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[4.1.1][SOLVED] Keybind Management in forge


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Posted

Please anyone can help me to figure out how KeyBindRegistry and KeyBindRegistry.KeyHolder are working? I've spent an hour trying to figure out how to register a new keybind (that appear in Options -> Controls) just like it was with ModLoader.RegisterKey. Please help me

Posted

Probably he best place to look is ModLoader.registerKey as it points to the FML functions that deal with it.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
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Posted

Here i am after looking at http://www.minecraftforge.net/wiki/Tutorials/Upgrading_To_Forge_for_1.3.1#The_proxy_system.

 

But still, my keys don't appear in the Option menu > controls. What am i missing?

 

EDIT: Damn i'm suppid, i forgot to set up a load function, my code was never loaded. So now keys are registered into the game, but where do i set the action to be performed when a key is pressed?

 

GuiTest.java (main mod class):

@Mod( modid = "BebopID", name="GuiTest", version="1.3.2.1")
public class GuiTest extends GuiScreen {
    // declare new keyBinds
KeyBinding[] guiTestKeys = {
	new KeyBinding("Open GuiTest", Keyboard.KEY_P)
};
boolean[] keyBindRepeatFlag = {
	(boolean)false
};

BebopKeyHandler keyHandler;
EDIT [
       @Init
public void load(FMLInitializationEvent event)
{
	// register new keyBinds into the game
	keyHandler = new BebopKeyHandler(guiTestKeys, keyBindRepeat);
	KeyBindingRegistry.registerKeyBinding(keyHandler);
}
]
public void initGui() {

}
}

BebopKeyHandler.java:

public class BebopKeyHandler extends KeyHandler {

public BebopKeyHandler(KeyBinding[] keyBindings, boolean[] isRepeat) {
	super(keyBindings, isRepeat);
}

@Override
public String getLabel() {
	return "Bebops Keys";
}

@Override
public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) {

}

@Override
public void keyUp(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd) {

}

@Override
public EnumSet<TickType> ticks() {
	return null;
}
}

 

Posted

Alright i find out what was the problem.

The code i put in the KeyDown event was making minecraft crash on call, my first guess was a mistake in the KeyHandler class maybe with the Tick method.

But in fact all that part worked well. However i used displayGuiScreen() method in the KeyDown event, forgetting that was a method from Minecraft(). So to solve the thing i had to set in the BebopKeyHandler.java :

 

Minecraft mc = ModLoader.GetMinecraftInstance();

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