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Posted

I wanna know how I would go about adding my own mod to the controls tab so that you can set the custom hotkeys for the mod from the controls menu as you would in vanilla mc

Posted
  On 4/14/2019 at 8:38 PM, V0idWa1k3r said:

Use the KeyBindings for your key registration/detection and register them using ClientRegistry.registerKeyBinding

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dangit I was hoping to not have to use the registry stuff because I don't really know how to do all that to be honest. I usually just deal with code manipulation rather than actually implementing new features into the game. If you could help me out a little more with the registry stuff or give me a resource where I can learn it that would be awesome, otherwise I can continue trying to learn it myself.

Posted

The key bindings don't have a registry associated with them, just create a new KeyBinding object and register it using ClientRegistry.registerKeyBinding during pre-init. That's all you have to do.

To then check whether the key is pressed use KeyBinding#isKeyDown (in a tick event to check if it's hold down) or KeyBinding#isPressed in a KeyEvent to check whether the key being pressed is yours.

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Posted (edited)
  On 4/14/2019 at 8:49 PM, V0idWa1k3r said:

The key bindings don't have a registry associated with them, just create a new KeyBinding object and register it using ClientRegistry.registerKeyBinding during pre-init. That's all you have to do.

To then check whether the key is pressed use KeyBinding#isKeyDown (in a tick event to check if it's hold down) or KeyBinding#isPressed in a KeyEvent to check whether the key being pressed is yours.

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Is it necessary to create a new KeyBinding object considering that minecraft already has one?

 

This is what I did:

ClientRegistry.registerKeyBinding(new KeyBinding("Initiate Teleport Sequence", 37, "modID"));

 

Edited by outflows
Posted

...You are creating a new KeyBinding object, or in other words another instance of a KeyBinding class here. new Object != new Class.

 

What version of the game are you modding for? This isn't a 1.12.2 KeyBinding constructor.

Posted (edited)
  On 4/14/2019 at 9:10 PM, V0idWa1k3r said:

...You are creating a new KeyBinding object, or in other words another instance of a KeyBinding class here. new Object != new Class.

 

What version of the game are you modding for? This isn't a 1.12.2 KeyBinding constructor.

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Oh sorry, I misunderstood what you meant, and yeah I'm in 1.12.2. Also, where would I instantiate that new object in order to call it from outside of my main class? Or should I just instantiate it within the Main class and just use a getter? Sorry if these are stupid questions but I'm really new at modding and I'm trying to get a sense of how things work.

Edited by outflows
Posted (edited)

Oh, right, my bad, I am just too used to using the forge-provided constructor and not the default one, you are right.

Don't use a magical number for the key-code, reference them from the Keyboard class.

You would also need to store the KeyBinding object in a field to actually check whether it is pressed or not.

 

You can instantinate it whereever you like as long as it is not a common class(aka it needs to only be loaded on the client like your client proxy for example).

Edited by V0idWa1k3r
Posted
  On 4/14/2019 at 9:15 PM, V0idWa1k3r said:

Oh, right, my bad, I am just too used to using the forge-provided constructor and not the default one, you are right.

Don't use a magical number for the key-code, reference them from the Keyboard class.

You would also need to store the KeyBinding object in a field to actually check whether it is pressed or not.

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Yeah I chose 37 on purpose as it was one that wasn't already in use (K). Would I store the object in the main class where I have the preInit and stuff?

Posted

 

  On 4/14/2019 at 9:15 PM, V0idWa1k3r said:

You can store it whereever you like as long as it is not a common class(aka it needs to only be loaded on the client like your client proxy for example).

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  On 4/14/2019 at 9:18 PM, outflows said:

Yeah I chose 37 on purpose as it was one that wasn't already in use (K)

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You can still reference it from the Keyboard class instead of using a magical number.

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Posted
  On 4/14/2019 at 9:19 PM, V0idWa1k3r said:

 

 

You can still reference it from the Keyboard class instead of using a magical number.

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Oh I wasn't aware that there was a keyboard class. I was just using this as a resource: https://minecraft.gamepedia.com/Key_codes 

Also, it might be slightly unrelated but do you have any idea how I could make a custom GUI that looks something like the escape menu or even like the control menu? 

Posted
  On 4/14/2019 at 9:25 PM, outflows said:

Also, it might be slightly unrelated but do you have any idea how I could make a custom GUI that looks something like the escape menu or even like the control menu? 

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By making a custom class that extends GuiScreen or something and rendering the things as you want here. To see how to render things there you can look at vanilla's classes for examples.

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