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Posted

My apologies if I am missing something very obvious. It may be that this area has not yet been fully coded for the 1.7.2 forge, in which case I understand.

 

I am trying to update a couple of mods which I had working in 1.6. They used a keyhandler so that I could detect various function key presses to make things appear and disappear on-screen.

 

I realise that the keyhandler has been entirely replaced by an event-driven approach in 1.7. I believe we now have InputEvent which implements Event, and KeyInputEvent and MouseInputEvent which implement InputEvent. I can see that KeyInputEvent does indeed fire when a key is pressed, as expected.

 

However, I am lost when trying to discover which key has been pressed! There is no code within KeyInputEvent, so I have no public getter methods or public variables that I can access.

 

As I said, maybe I am simply trying to use something that hasn't yet been implemented, in which case I apologise for wasting anyone's time.

Posted

In your keyhandler class you need to register your keys. Like:

 

private KeyBinding key_openGUI  = new KeyBinding("key name", Keyboard.KEY_F, "My_Mod_Category");

public static openGUI;

 

public KeyHandlerClass()

{

    ClientRegistry.registerKeyBinding(key_openGUI);

}

 

Then under KeyInputEvent you can check if the key has been pressed.

 

@SubscribeEvent

public void tick(KeyInputEvent event)

{

 

  this.openGUI = false;

 

  if(key_openGUI.func_151468_f())

  {

      this.openGUI = true;

    }

}

 

This is just an example so it might not actually work 100%

Posted

Thank you so much, Skerp!

 

I was doing all of the registration already. That was fine. But you've shown me the method to detect the key-presses and that works perfectly :)

 

I'll be able to put my mods up very soon - probably today.

 

Brilliant news, and thank you again :D

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