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 11:21:22 -06:00
parent 7195d8ac0d
commit 93548ae7a7
4 changed files with 128 additions and 56 deletions

View File

@@ -82,7 +82,9 @@ public class ConfigManager
private TimeValues hungerTime = new TimeValues();
private TimeValues effectTime = new TimeValues();
private int crosshairTime = 6 * TICKS_PER_SECOND;
private boolean hideCrosshair = true;
private int handTime = 30 * TICKS_PER_SECOND;
private boolean hideHands = true;
private boolean showArmor = true;
private double minHealth = 0.5;
private int minHunger = 17;
@@ -184,6 +186,16 @@ public class ConfigManager
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.
*
@@ -194,6 +206,16 @@ public class ConfigManager
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.
*
@@ -236,6 +258,16 @@ public class ConfigManager
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.
*
@@ -246,6 +278,16 @@ public class ConfigManager
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.
*

View File

@@ -130,6 +130,14 @@ public class ModMenu implements ModMenuApi
.setSaveConsumer(val -> instance.setCrosshairTime((int) (val * TICKS_PER_SECOND)))
.build());
general.addEntry(entryBuilder.startBooleanToggle(
"option.immersive_hud.hideCrosshair",
instance.hideCrosshair())
.setDefaultValue(true)
.setTooltip("tooltip.immersive_hud.hideCrosshair")
.setSaveConsumer(val -> instance.hideCrosshair(val))
.build());
general.addEntry(entryBuilder.startDoubleField(
"option.immersive_hud.handTime",
(float) instance.getHandTime() / TICKS_PER_SECOND)
@@ -138,6 +146,14 @@ public class ModMenu implements ModMenuApi
.setSaveConsumer(val -> instance.setHandTime((int) (val * TICKS_PER_SECOND)))
.build());
general.addEntry(entryBuilder.startBooleanToggle(
"option.immersive_hud.hideHands",
instance.hideHands())
.setDefaultValue(true)
.setTooltip("tooltip.immersive_hud.hideHands")
.setSaveConsumer(val -> instance.hideHands(val))
.build());
general.addEntry(entryBuilder.startDoubleField(
"option.immersive_hud.minHealth",
instance.getMinHealth())

View File

@@ -356,6 +356,9 @@ public class TimerUtils
{
final float HAND_UP_TIME = 20F;
boolean hideHands = ConfigManager.getInstance().hideHands();
if (hideHands)
{
switch (hand)
{
case OFF_HAND:
@@ -401,6 +404,7 @@ public class TimerUtils
}
break;
}
}
return false;
}
@@ -422,6 +426,9 @@ public class TimerUtils
boolean changed = false;
boolean canceled = false;
boolean hideCrosshair = ConfigManager.getInstance().hideCrosshair();
if (hideCrosshair)
{
if (mc.crosshairTarget != null && mc.crosshairTarget
.getType() != HitResult.Type.MISS)
{
@@ -454,6 +461,7 @@ public class TimerUtils
{
crosshairTime -= ticks;
}
}
return canceled;
}
@@ -900,7 +908,9 @@ public class TimerUtils
if (experienceTime > 0)
{
RenderSystem.pushMatrix();
RenderSystem.translatef(0F, TimerUtils.getExperienceTranslation(), 0F);
RenderSystem.translatef(0F,
TimerUtils.getExperienceTranslation(),
0F);
setAlpha(Main.getAlpha(experienceTime,
experience.getMaxTime(),
experience.getFadeInTime(),

View File

@@ -19,7 +19,9 @@
"option.immersive_hud.effectFadeIn": "Potion Fade In Time",
"option.immersive_hud.effectFadeOut": "Potion Fade Out Time",
"option.immersive_hud.crosshairTime": "Crosshair Display Time",
"option.immersive_hud.hideCrosshair": "Hide Crosshair",
"option.immersive_hud.handTime": "Hand Display Time",
"option.immersive_hud.hideHands": "Hide Hands",
"option.immersive_hud.minHealth": "Minimum Health Fade",
"option.immersive_hud.minHunger": "Minimum Hunger Fade",
"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.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.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.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.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"