Adds the ability to always show hands and crosshairs.

Apparently, @rflambert doesn't want the hands to fade. It seemed like a good idea, so I added a configurable option to the main repo.
This commit is contained in:
Markil3
2021-03-26 11:25:55 -06:00
parent 83d17c1037
commit 2eff4a4bb2
3 changed files with 107 additions and 53 deletions

View File

@@ -84,7 +84,9 @@ public class ConfigManager
private TimeValues hungerTime = new TimeValues(); private TimeValues hungerTime = new TimeValues();
private TimeValues effectTime = new TimeValues(); private TimeValues effectTime = new TimeValues();
private int crosshairTime = 6 * TICKS_PER_SECOND; private int crosshairTime = 6 * TICKS_PER_SECOND;
private boolean hideCrosshair = true;
private int handTime = 30 * TICKS_PER_SECOND; private int handTime = 30 * TICKS_PER_SECOND;
private boolean hideHands = true;
private boolean showArmor = true; private boolean showArmor = true;
private double minHealth = 0.5; private double minHealth = 0.5;
private int minHunger = 17; private int minHunger = 17;
@@ -186,6 +188,16 @@ public class ConfigManager
return this.crosshairTime; return this.crosshairTime;
} }
/**
* Checks whether the crosshairs should be hidden after a period of time.
*
* @return - Whether or not crosshairs will be hidden.
*/
public boolean hideCrosshair()
{
return this.hideCrosshair;
}
/** /**
* Obtains the time that the hands are allowed to display. * Obtains the time that the hands are allowed to display.
* *
@@ -196,6 +208,16 @@ public class ConfigManager
return this.handTime; return this.handTime;
} }
/**
* Checks whether hands should be hidden after a period of time.
*
* @return - Whether or not hands will be hidden.
*/
public boolean hideHands()
{
return this.hideHands;
}
/** /**
* Checks whether the armor bar should render. * Checks whether the armor bar should render.
* *
@@ -238,6 +260,16 @@ public class ConfigManager
this.crosshairTime = time; this.crosshairTime = time;
} }
/**
* Sets whether the crosshairs should be hidden after a period of time.
*
* @param hide - Whether or not crosshairs will be hidden.
*/
public void hideCrosshair(boolean hide)
{
this.hideCrosshair = hide;
}
/** /**
* Sets the time that the hands are allowed to display. * Sets the time that the hands are allowed to display.
* *
@@ -248,6 +280,16 @@ public class ConfigManager
this.handTime = time; this.handTime = time;
} }
/**
* Sets whether hands should be hidden after a period of time.
*
* @param hide - Whether or not hands will be hidden.
*/
public void hideHands(boolean hide)
{
this.hideHands = hide;
}
/** /**
* Determines whether the armor bar should render. * Determines whether the armor bar should render.
* *

View File

@@ -354,48 +354,52 @@ public class TimerUtils
{ {
final float HAND_UP_TIME = 20F; final float HAND_UP_TIME = 20F;
switch (hand) boolean hideHands = ConfigManager.getInstance().hideHands();
if (hideHands)
{ {
case OFF_HAND: switch (hand)
if (offHandTime == 0 && !offHandLock)
{ {
return true; case OFF_HAND:
} if (offHandTime == 0 && !offHandLock)
else if (!offHandLock && (mapLock & 0b01) == 0)
{
if (offHandTime > 0)
{ {
offHandTime -= ticks; return true;
} }
if (offHandTime < HAND_UP_TIME) else if (!offHandLock && (mapLock & 0b01) == 0)
{ {
GlStateManager.translatef(0, if (offHandTime > 0)
(float) (-1.0F * (HAND_UP_TIME - offHandTime) / {
HAND_UP_TIME), offHandTime -= ticks;
0); }
if (offHandTime < HAND_UP_TIME)
{
GlStateManager.translatef(0,
(float) (-1.0F * (HAND_UP_TIME - offHandTime) /
HAND_UP_TIME),
0);
}
} }
} break;
break; case MAIN_HAND:
case MAIN_HAND: if (mainHandTime == 0 && !mainHandLock)
if (mainHandTime == 0 && !mainHandLock)
{
return true;
}
else if (!mainHandLock && (mapLock & 0b10) == 0)
{
if (mainHandTime > 0)
{ {
mainHandTime -= ticks; return true;
} }
if (mainHandTime < HAND_UP_TIME) else if (!mainHandLock && (mapLock & 0b10) == 0)
{ {
GlStateManager.translatef(0, if (mainHandTime > 0)
(float) (-1.0F * (HAND_UP_TIME - mainHandTime) / {
HAND_UP_TIME), mainHandTime -= ticks;
0); }
if (mainHandTime < HAND_UP_TIME)
{
GlStateManager.translatef(0,
(float) (-1.0F * (HAND_UP_TIME - mainHandTime) /
HAND_UP_TIME),
0);
}
} }
break;
} }
break;
} }
return false; return false;
} }
@@ -418,37 +422,41 @@ public class TimerUtils
boolean changed = false; boolean changed = false;
boolean canceled = false; boolean canceled = false;
if (mc.hitResult != null && mc.hitResult boolean hideCrosshair = ConfigManager.getInstance().hideCrosshair();
.getType() != HitResult.Type.MISS) if (hideCrosshair)
{ {
if (mc.hitResult.getType() == HitResult.Type if (mc.hitResult != null && mc.hitResult
.ENTITY) .getType() != HitResult.Type.MISS)
{ {
if (((EntityHitResult) mc.hitResult).getEntity() != entity if (mc.hitResult.getType() == HitResult.Type
.getVehicle()) .ENTITY)
{
if (((EntityHitResult) mc.hitResult).getEntity() != entity
.getVehicle())
{
changed = true;
}
}
else
{ {
changed = true; changed = true;
} }
} }
if (changed || mainHandLock || offHandLock || crosshairTime
> 0)
{
setAlpha(Main.getAlpha(crosshairTime > 0 ?
crosshairTime :
CROSSHAIR_TIME, CROSSHAIR_TIME, 0, 0));
}
else else
{ {
changed = true; canceled = true;
}
if (crosshairTime > 0)
{
crosshairTime -= ticks;
} }
}
if (changed || mainHandLock || offHandLock || crosshairTime
> 0)
{
setAlpha(Main.getAlpha(crosshairTime > 0 ?
crosshairTime :
CROSSHAIR_TIME, CROSSHAIR_TIME, 0, 0));
}
else
{
canceled = true;
}
if (crosshairTime > 0)
{
crosshairTime -= ticks;
} }
return canceled; return canceled;
} }

View File

@@ -19,7 +19,9 @@
"option.immersive_hud.effectFadeIn": "Potion Fade In Time", "option.immersive_hud.effectFadeIn": "Potion Fade In Time",
"option.immersive_hud.effectFadeOut": "Potion Fade Out Time", "option.immersive_hud.effectFadeOut": "Potion Fade Out Time",
"option.immersive_hud.crosshairTime": "Crosshair Display Time", "option.immersive_hud.crosshairTime": "Crosshair Display Time",
"option.immersive_hud.hideCrosshair": "Hide Crosshair",
"option.immersive_hud.handTime": "Hand Display Time", "option.immersive_hud.handTime": "Hand Display Time",
"option.immersive_hud.hideHands": "Hide Hands",
"option.immersive_hud.minHealth": "Minimum Health Fade", "option.immersive_hud.minHealth": "Minimum Health Fade",
"option.immersive_hud.minHunger": "Minimum Hunger Fade", "option.immersive_hud.minHunger": "Minimum Hunger Fade",
"option.immersive_hud.showArmor": "Show Armor", "option.immersive_hud.showArmor": "Show Armor",
@@ -42,7 +44,9 @@
"tooltip.immersive_hud.effectFadeIn": "How many seconds it takes for potion icons to fade in", "tooltip.immersive_hud.effectFadeIn": "How many seconds it takes for potion icons to fade in",
"tooltip.immersive_hud.effectFadeOut": "How many seconds it takes for potion icons to fade out", "tooltip.immersive_hud.effectFadeOut": "How many seconds it takes for potion icons to fade out",
"tooltip.immersive_hud.crosshairTime": "How many seconds the crosshairs can be on screen", "tooltip.immersive_hud.crosshairTime": "How many seconds the crosshairs can be on screen",
"tooltip.immersive_hud.hideCrosshair": "Whether or not the crosshairs should be hidden after a period of time",
"tooltip.immersive_hud.handTime": "How many seconds the hands can be on screen", "tooltip.immersive_hud.handTime": "How many seconds the hands can be on screen",
"tooltip.immersive_hud.hideHands": "Whether or not hands should be hidden after a period of time",
"tooltip.immersive_hud.minHealth": "When the percentage of health goes below this level, the health bar won't fade away", "tooltip.immersive_hud.minHealth": "When the percentage of health goes below this level, the health bar won't fade away",
"tooltip.immersive_hud.minHunger": "When the hunger level goes below this level, the hunger bar won't fade away", "tooltip.immersive_hud.minHunger": "When the hunger level goes below this level, the hunger bar won't fade away",
"tooltip.immersive_hud.showArmor": "Whether or not the armor bar should display on the HUD" "tooltip.immersive_hud.showArmor": "Whether or not the armor bar should display on the HUD"