mirror of
https://github.com/TeamMidnightDust/MidnightControls.git
synced 2025-12-14 07:35:10 +01:00
Mixed input & Fix multiple issues
- Update to 1.20.4 - Touch can now be used in controller mode (especially nice on Steam Deck) - Added option to choose between camera modes (Flat vs. Adaptive, addresses #232) - Fixed broken button binding (#235)
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@@ -17,6 +17,7 @@ import eu.midnightdust.midnightcontrols.client.compat.*;
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import eu.midnightdust.midnightcontrols.client.controller.ButtonBinding;
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import eu.midnightdust.midnightcontrols.client.controller.Controller;
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import eu.midnightdust.midnightcontrols.client.controller.InputManager;
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import eu.midnightdust.midnightcontrols.client.enums.CameraMode;
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import eu.midnightdust.midnightcontrols.client.gui.RingScreen;
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import eu.midnightdust.midnightcontrols.client.gui.TouchscreenOverlay;
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import eu.midnightdust.midnightcontrols.client.gui.widget.ControllerControlsWidget;
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@@ -31,6 +32,7 @@ import dev.lambdaurora.spruceui.widget.AbstractSprucePressableButtonWidget;
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import dev.lambdaurora.spruceui.widget.SpruceElement;
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import dev.lambdaurora.spruceui.widget.SpruceLabelWidget;
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import dev.lambdaurora.spruceui.widget.container.SpruceParentWidget;
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import eu.midnightdust.midnightcontrols.client.enums.ButtonState;
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import net.fabricmc.loader.api.FabricLoader;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.client.gui.Element;
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@@ -149,8 +151,13 @@ public class MidnightInput {
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if (allowInput)
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InputManager.updateBindings(client);
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if (this.controlsInput != null
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&& InputManager.STATES.int2ObjectEntrySet().parallelStream().map(Map.Entry::getValue).allMatch(ButtonState::isUnpressed)) {
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if (this.controlsInput != null) {
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InputManager.STATES.forEach((num, button) -> {
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if (button.isPressed()) System.out.println(num);
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});
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}
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if (this.controlsInput != null && InputManager.STATES.int2ObjectEntrySet().parallelStream().map(Map.Entry::getValue).allMatch(ButtonState::isUnpressed)) {
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System.out.println("finished");
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if (this.controlsInput.focusedBinding != null && !this.controlsInput.waiting) {
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int[] buttons = new int[this.controlsInput.currentButtons.size()];
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for (int i = 0; i < this.controlsInput.currentButtons.size(); i++)
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@@ -490,6 +497,7 @@ public class MidnightInput {
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{
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boolean currentPlusState = value > getDeadZoneValue(axis);
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boolean currentMinusState = value < -getDeadZoneValue(axis);
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if (axis == GLFW_GAMEPAD_AXIS_LEFT_TRIGGER || axis == GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER) currentMinusState = false;
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if (!MidnightControlsConfig.analogMovement && (axis == GLFW_GAMEPAD_AXIS_LEFT_X || axis == GLFW_GAMEPAD_AXIS_LEFT_Y)) {
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currentPlusState = asButtonState == 1;
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currentMinusState = asButtonState == 2;
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@@ -786,6 +794,28 @@ public class MidnightInput {
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* @param state the state
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*/
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public void handleLook(@NotNull MinecraftClient client, int axis, float value, int state) {
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if (client.player == null) return;
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// Handles the look direction.
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if (MidnightControlsConfig.cameraMode == CameraMode.FLAT) {
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double powValue = Math.pow(value, 2.0);
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if (axis == GLFW_GAMEPAD_AXIS_RIGHT_Y) {
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if (state == 2) {
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this.targetPitch = -MidnightControlsConfig.getRightYAxisSign() * (MidnightControlsConfig.yAxisRotationSpeed * powValue) * 0.11D;
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} else if (state == 1) {
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this.targetPitch = MidnightControlsConfig.getRightYAxisSign() * (MidnightControlsConfig.yAxisRotationSpeed * powValue) * 0.11D;
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}
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}
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if (axis == GLFW_GAMEPAD_AXIS_RIGHT_X) {
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if (state == 2) {
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this.targetYaw = -MidnightControlsConfig.getRightXAxisSign() * (MidnightControlsConfig.rotationSpeed * powValue) * 0.11D;
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} else if (state == 1) {
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this.targetYaw = MidnightControlsConfig.getRightXAxisSign() * (MidnightControlsConfig.rotationSpeed * powValue) * 0.11D;
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}
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}
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return;
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}
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// Code below runs for adaptive camera mode
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// Handles the look direction.
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if (axis == GLFW_GAMEPAD_AXIS_RIGHT_X) {
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xValue = value;
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