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 11:00:18 -06:00
parent 5e3b714190
commit bb18357bfe
3 changed files with 121 additions and 57 deletions

View File

@@ -154,7 +154,9 @@ public class ConfigManager
private final TimeValues hungerTime; private final TimeValues hungerTime;
private final TimeValues effectTime; private final TimeValues effectTime;
private final ForgeConfigSpec.IntValue crosshairTime; private final ForgeConfigSpec.IntValue crosshairTime;
private final ForgeConfigSpec.BooleanValue hideCrosshair;
private final ForgeConfigSpec.IntValue handTime; private final ForgeConfigSpec.IntValue handTime;
private final ForgeConfigSpec.BooleanValue hideHands;
private final ForgeConfigSpec.BooleanValue showArmor; private final ForgeConfigSpec.BooleanValue showArmor;
private final ForgeConfigSpec.DoubleValue minHealth; private final ForgeConfigSpec.DoubleValue minHealth;
private final ForgeConfigSpec.IntValue minHunger; private final ForgeConfigSpec.IntValue minHunger;
@@ -181,6 +183,10 @@ public class ConfigManager
6 * TICKS_PER_SECOND, 6 * TICKS_PER_SECOND,
0, 0,
10 * 60 * TICKS_PER_SECOND); 10 * 60 * TICKS_PER_SECOND);
this.hideCrosshair =
configSpecBuilder.translation(
"immersive_hud.configGui.hideCrosshair.title")
.define("hideCrosshair", true);
this.handTime = this.handTime =
configSpecBuilder.translation( configSpecBuilder.translation(
"immersive_hud.configGui.handTime.title") "immersive_hud.configGui.handTime.title")
@@ -188,6 +194,10 @@ public class ConfigManager
30 * TICKS_PER_SECOND, 30 * TICKS_PER_SECOND,
0, 0,
10 * 60 * TICKS_PER_SECOND); 10 * 60 * TICKS_PER_SECOND);
this.hideHands =
configSpecBuilder.translation(
"immersive_hud.configGui.hideHands.title")
.define("hideHands", true);
this.showArmor = configSpecBuilder.translation( this.showArmor = configSpecBuilder.translation(
"immersive_hud.configGui.showArmor.title") "immersive_hud.configGui.showArmor.title")
.define("showArmor", true); .define("showArmor", true);
@@ -281,6 +291,16 @@ public class ConfigManager
return this.crosshairTime.get(); return this.crosshairTime.get();
} }
/**
* 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.get();
}
/** /**
* Obtains the time that the hands are allowed to display. * Obtains the time that the hands are allowed to display.
* *
@@ -291,6 +311,16 @@ public class ConfigManager
return this.handTime.get(); return this.handTime.get();
} }
/**
* 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.get();
}
/** /**
* Checks whether the armor bar should render. * Checks whether the armor bar should render.
* *
@@ -334,6 +364,16 @@ public class ConfigManager
// } // }
// //
// /** // /**
// * 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.set(hide);
// }
//
// /**
// * Sets the time that the hands are allowed to display. // * Sets the time that the hands are allowed to display.
// * // *
// * @param time - The hand display time values. // * @param time - The hand display time values.
@@ -344,6 +384,16 @@ public class ConfigManager
// } // }
// //
// /** // /**
// * 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.set(hide);
// }
//
// /**
// * Determines whether the armor bar should render. // * Determines whether the armor bar should render.
// * // *
// * @param show - Whether or not armor shows on the HUD. // * @param show - Whether or not armor shows on the HUD.

View File

@@ -294,55 +294,60 @@ public class TimerUtils
{ {
float HAND_UP_TIME = 20F; float HAND_UP_TIME = 20F;
switch (hand) boolean hideHands =
ConfigManager.getInstance().hideHands();
if (hideHands)
{ {
case OFF_HAND: switch (hand)
if (mainHandTime > 0 && mainHandTime < HAND_UP_TIME)
{ {
/* case OFF_HAND:
* Undo the transformation of the previous hand if (mainHandTime > 0 && mainHandTime < HAND_UP_TIME)
*/
GlStateManager.translatef(0,
(float) (1.0F * (HAND_UP_TIME - mainHandTime) / HAND_UP_TIME),
0);
}
if (offHandTime == 0 && !offHandLock)
{
return true;
}
else if (!offHandLock && (mapLock & 0b01) == 0)
{
if (offHandTime > 0)
{
offHandTime -= ticks;
}
if (offHandTime < HAND_UP_TIME)
{ {
/*
* Undo the transformation of the previous hand
*/
GlStateManager.translatef(0, GlStateManager.translatef(0,
(float) (-1.0F * (HAND_UP_TIME - offHandTime) / HAND_UP_TIME), (float) (1.0F * (HAND_UP_TIME - mainHandTime) / HAND_UP_TIME),
0); 0);
} }
} if (offHandTime == 0 && !offHandLock)
break;
case MAIN_HAND:
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 (!offHandLock && (mapLock & 0b01) == 0)
{ {
GlStateManager.translatef(0, if (offHandTime > 0)
(float) (-1.0F * (HAND_UP_TIME - mainHandTime) / HAND_UP_TIME), {
0); offHandTime -= ticks;
}
if (offHandTime < HAND_UP_TIME)
{
GlStateManager.translatef(0,
(float) (-1.0F * (HAND_UP_TIME - offHandTime) / HAND_UP_TIME),
0);
}
} }
break;
case MAIN_HAND:
if (mainHandTime == 0 && !mainHandLock)
{
return true;
}
else if (!mainHandLock && (mapLock & 0b10) == 0)
{
if (mainHandTime > 0)
{
mainHandTime -= ticks;
}
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;
} }
@@ -378,34 +383,39 @@ public class TimerUtils
boolean changed = false; boolean changed = false;
boolean canceled = false; boolean canceled = false;
if (mc.objectMouseOver != null && mc.objectMouseOver.getType() != RayTraceResult.Type.MISS) boolean hideCrosshair =
ConfigManager.getInstance().hideCrosshair();
if (hideCrosshair)
{ {
if (mc.objectMouseOver.getType() == RayTraceResult.Type.ENTITY) if (mc.objectMouseOver != null && mc.objectMouseOver.getType() != RayTraceResult.Type.MISS)
{ {
if (mc.objectMouseOver.hitInfo == null || mc.objectMouseOver.hitInfo != mc.player if (mc.objectMouseOver.getType() == RayTraceResult.Type.ENTITY)
.getRidingEntity()) {
if (mc.objectMouseOver.hitInfo == null || mc.objectMouseOver.hitInfo != mc.player
.getRidingEntity())
{
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"