFT);
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT -> pressKeyboardKey(client, GLFW.GLFW_KEY_RIGHT);
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}
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else if (MidnightControlsConfig.wasdScreens.contains(client.currentScreen.getClass().getCanonicalName())) {
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if (MidnightControlsConfig.wasdScreens.contains(client.currentScreen.getClass().getCanonicalName())) {
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switch (button) {
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case GLFW_GAMEPAD_BUTTON_DPAD_UP -> pressKeyboardKey(client, GLFW.GLFW_KEY_W);
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN -> pressKeyboardKey(client, GLFW.GLFW_KEY_S);
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@@ -343,11 +341,11 @@ public class MidnightInput {
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT -> pressKeyboardKey(client, GLFW.GLFW_KEY_D);
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}
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}
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else if (button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_UP) {
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this.changeFocus(client.currentScreen, NavigationDirection.UP);
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} else if (button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_DOWN) {
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this.changeFocus(client.currentScreen, NavigationDirection.DOWN);
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} else this.handleLeftRight(client.currentScreen, button != GLFW.GLFW_GAMEPAD_BUTTON_DPAD_LEFT);
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// else if (button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_UP) {
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// this.changeFocus(client.currentScreen, NavigationDirection.UP);
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// } else if (button == GLFW.GLFW_GAMEPAD_BUTTON_DPAD_DOWN) {
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// this.changeFocus(client.currentScreen, NavigationDirection.DOWN);
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// } else this.handleLeftRight(client.currentScreen, button != GLFW.GLFW_GAMEPAD_BUTTON_DPAD_LEFT);
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}
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return;
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}
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@@ -426,6 +424,9 @@ public class MidnightInput {
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public void pressKeyboardKey(MinecraftClient client, int key) {
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client.keyboard.onKey(client.getWindow().getHandle(), key, 0, 1, 0);
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}
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public void pressKeyboardKey(Screen screen, int key) {
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screen.keyPressed(key, 0, 1);
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}
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/**
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/**
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@@ -732,7 +733,7 @@ public class MidnightInput {
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this.actionGuiCooldown = 2; // Prevent to press too quickly the focused element, so we have to skip 5 ticks.
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return false;
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} else if (element instanceof AlwaysSelectedEntryListWidget) {
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((EntryListWidgetAccessor) element).midnightcontrols$moveSelection(right ? EntryListWidget.MoveDirection.DOWN : EntryListWidget.MoveDirection.UP);
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//TODO((EntryListWidgetAccessor) element).midnightcontrols$moveSelection(right ? EntryListWidget.MoveDirection.DOWN : EntryListWidget.MoveDirection.UP);
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return false;
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} else if (element instanceof ParentElement entryList) {
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var focused = entryList.getFocused();
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@@ -783,76 +784,13 @@ public class MidnightInput {
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}
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if (FabricLoader.getInstance().isModLoaded("sodium"))
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SodiumCompat.handleInput(screen, direction.isLookingForward());
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// This still needs some work
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// ScreenAccessor accessor = (ScreenAccessor) screen;
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// if (accessor.getSelected() != null && accessor.getSelected() instanceof ClickableWidget selected && accessor.getSelectables() != null) {
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// //System.out.println(direction);
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// if (accessor.getSelectables().size() >= 2) {
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// //System.out.println(direction + " 2");
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// int xDifference = Integer.MAX_VALUE;
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// int yDifference = Integer.MAX_VALUE;
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// ClickableWidget newWidget = null;
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// for (int i = 0; i < accessor.getSelectables().size(); ++i) {
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// if (accessor.getSelectables().get(i) instanceof ClickableWidget candidate) {
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// if (!(candidate.x == selected.x && candidate.y == selected.y)) {
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// int canXDifference = Math.abs(candidate.x - selected.x);
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// int canYDifference = Math.abs(candidate.y - selected.y);
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// if (direction.isHorizontal()) {
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// if (direction.isLookingForward()) {
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// if (candidate.x >= selected.x && canYDifference <= yDifference && canXDifference <= xDifference) {
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// System.out.println(direction + " forward horizontal " + candidate);
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// newWidget = candidate;
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// xDifference = canXDifference;
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// yDifference = canYDifference;
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// }
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// } else {
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// if (candidate.x <= selected.x && canYDifference <= yDifference && canXDifference >= xDifference) {
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// System.out.println(direction + " backward horizontal " + candidate);
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// newWidget = candidate;
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// xDifference = canXDifference;
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// yDifference = canYDifference;
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// }
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// }
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// } else {
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// if (direction.isLookingForward()) {
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// if (candidate.y >= selected.y && canYDifference <= yDifference && canXDifference <= xDifference) {
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// System.out.println(direction + " forward vertical " + candidate);
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// newWidget = candidate;
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// xDifference = canXDifference;
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// yDifference = canYDifference;
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// }
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// } else {
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// if (candidate.y <= selected.y && canYDifference >= yDifference && canXDifference <= xDifference) {
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// System.out.println(direction + " backward vertical " + candidate);
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// newWidget = candidate;
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// xDifference = canXDifference;
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// yDifference = canYDifference;
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// }
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// }
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// }
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// }
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// }
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// }
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// if (newWidget != null) {
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// //selected.changeFocus(true);
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// ((ClickableWidgetAccessor) selected).setFocused(false);
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// ((ClickableWidgetAccessor) newWidget).setFocused(true);
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// screen.setFocused(newWidget);
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// screen.changeFocus(false);
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// screen.changeFocus(true);
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// this.actionGuiCooldown = 5;
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// return true;
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// }
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//
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// }
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// }
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if (!screen.changeFocus(direction.isLookingForward())) {
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if (screen.changeFocus(direction.isLookingForward())) {
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this.actionGuiCooldown = 5;
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return false;
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else {
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switch (direction) {
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case UP -> pressKeyboardKey(screen, GLFW.GLFW_KEY_UP);
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case DOWN -> pressKeyboardKey(screen, GLFW.GLFW_KEY_DOWN);
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case LEFT -> pressKeyboardKey(screen, GLFW.GLFW_KEY_LEFT);
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case RIGHT -> pressKeyboardKey(screen, GLFW.GLFW_KEY_RIGHT);
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}
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return true;
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} else {
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this.actionGuiCooldown = 5;
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return false;
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}
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