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MidnightControls 0.1.0 (Beta)
Changes from LambdaControls: - Support for Steam Deck and Dualsense - Support for L4, L5, R4, R5 buttons - Updated Libraries - New Logo and Name - Lots of Bugfixes - MidnightConfig backend
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/*
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* Copyright © 2021 LambdAurora <aurora42lambda@gmail.com>
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*
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* This file is part of midnightcontrols.
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*
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* Licensed under the MIT license. For more information,
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* see the LICENSE file.
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*/
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package eu.midnightdust.midnightcontrols.client.controller;
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import eu.midnightdust.midnightcontrols.client.ButtonState;
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import eu.midnightdust.midnightcontrols.client.MidnightControlsClient;
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import eu.midnightdust.midnightcontrols.client.MidnightControlsConfig;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.network.ClientPlayerEntity;
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import org.jetbrains.annotations.NotNull;
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/**
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* Represents the movement handler.
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*
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* @author LambdAurora
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* @version 1.6.0
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* @since 1.4.0
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*/
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public final class MovementHandler implements PressAction {
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public static final MovementHandler HANDLER = new MovementHandler();
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private boolean shouldOverrideMovement = false;
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private boolean pressingForward = false;
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private boolean pressingBack = false;
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private boolean pressingLeft = false;
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private boolean pressingRight = false;
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private float movementForward = 0.f;
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private float movementSideways = 0.f;
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private MovementHandler() {
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}
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/**
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* Applies movement input of this handler to the player's input.
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*
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* @param player The client player.
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*/
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public void applyMovement(@NotNull ClientPlayerEntity player) {
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if (!this.shouldOverrideMovement)
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return;
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player.input.pressingForward = this.pressingForward;
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player.input.pressingBack = this.pressingBack;
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player.input.pressingLeft = this.pressingLeft;
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player.input.pressingRight = this.pressingRight;
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player.input.movementForward = this.movementForward;
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player.input.movementSideways = this.movementSideways;
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this.shouldOverrideMovement = false;
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}
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@Override
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public boolean press(@NotNull MinecraftClient client, @NotNull ButtonBinding button, float value, @NotNull ButtonState action) {
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if (client.currentScreen != null || client.player == null)
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return this.shouldOverrideMovement = false;
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int direction = 0;
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if (button == ButtonBinding.FORWARD || button == ButtonBinding.LEFT)
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direction = 1;
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else if (button == ButtonBinding.BACK || button == ButtonBinding.RIGHT)
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direction = -1;
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if (action.isUnpressed())
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direction = 0;
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this.shouldOverrideMovement = direction != 0;
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if (MidnightControlsConfig.analogMovement) {
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value = (float) Math.pow(value, 2);
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} else value = 1.f;
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if (button == ButtonBinding.FORWARD || button == ButtonBinding.BACK) {
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// Handle forward movement.
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this.pressingForward = direction > 0;
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this.pressingBack = direction < 0;
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this.movementForward = direction * value;
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// Slowing down if sneaking.
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if (client.player.input.sneaking)
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this.movementForward *= 0.3D;
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} else {
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// Handle sideways movement.
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this.pressingLeft = direction > 0;
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this.pressingRight = direction < 0;
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this.movementSideways = direction * value;
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// Slowing down if sneaking.
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if (client.player.input.sneaking)
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this.movementSideways *= 0.3D;
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}
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return this.shouldOverrideMovement;
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}
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}
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