Jump to content

[1.11.2] Recommended way of checking KeyBindings for opening a GuiScreen


ctbe

Recommended Posts

I recently read somewhere in an answer to an old thread that rarely one should subscribe to KeyInputEvent when handling KeyBindings. That one should subscribe instead to ClientTickEvent. Of course, the answer was fitted to the context of that thread. In my case, in which all I do is open a GuiScreen menu should I subscribe with this

 

@Subscribe
def onKeyInput (keyInputEvent: KeyInputEvent): Unit = {
    // Do my logic here using KeyBinding.isKeyDown()
}



or with this

@Subscribe
def onClientTickEvent (clientTickEvent: ClientTickEvent): Unit = {
    // Do my logic here using KeyBinding.isKeyDown()
}



I have only one KeyBinding, the one for opening the gui.

For my purposes, I currently find no use for the keyInputEvent variable. Also, will subscribing to check for key inputs on the ClientTickEvent consume more processing power than using KeyInputEvent? I somehow feel it does because while I am not moving or doing anything, minecraft would still be checking for the key binding state every tick.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Sometimes, tweaking load order or specific configs can also help ease those conflicts.
    • I have recently tired downloading forge so i can run mods for hypixel skyblock but whenever i download forge and do it the same way as videos and tutorials forge keeps downloading as log file and doesnt download the .jar file any help will be aprecciated.
    • So I have created a Create Mod Server with my friends and i to play everyone can join play except one of my friends because when he tries to launch the game from the CurseForge Launcher it will load but never open or give him a crash report, we have tried everything from deleting CF and reinstalling it to Updating his drivers, IDK what to do if anyone can help I would be very Grateful
    • I get this error when trying to start the server for forged mods. In the code below it mentions distant horizons but no matter what mod I put in (deleting distant horizons) it still gives an error and doesn't launch Crash Report UUID: 3e91d5c7-18a7-43c2-a935-a8d28de560d1 FML: 47.3 Forge: net.minecraftforge:47.3.10[23:33:47] [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [    Distant Horizons (distanthorizons) encountered an error during the sided_setup event phase§7java.lang.ExceptionInInitializerError: null]     at net.minecraftforge.fml.ModLoader.waitForTransition(ModLoader.java:246) ~[fmlcore-1.20.1-47.3.10.jar%23104!/:?] {}     at net.minecraftforge.fml.ModLoader.lambda$dispatchAndHandleError$20(ModLoader.java:210) ~[fmlcore-1.20.1-47.3.10.jar%23104!/:?] {}     at java.util.Optional.ifPresent(Optional.java:178) ~[?:?] {}     at net.minecraftforge.fml.ModLoader.dispatchAndHandleError(ModLoader.java:210) ~[fmlcore-1.20.1-47.3.10.jar%23104!/:?] {}     at net.minecraftforge.fml.ModLoader.lambda$loadMods$15(ModLoader.java:190) ~[fmlcore-1.20.1-47.3.10.jar%23104!/:?] {}     at java.lang.Iterable.forEach(Iterable.java:75) ~[?:?] {}     at net.minecraftforge.fml.ModLoader.loadMods(ModLoader.java:190) ~[fmlcore-1.20.1-47.3.10.jar%23104!/:?] {}     at net.minecraft.server.loading.ServerModLoader.load(ServerModLoader.java:31) ~[forge-1.20.1-47.3.10-universal.jar%23108!/:?] {re:classloading}     at net.minecraft.server.Main.main(Main.java:125) ~[server-1.20.1-20230612.114412-srg.jar%23103!/:?] {re:classloading}     at jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?] {}     at java.lang.reflect.Method.invoke(Method.java:580) ~[?:?] {}     at net.minecraftforge.fml.loading.targets.CommonLaunchHandler.runTarget(CommonLaunchHandler.java:111) ~[fmlloader-1.20.1-47.3.10.jar%2369!/:?] {}     at net.minecraftforge.fml.loading.targets.CommonLaunchHandler.lambda$run$1(CommonLaunchHandler.java:103) ~[fmlloader-1.20.1-47.3.10.jar%2369!/:?] {}     at net.minecraftforge.fml.loading.targets.CommonServerLaunchHandler.lambda$makeService$0(CommonServerLaunchHandler.java:27) ~[fmlloader-1.20.1-47.3.10.jar%2369!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:30) ~[modlauncher-10.0.9.jar%2355!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:53) ~[modlauncher-10.0.9.jar%2355!/:?] {}     at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:71) ~[modlauncher-10.0.9.jar%2355!/:?] {}     at cpw.mods.modlauncher.Launcher.run(Launcher.java:108) ~[modlauncher-10.0.9.jar%2355!/:?] {}     at cpw.mods.modlauncher.Launcher.main(Launcher.java:78) ~[modlauncher-10.0.9.jar%2355!/:?] {}     at cpw.mods.bootstraplauncher.BootstrapLauncher.main(BootstrapLauncher.java:141) ~[bootstraplauncher-1.1.2.jar:?] {}  
    • This error keeps coming up after player tries to join server, doesn't happen to anyone else.  Error: Internal Exception: io.netty.handler.codec.DecoderException: java.lang.ArrayIndexOutOfBoundsException: Index 17196645 out of bounds for length 13 Heres the latest.log https://pastebin.com/uaw3KC0K  Heres the debug.log https://drive.google.com/file/d/1QzqtCMUf7ps1Iz85AOsMM7W8QhbHjBeU/view?usp=sharing
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.