Fix YACL category switching with bumpers

This commit is contained in:
Motschen
2023-01-03 18:47:41 +01:00
parent 9deab7228d
commit d48952fec9
3 changed files with 4 additions and 4 deletions

View File

@@ -116,7 +116,7 @@ dependencies {
modImplementation "maven.modrinth:emi:${project.emi_version}"
modCompileOnlyApi "maven.modrinth:emotecraft:${project.emotecraft_version}"
modCompileOnlyApi "io.github.kosmx:bendy-lib:${project.bendylib_version}"
modCompileOnlyApi "dev.isxander:yet-another-config-lib:${project.yacl_version}"
modImplementation "dev.isxander:yet-another-config-lib:${project.yacl_version}"
modCompileOnlyApi "maven.modrinth:inventory-tabs-updated:${project.inventorytabs_version}"
modCompileOnlyApi "maven.modrinth:bedrockify:${project.bedrockify_version}"
// Required for Inventory Tabs

View File

@@ -26,7 +26,7 @@ emi_version=0.5.0+1.19.3
libgui_version=6.0.0+1.19
inventorytabs_version=inventorytabs-0.9.beta-1.19.x
clothconfig_version=7.0.72
yacl_version=2.0.0
yacl_version=2.2.0
bedrockify_version=1.5+mc1.19.1-2
# Ok Zoomer and LibZoomer are temporarily disabled for the time being, as we are currently using Reflection at runtime instead in OkZoomerCompat due to there being two major, completely incompatible API versions.

View File

@@ -92,9 +92,9 @@ public class ButtonBinding {
.actions(InputHandlers::handleToggleSprint).onlyInGame().register();
public static final ButtonBinding SWAP_HANDS = new Builder("swap_hands").buttons(GLFW_GAMEPAD_BUTTON_X).onlyInGame().cooldown().register();
public static final ButtonBinding TAB_LEFT = new Builder("tab_back").buttons(GLFW_GAMEPAD_BUTTON_LEFT_BUMPER)
.action(InputHandlers.handleHotbar(false)).filter(Predicates.or(InputHandlers::inInventory, InputHandlers::inAdvancements).or((client, binding) -> client.currentScreen != null && client.currentScreen.getClass().toString().contains("sodium"))).cooldown().register();
.action(InputHandlers.handleHotbar(false)).filter(Predicates.or(InputHandlers::inInventory, InputHandlers::inAdvancements).or((client, binding) -> client.currentScreen != null)).cooldown().register();
public static final ButtonBinding TAB_RIGHT = new Builder("tab_next").buttons(GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER)
.action(InputHandlers.handleHotbar(true)).filter(Predicates.or(InputHandlers::inInventory, InputHandlers::inAdvancements).or((client, binding) -> client.currentScreen != null && client.currentScreen.getClass().toString().contains("sodium"))).cooldown().register();
.action(InputHandlers.handleHotbar(true)).filter(Predicates.or(InputHandlers::inInventory, InputHandlers::inAdvancements).or((client, binding) -> client.currentScreen != null)).cooldown().register();
public static final ButtonBinding PAGE_LEFT = new Builder("page_back").buttons(axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, true))
.action(InputHandlers.handlePage(false)).filter(InputHandlers::inInventory).cooldown(30).register();
public static final ButtonBinding PAGE_RIGHT = new Builder("page_next").buttons(axisAsButton(GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, true))