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Invert boolean value when a key is pressed


American2050
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This is kinda off topic to ask on the Modder Support Forum, so I ask here.

 

I have an item that runs a code while player holds right click on it.

 

I want to change the state of a boolean when the player presses Control key. The problem I have if that checking with something like this:

 

if (Keyboard.isKeyDown(Keyboard.KEY_LCONTROL))
    {
		this.isLocked = !this.isLocked;
    }

 

Will make the boolean isLocked to switch from true to false constantly while the key is pressed. Is there a way to make it switch just once until the next time Control is pressed?

 

Thanks.

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Don't use Keyboard.isKeyDown.

Subscribe to

KeyInputEvent

. In there check

Keyboard.getEventKey

if it's the key you want and

Keyboard.getEventKeyState

to check if it was pressed or released (true for pressed, false for released).

 

And this fits perfectly fine in Modder Support.

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Don't use Keyboard.isKeyDown.

Subscribe to

KeyInputEvent

. In there check

Keyboard.getEventKey

if it's the key you want and

Keyboard.getEventKeyState

to check if it was pressed or released (true for pressed, false for released).

 

And this fits perfectly fine in Modder Support.

When you say "Subscribe" to KeyInputEvent, you mean like subscribing a Forge Event?

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Ohh ok. And do I have to declare a Key on the Controls also, to give the players the ability to change the key that triggers this?

 

I guess it would be a good practice, as default it would be Control, that, as we all know, it's assigned to Sprint. I don't want to cause a Key Conflict :P

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Tried that way, but it keeps triggering until another key is pressed.

 

    		if(Keyboard.getEventKey() == MyKeyBindings.toggleWater.getKeyCodeDefault() && MyKeyBindings.toggleWater.getKeyModifier().isActive()){

    			isLocked = !isLocked;
    			
    		}

 

I found a fix from my KeyMonitor:

 

	       if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL)){
    	   
    	   WateringDongle.isLocked = !WateringDongle.isLocked;
     
       }

 

And this method doesn't trigger to fast, so unless the player keeps holding the key for a long time, it will toggle false/true really well.

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The first version is fine, you just did not check

getEventKeyState

like I told you.

Oh, and also don't use

getKeyCodeDefault

, use

getKeyCode

.

getKeyCodeDefault

is the default value, not the one the user set.

Ohh I see. Thanks.

 

I switched to Default as one was returning 29 and the other 34 I believe, but maybe it is because I was checking against the wrong on ;) Gonna give it a try again.

 

However from the KeyMonitor it's nice, as I can now check against Left Control, and it doesn't matter if the Key is assigned to sprint also, so it doesn't cause a key conflict.

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