Jump to content

[1.14.4] KeyBinding falsely reporting isPressed after using inventory


Recommended Posts

Posted (edited)

I've been using the following pattern to react to key presses in my mods:

@SubscribeEvent
public void onKeyInput(KeyInputEvent event) {
 
	if (myKeyBinding.isPressed()) {
		LOGGER.debug("key has been pressed!");
		// Do stuff here
	}
}

 

This generally works as expected - isPressed() returns true on the initial event (where event.action = GLFW_PRESS). The docstring for isPressed() says "Returns true on the initial key press. For continuous querying use {@link isKeyDown()}. Should be used in key events." which makes me think it's a reasonable approach.

 

However, I've noticed that some of my key events were being unexpectedly fired upon closing an inventory GUI. I've stripped it down to a simple example, and what I'm seeing is that if the key in question was pressed at any point while the inventory was open, then isPressed() continues to report true for a short time after. It's not firing a new event for the key in question, but it means my mod code gets triggered for any other key event (including the GLFW_RELEASE event of the Escape key from closing the inventory). This happens on both creative and survival inventories, but not the IngameMenuScreen or AdvancementsScreen.

 

This standalone example that shows I'm not doing anything funny elsewhere in my code:

 

Spoiler

package com.example.examplemod;

import net.minecraft.client.Minecraft;
import net.minecraft.client.settings.KeyBinding;
import net.minecraftforge.client.event.GuiOpenEvent;
import net.minecraftforge.client.event.InputEvent.KeyInputEvent;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.client.registry.ClientRegistry;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.lwjgl.glfw.GLFW;

// The value here should match an entry in the META-INF/mods.toml file
@Mod("examplemod")
public class ExampleMod
{
    // Directly reference a log4j logger.
    private static final Logger LOGGER = LogManager.getLogger();

    private static KeyBinding myKeyBinding;
    private final int myKeyCode = GLFW.GLFW_KEY_P;
	
    public ExampleMod() {
        // Register the setup method for modloading
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);

        // Register ourselves for server and other game events we are interested in
        MinecraftForge.EVENT_BUS.register(this);
    }

    private void setup(final FMLCommonSetupEvent event)
    {
        // Register key bindings
    	myKeyBinding = new KeyBinding("example", myKeyCode, "mod keys");
     	ClientRegistry.registerKeyBinding(myKeyBinding);
    }

	@SubscribeEvent
	public void onKeyInput(KeyInputEvent event) {

		// Ignore if GUI is open (e.g. an inventory)
		if (Minecraft.getInstance().currentScreen != null ) { return; }
		
		// Is our registered key binding pressed?
		if (myKeyBinding.isPressed()) {
			LOGGER.debug("my key is pressed!");
			if (event.getKey() != myKeyCode) {
				// If you're only ever pressing one key at a time, you shouldn't ever get here... (but you do!)
				LOGGER.error("unexpected pressed state!");
			}
		}
	}
		
	@SubscribeEvent
	public void onGuiOpen(GuiOpenEvent event) {
		if (event.getGui() == null) {
			LOGGER.debug("GUI closed");
		}
		else {
			LOGGER.debug("GUI opened");
		}
	}
}

 

 

Is this expected behaviour or a bug in the KeyBinding code? Is it fundamentally a broken pattern? From looking at the KeyBinding source, I don't really get the logic behind isPressed. I'm quite happy to bin this pattern and revert to the following one, which always works - but if it's a bug I wanted to document it somewhere, or at least save someone else the debugging time!

 

@SubscribeEvent
public void onKeyInput(KeyInputEvent event) {
 
	if (event.getKey() == myKeyBinding.getKey().getKeyCode() &&
			event.getAction() == GLFW.GLFW_PRESS) {
			// do stuff
	}
}

 

Edited by kirstym
fix verb, emphasis
Posted (edited)

Hi, i've solved some issues by adding this to the if statement:

Minecraft.getInstance().currentScreen == null

Maybe could help :)

Edited by xSlart01x
Posted

I actually do usually use that myself to return early if a GUI is open   - I just left it out to keep the examples really simple. Thanks for the suggestion though!

 

This doesn’t change the behaviour I described, because the bug is happening in any Key event shortly after closing the gui.

Posted

To clarify: 

if my key binding is “P”, then when I press “P” with the inventory open, events immediately fire with the key code for “P”. This is expected. Then, I close the inventory and press “O” (another unrelated key). An event fires with the key code for “O”, but inside the event handler, the isPressed method for the “P” key binding wrongly returns true. 

Posted

@DragonITA sorry, I’m not sure what I’m supposed to be looking at - are you just showing an example of querying key state? Should I look in the whole repo or just the file you linked to?
 

I gave a full mod in the spoiler in the first post. I just stripped it down so that it demonstrates the bug without any extra logic from my mods. It’s a fully functional mod class.

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

    • Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • Try switching to Windowed or Borderless Window mode in Minecraft. These modes make it easier for the recorder to capture gameplay, as it still has access to the display without the game taking up all of the graphics resources.
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
  • Topics

×
×
  • Create New...

Important Information

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