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https://github.com/TeamMidnightDust/MidnightControls.git
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MidnightControls 1.4.0 - Many Improvements and Fixes
- EMI compat! (Switch page keybinds & more) - Expose more keybindings - Fix Compatibility with Quilt Creative Extension - Improve Auto Switch mode (Automatically switch gamepad on connection changes) - Fix triggers not working on some (slightly broken) controllers - Fix #57 (Broken stack pickup) - Fix #56 (Unused language strings) - Fix #52 (Rebound perspective button blocking actions) - Fix #46 (Button overlap with Crawl mod) - Fix #59 (D-Pad can switch EMI buttons when in Inventories)
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@@ -62,6 +62,9 @@ public class ButtonBinding {
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.action(MovementHandler.HANDLER).onlyInGame().register();
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public static final ButtonBinding SCREENSHOT = new Builder("screenshot").buttons(GLFW_GAMEPAD_BUTTON_DPAD_UP, GLFW_GAMEPAD_BUTTON_A)
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.action(InputHandlers::handleScreenshot).cooldown().register();
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public static final ButtonBinding DEBUG_SCREEN = new Builder("debug_screen").buttons(GLFW_GAMEPAD_BUTTON_DPAD_UP, GLFW_GAMEPAD_BUTTON_B)
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.action((client,binding,value,action) -> {if (action == ButtonState.PRESS) client.options.debugEnabled = !client.options.debugEnabled; return true;}).cooldown().register();
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public static final ButtonBinding SLOT_DOWN = new Builder("slot_down").buttons(GLFW_GAMEPAD_BUTTON_DPAD_DOWN)
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.action(InputHandlers.handleInventorySlotPad(1)).onlyInInventory().cooldown().register();
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public static final ButtonBinding SLOT_LEFT = new Builder("slot_left").buttons(GLFW_GAMEPAD_BUTTON_DPAD_LEFT)
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@@ -89,7 +92,7 @@ public class ButtonBinding {
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.action(InputHandlers.handleActions()).filter(InputHandlers::inInventory).cooldown().register();
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public static final ButtonBinding QUICK_MOVE = new Builder("quick_move").buttons(GLFW_GAMEPAD_BUTTON_Y)
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.action(InputHandlers.handleActions()).filter(InputHandlers::inInventory).cooldown().register();
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public static final ButtonBinding TOGGLE_PERSPECTIVE = new Builder("toggle_perspective").buttons(GLFW_GAMEPAD_BUTTON_DPAD_UP, GLFW_GAMEPAD_BUTTON_Y).cooldown().register();
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public static final ButtonBinding TOGGLE_PERSPECTIVE = new Builder("toggle_perspective").filter(InputHandlers::inGame).buttons(GLFW_GAMEPAD_BUTTON_DPAD_UP, GLFW_GAMEPAD_BUTTON_Y).cooldown().register();
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public static final ButtonBinding USE = new Builder("use").buttons(axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, true)).register();
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private int[] button;
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@@ -387,18 +390,26 @@ public class ButtonBinding {
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ButtonBinding.HOTBAR_RIGHT,
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ButtonBinding.INVENTORY,
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ButtonBinding.SWAP_HANDS,
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ButtonBinding.TAB_LEFT,
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ButtonBinding.TAB_RIGHT,
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ButtonBinding.PAGE_LEFT,
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ButtonBinding.PAGE_RIGHT,
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ButtonBinding.TAKE,
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ButtonBinding.TAKE_ALL,
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ButtonBinding.QUICK_MOVE
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ButtonBinding.QUICK_MOVE,
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ButtonBinding.SLOT_UP,
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ButtonBinding.SLOT_DOWN,
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ButtonBinding.SLOT_LEFT,
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ButtonBinding.SLOT_RIGHT
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));
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MULTIPLAYER_CATEGORY = InputManager.registerDefaultCategory("key.categories.multiplayer",
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category -> category.registerAllBindings(ButtonBinding.CHAT, ButtonBinding.PLAYER_LIST));
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MISC_CATEGORY = InputManager.registerDefaultCategory("key.categories.misc", category -> category.registerAllBindings(
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ButtonBinding.SCREENSHOT,
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ButtonBinding.TOGGLE_PERSPECTIVE,
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ButtonBinding.PAUSE_GAME,
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//SMOOTH_CAMERA,
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ButtonBinding.TOGGLE_PERSPECTIVE
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ButtonBinding.DEBUG_SCREEN
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));
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}
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