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8 Commits

Author SHA1 Message Date
William Hubbard
47098e1101 Update README.md
Adds information on the transference of the copyright.
2022-03-11 22:30:19 +00:00
Markil3
b7f7c4bc70 Update update-forge.json 2021-04-01 18:43:50 -06:00
Markil3
8e02a0fe75 Fixes syntax error in update-forge 2021-03-03 08:54:24 -07:00
Markil3
bbd6c01aa1 Update update-forge.json 2021-03-03 08:54:00 -07:00
Markil3
bd95fb1297 Changes the provided URL that the user is sent to.
Updates are more efficient this way.
2021-03-02 12:24:29 -07:00
Markil3
0dfdd59764 More syntax errors in update-forge.json 2021-03-02 12:17:13 -07:00
Markil3
8688812e71 Fixes a syntax error in update-forge.json 2021-03-02 12:14:29 -07:00
Markil3
595820873a Creates the Forge update file 2021-03-02 11:34:42 -07:00
20 changed files with 110 additions and 1977 deletions

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@@ -1,41 +0,0 @@
# Automatically build the project and run any configured tests for every push
# and submitted pull request. This can help catch issues that only occur on
# certain platforms or Java versions, and provides a first line of defence
# against bad commits.
name: build
on: [pull_request, push]
jobs:
build:
strategy:
matrix:
# Use these Java versions
java: [
1.8, # Minimum supported by Minecraft
11, # Current Java LTS
15 # Latest version
]
# and run on both Linux and Windows
os: [ubuntu-20.04, windows-latest]
runs-on: ${{ matrix.os }}
steps:
- name: checkout repository
uses: actions/checkout@v2
- name: validate gradle wrapper
uses: gradle/wrapper-validation-action@v1
- name: setup jdk ${{ matrix.java }}
uses: actions/setup-java@v1
with:
java-version: ${{ matrix.java }}
- name: make gradle wrapper executable
if: ${{ runner.os != 'Windows' }}
run: chmod +x ./gradlew
- name: build
run: ./gradlew build
- name: capture build artifacts
if: ${{ runner.os == 'Linux' && matrix.java == '11' }} # Only upload artifacts built from LTS java on one OS
uses: actions/upload-artifact@v2
with:
name: Artifacts
path: build/libs/

44
.gitignore vendored
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@@ -1,34 +1,26 @@
# gradle
.gradle/
build/
out/
classes/
# eclipse
bin
*.launch
# idea
.idea/
*.iml
*.ipr
*.iws
# vscode
.settings/
.vscode/
bin/
.settings
.metadata
.classpath
.project
# macos
# idea
out
*.ipr
*.iws
*.iml
.idea
*.DS_Store
# gradle
build
.gradle
# fabric
# other
eclipse
run
run/
/logs/
# Files from Forge MDK
forge*changelog.txt
/local.properties

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@@ -17,6 +17,21 @@ The following elements will only show up under certain conditions:
* The crosshair will only show when you are looking at something or you are using a bow, crossbow, shield, or trident or holding a throwable item.
* The hands will show only when you use an item or are holding/using one of the above specified items, or a map.
# An update on the future of this mod.
*Hello, everyone.*
*I've recently taken on a new job, and, due to the demands of a full-time developer job, I will no longer be able to maintain this project. I've had a lot of fun with it, but continuing it for the future is simply unfeasible.*
*With that said, I am willing to transfer the project, copyright and all, to someone else who is willing to maintain it. If you happen to be interested, email me at markil3@tutanota.com and we can discuss it.*
*Once a transfer is complete, I will post an update here and on the PlanetMinecraft page.*
*I thank you all for the support you've shown in this.*
*May God bless you all,*
*Markil 3*
# Installing
There are two variants of this mod: One for Forge, and the other for Fabric. Each [release](https://github.com/Markil3/MinecraftImmersiveHUD/releases) comes with jar files for both. You can download the appropriate jar file and place it within the "mods" folder within your Minecraft installation. For more details, see the README files of the appropriate branches.

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@@ -1,92 +0,0 @@
plugins {
id 'fabric-loom' version '0.5-SNAPSHOT'
id 'maven-publish'
}
sourceCompatibility = JavaVersion.VERSION_1_8
targetCompatibility = JavaVersion.VERSION_1_8
archivesBaseName = project.archives_base_name
version = project.mod_version + "-" + project.minecraft_version + "-fabric"
group = project.maven_group
repositories {
// Add repositories to retrieve artifacts from in here.
// You should only use this when depending on other mods because
// Loom adds the essential maven repositories to download Minecraft and libraries from automatically.
// See https://docs.gradle.org/current/userguide/declaring_repositories.html
// for more information about repositories.
}
dependencies {
// To change the versions see the gradle.properties file
minecraft "com.mojang:minecraft:${project.minecraft_version}"
mappings "net.fabricmc:yarn:${project.yarn_mappings}:v2"
modImplementation "net.fabricmc:fabric-loader:${project.loader_version}"
// Fabric API. This is technically optional, but you probably want it anyway.
modImplementation "net.fabricmc.fabric-api:fabric-api:${project.fabric_version}"
// PSA: Some older mods, compiled on Loom 0.2.1, might have outdated Maven POMs.
// You may need to force-disable transitiveness on them.
}
processResources {
inputs.property "version", project.version
filesMatching("fabric.mod.json") {
expand "version": project.version
}
}
tasks.withType(JavaCompile).configureEach {
// ensure that the encoding is set to UTF-8, no matter what the system default is
// this fixes some edge cases with special characters not displaying correctly
// see http://yodaconditions.net/blog/fix-for-java-file-encoding-problems-with-gradle.html
// If Javadoc is generated, this must be specified in that task too.
it.options.encoding = "UTF-8"
// The Minecraft launcher currently installs Java 8 for users, so your mod probably wants to target Java 8 too
// JDK 9 introduced a new way of specifying this that will make sure no newer classes or methods are used.
// We'll use that if it's available, but otherwise we'll use the older option.
def targetVersion = 8
if (JavaVersion.current().isJava9Compatible()) {
it.options.release = targetVersion
}
}
java {
// Loom will automatically attach sourcesJar to a RemapSourcesJar task and to the "build" task
// if it is present.
// If you remove this line, sources will not be generated.
withSourcesJar()
}
jar {
from("LICENSE") {
rename { "${it}_${project.archivesBaseName}"}
}
}
// configure the maven publication
publishing {
publications {
mavenJava(MavenPublication) {
// add all the jars that should be included when publishing to maven
artifact(remapJar) {
builtBy remapJar
}
artifact(sourcesJar) {
builtBy remapSourcesJar
}
}
}
// See https://docs.gradle.org/current/userguide/publishing_maven.html for information on how to set up publishing.
repositories {
// Add repositories to publish to here.
// Notice: This block does NOT have the same function as the block in the top level.
// The repositories here will be used for publishing your artifact, not for
// retrieving dependencies.
}
}

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@@ -1,17 +0,0 @@
# Done to increase the memory available to gradle.
org.gradle.jvmargs=-Xmx1G
# Fabric Properties
# check these on https://fabricmc.net/use
minecraft_version=1.16.4
yarn_mappings=1.16.4+build.9
loader_version=0.11.1
# Mod Properties
mod_version = 0.1
maven_group = markil3
archives_base_name = immersive_hud
# Dependencies
# currently not on the main fabric site, check on the maven: https://maven.fabricmc.net/net/fabricmc/fabric-api/fabric-api
fabric_version=0.30.3+1.16

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@@ -1,5 +0,0 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-6.8-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

185
gradlew vendored
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@@ -1,185 +0,0 @@
#!/usr/bin/env sh
#
# Copyright 2015 the original author or authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin or MSYS, switch paths to Windows format before running java
if [ "$cygwin" = "true" -o "$msys" = "true" ] ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=`expr $i + 1`
done
case $i in
0) set -- ;;
1) set -- "$args0" ;;
2) set -- "$args0" "$args1" ;;
3) set -- "$args0" "$args1" "$args2" ;;
4) set -- "$args0" "$args1" "$args2" "$args3" ;;
5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=`save "$@"`
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
exec "$JAVACMD" "$@"

89
gradlew.bat vendored
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@@ -1,89 +0,0 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto execute
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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@@ -1,9 +0,0 @@
pluginManagement {
repositories {
maven {
name = 'Fabric'
url = 'https://maven.fabricmc.net/'
}
gradlePluginPortal()
}
}

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@@ -1,910 +0,0 @@
/**
* Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.network.ClientPlayerEntity;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.effect.StatusEffects;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.BowItem;
import net.minecraft.item.CrossbowItem;
import net.minecraft.item.EggItem;
import net.minecraft.item.EnderPearlItem;
import net.minecraft.item.FilledMapItem;
import net.minecraft.item.FishingRodItem;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.item.RangedWeaponItem;
import net.minecraft.item.ShieldItem;
import net.minecraft.item.SnowballItem;
import net.minecraft.item.ThrowablePotionItem;
import net.minecraft.item.TridentItem;
import net.minecraft.util.Hand;
import net.minecraft.util.hit.EntityHitResult;
import net.minecraft.util.hit.HitResult;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import java.util.Iterator;
import java.util.Optional;
/**
* Contains the logic for changing the HUD.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
public class EventBus
{
/**
* The number of ticks that the hand will be onscreen. Every tick is 1/20th
* of a second.
*/
static final int HAND_TIME = 10 * 20;
/**
* The number of ticks most elements will be onscreen. Every tick is 1/20th
* of a second.
*/
static final int VISUAL_TIME = 6 * 20;
/**
* The number of ticks that the health and hunger bars will be onscreen.
* Every tick is 1/20th of a second.
*/
static final int HEALTH_TIME = (int) ((float) VISUAL_TIME * 2.5);
/**
* How many more ticks the hand will be onscreen. Every tick is 1/20th of a
* second.
*/
private static int mainHandTime, offHandTime;
/**
* How many more ticks the crosshair will be onscreen. Every tick is 1/20th
* of a second.
*/
private static int crosshairTime;
/**
* If true, then the hand (and crosshairs) will be locked onto the screen
* without disappearing until this flag is updated.
*/
private static boolean mainHandLock, offHandLock;
/**
* A bitmask that will lock the corresponding hand without necessarily
* showing the crosshairs. The first bit will be the main hand, and the
* second will be the offhand.
*/
private static int mapLock;
/**
* How many more ticks the hotbar will be onscreen. Every tick is 1/20th of
* a second.
*/
private static int hotbarTime;
/**
* The last hotbar slot that was selected. This is used to check for a
* change in the hotbar slot.
*/
private static int selectedHotbarSlot = -1;
/**
* The last item that was in this hand. This is used to check for a change
* in what was equipped.
*/
private static Item mainHandItem = null, offHandItem = null;
/**
* How many more ticks the health bar will be onscreen. Every tick is 1/20th
* of a second.
*/
private static int healthTime;
/**
* Records what the health was previously. Used to check for a change in the
* health.
* <p>
* Note that the display of the armor is linked to this.
*/
private static float health = -1;
/**
* Records what the maximum health was previously. Used to check for a
* change in the health.
*/
private static float maxHealth = -1;
/**
* How many more ticks the hunger bar will be onscreen. Every tick is 1/20th
* of a second.
*/
private static int hungerTime;
/**
* Records what the hunger level was previously. Used to check for a change
* in hunger.
*/
private static int hunger = -1;
/**
* Records whether or not there was food poisoning. Used to check for a
* change in hunger.
*/
private static boolean isFoodPoisoned = false;
/**
* How many more ticks the mount's health bar will be onscreen. Every tick
* is 1/20th of a second.
*/
private static int mountTime;
/**
* Records what the health of the mount was previously. Used to check for a
* change in the health.
*/
private static float mountHealth = -1;
/**
* Records what the maximum health of the mount was previously. Used to
* check for a change in the health.
*/
private static float mountMaxHealth = -1;
/**
* How many more ticks the mount's jump bar will be onscreen. Every tick is
* 1/20th of a second.
*/
private static int jumpTime;
/**
* How many more ticks the experience bar will be onscreen. Every tick is
* 1/20th of a second.
*/
private static int experienceTime;
/**
* Records what the experience was previously. Used to check for a change in
* the health.
*/
private static float experienceProgress = -1;
/**
* Run whenever the player clicks a mouse button. This brings the hands into
* view, and briefly brings the health and hunger into view if the held item
* is food.
*
* @param hand - The hand being triggered
* @param clear - Whether the hand it being enabled or disabled.
*
* @since 0.1-1.16.4-fabric
*/
public static void onClick(Hand hand, boolean clear)
{
MinecraftClient mc = MinecraftClient.getInstance();
LivingEntity entity;
Item item;
Iterator<ItemStack> hands;
if (mc.getCameraEntity() instanceof LivingEntity)
{
entity = (LivingEntity) mc.getCameraEntity();
}
else
{
return;
}
if (clear)
{
item = null;
}
else
{
hands = entity.getItemsHand().iterator();
if (hand == Hand.OFF_HAND)
{
hands.next();
}
item =
Optional.ofNullable(hands.next())
.filter(stack -> !stack.isEmpty())
.map(ItemStack::getItem)
.orElse(null);
}
crosshairTime = VISUAL_TIME;
if (hand == Hand.MAIN_HAND)
{
mainHandTime = HAND_TIME;
mainHandLock = item != null;
}
else
{
offHandTime = HAND_TIME;
offHandLock = item != null;
}
if (item != null)
{
if (item.isFood())
{
healthTime = HEALTH_TIME;
hungerTime = HEALTH_TIME;
}
}
else
{
System.out.println("Unusing hand " + hand);
}
}
/**
* Run whenever a hand is rendered in 1st person. This brings the player
* hands into and out of view as needed.
*
* @param hand - The hand being rendered.
* @param matrixStack - The rendering stack.
*
* @return If true, then don't render this hand at all.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean onRenderHand(Hand hand, MatrixStack matrixStack)
{
final int HAND_UP_TIME = 20;
switch (hand)
{
case OFF_HAND:
if (offHandTime == 0 && !offHandLock)
{
return true;
}
else if (!offHandLock && (mapLock & 0b01) == 0)
{
offHandTime--;
if (offHandTime < HAND_UP_TIME)
{
matrixStack
.translate(0,
-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)
{
System.out.println("Decreasing main hand time");
mainHandTime--;
if (mainHandTime < HAND_UP_TIME)
{
matrixStack
.translate(0,
-1.0F * (HAND_UP_TIME - mainHandTime) /
HAND_UP_TIME,
0);
}
}
break;
}
return false;
}
/**
* Determines whether or not to draw the crosshair, adjusting the alpha as
* needed.
*
* @return If true, then cancel drawing the crosshair.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawCrosshair()
{
MinecraftClient mc = MinecraftClient.getInstance();
Entity entity = mc.getCameraEntity();
boolean changed = false;
if (mc.crosshairTarget != null && mc.crosshairTarget
.getType() != HitResult.Type.MISS)
{
if (mc.crosshairTarget.getType() == HitResult.Type
.ENTITY)
{
if (((EntityHitResult) mc.crosshairTarget).getEntity() != entity
.getVehicle())
{
changed = true;
}
}
else
{
changed = true;
}
}
if (changed || mainHandLock || offHandLock || crosshairTime
> 0)
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(crosshairTime > 0 ?
crosshairTime :
VISUAL_TIME));
}
else
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
0F);
}
if (crosshairTime > 0)
{
crosshairTime--;
}
return false;
}
/**
* Determines whether or not to draw the mount's health, adjusting the alpha
* as needed.
*
* @return If true, then cancel drawing the mount health bar.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawMountHealth()
{
/*
* When the health percentage falls to this level or below, the
* health bar won't disappear, allowing the player to be constantly
* reminded of their low health.
*/
final float CONST_BOUNDARY = 0.5F;
MinecraftClient mc = MinecraftClient.getInstance();
Entity entity = mc.getCameraEntity();
Entity tmp = entity.getVehicle();
LivingEntity mount;
boolean changed = false;
if (tmp == null)
{
mountHealth = -1;
mountMaxHealth = -1;
}
else
{
mount = (LivingEntity) tmp;
if (mountHealth != mount.getHealth())
{
mountHealth = mount.getHealth();
changed = true;
}
if (mountMaxHealth != mount.getMaxHealth())
{
mountMaxHealth = mount.getMaxHealth();
changed = true;
}
}
if (changed)
{
mountTime = VISUAL_TIME;
}
else if (mountTime > 0)
{
mountTime--;
}
if (mountTime > 0)
{
/*
* Renders it along with health.
*/
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(mountTime));
return false;
}
return true;
}
/**
* Determines whether or not to draw the armor bar, adjusting the alpha as
* needed.
*
* @return If true, then cancel drawing the armor bar.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawArmor()
{
/*
* Sets the armor to fade in and out in sync with the health.
* Technically, since this method gets called before health, it will
* be 1 tick behind, but I'm not too concerned about it.
*/
if (healthTime > 0)
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(healthTime));
}
else
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
0.0F);
}
return false;
}
/**
* Determines whether or not to draw the health bar, adjusting the alpha as
* needed.
*
* @return If true, then cancel drawing the health.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawHealth()
{
/*
* When the health percentage falls to this level or below, the
* health bar won't disappear, allowing the player to be constantly
* reminded of their low health.
*/
final float CONST_BOUNDARY = 0.5F;
MinecraftClient mc = MinecraftClient.getInstance();
LivingEntity entity;
if (mc.getCameraEntity() instanceof LivingEntity)
{
entity = (LivingEntity) mc.getCameraEntity();
}
else
{
return true;
}
boolean changed = false;
/*
* Resets the transparency from the armor call.
*/
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
1F);
/**
* Checks for a change in current or max health.
*/
if (health != entity.getHealth())
{
health = entity.getHealth();
changed = true;
}
if (maxHealth != entity.getMaxHealth())
{
maxHealth = entity.getMaxHealth();
changed = true;
}
if (changed)
{
healthTime = HEALTH_TIME;
}
else if (healthTime > 0)
{
healthTime--;
}
/*
* Only makes a change if the player is healthy. Otherwise,
* the bar is shown.
*/
if (health / maxHealth > CONST_BOUNDARY)
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(healthTime));
}
return false;
}
/**
* Determines whether or not to draw the hunger bar, adjusting the alpha as
* needed.
*
* @return If true, then cancel drawing the hunger bar.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawHunger()
{
/*
* When hunger falls to this level or below, the hunger bar won't
* disappear, allowing the player to be constantly reminded of their
* low hunger.
*/
final int HUNGER_BOUNDARY = 15;
MinecraftClient mc = MinecraftClient.getInstance();
PlayerEntity entity;
boolean changed = false;
/*
* Resets the transparency from last time.
*/
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
1F);
if (mc.getCameraEntity() instanceof PlayerEntity)
{
entity = (PlayerEntity) mc.getCameraEntity();
}
else
{
return true;
}
if (hunger != entity.getHungerManager().getFoodLevel())
{
hunger = entity.getHungerManager().getFoodLevel();
changed = true;
}
if (isFoodPoisoned != entity.hasStatusEffect(StatusEffects
.HUNGER))
{
isFoodPoisoned =
entity.hasStatusEffect(StatusEffects.HUNGER);
changed = true;
}
if (hunger <= HUNGER_BOUNDARY)
{
changed = true;
}
if (changed)
{
hungerTime = HEALTH_TIME;
}
else if (hungerTime > 0)
{
hungerTime--;
}
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(hungerTime));
/*
* Only makes a change if the player is satisfied. Otherwise,
* the bar is shown.
*/
return false;
}
/**
* Determines whether or not to draw the horse jump bar, adjusting the alpha
* as needed.
*
* @return If true, then cancel drawing the jump bar.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawJumpbar()
{
MinecraftClient mc = MinecraftClient.getInstance();
ClientPlayerEntity entity;
boolean changed = false;
if (mc.getCameraEntity() instanceof ClientPlayerEntity)
{
entity = (ClientPlayerEntity) mc.getCameraEntity();
}
else
{
return true;
}
if (entity.method_3151() > 0)
{
jumpTime = VISUAL_TIME;
}
else if (jumpTime > 0)
{
jumpTime--;
}
if (experienceTime > 0)
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(jumpTime));
return false;
}
return true;
}
/**
* Determines whether or not to draw the experience bar, adjusting the alpha
* as needed.
*
* @return If true, then cancel drawing the experience bar.
*
* @since 0.1-1.16.4-fabric
*/
public static boolean drawExperience()
{
MinecraftClient mc = MinecraftClient.getInstance();
ClientPlayerEntity entity;
boolean changed = false;
if (mc.getCameraEntity() instanceof ClientPlayerEntity)
{
entity = (ClientPlayerEntity) mc.getCameraEntity();
}
else
{
return true;
}
if (experienceProgress != entity.totalExperience)
{
experienceProgress = entity.totalExperience;
changed = true;
}
if (changed)
{
experienceTime = VISUAL_TIME;
}
else if (experienceTime > 0)
{
experienceTime--;
}
if (experienceTime > 0)
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(experienceTime));
return false;
}
return true;
}
/**
* Determines whether or not to draw the hotbar. Note that this method does
* not directly change the transparency of the hotbar, only checking whether
* or not to draw it.
*
* @return If true, then cancel drawing the hotbar.
*
* @see #recolorHotbar()
* @since 0.1-1.16.4-fabric
*/
public static boolean updateHotbar()
{
MinecraftClient mc = MinecraftClient.getInstance();
ClientPlayerEntity entity;
Item item, handItem = null;
boolean changed = false;
if (mc.getCameraEntity() instanceof ClientPlayerEntity)
{
entity = (ClientPlayerEntity) mc.getCameraEntity();
}
else
{
return true;
}
mainHandLock = offHandLock = false;
mapLock = 0;
int i = 0;
for (ItemStack stack : entity.getItemsHand())
{
item =
Optional.ofNullable(stack)
.map(ItemStack::getItem)
.orElse(null);
if (item != null)
{
if (item instanceof RangedWeaponItem)
{
/*
* Enables the crosshairs and lock the hand
* whenever the bow is drawn.
*/
if (item instanceof BowItem)
{
if (entity.isUsingItem() && entity
.getActiveHand()
.ordinal() == i)
{
switch (i)
{
case 0:
mainHandLock = true;
break;
case 1:
offHandLock = true;
break;
}
}
}
/*
* Enables the crosshairs and lock the hand
* whenever a loaded crossbow is equipped.
*/
else if (item instanceof CrossbowItem)
{
if (CrossbowItem.isCharged(stack))
{
switch (i)
{
case 0:
mainHandLock = true;
break;
case 1:
offHandLock = true;
break;
}
}
}
/*
* We don't know how modded items behave
* exactly, so we keep it safe and enable the
* crosshairs at all times for any shootable
* items.
*/
else
{
switch (i)
{
case 0:
mainHandLock = true;
break;
case 1:
offHandLock = true;
break;
}
}
}
/**
* Items that have the crosshairs enabled for as long
* as the item is actively being used.
*/
else if (item instanceof TridentItem || item
instanceof ShieldItem)
{
if (entity.isUsingItem() && entity
.getActiveHand() != null && entity.getActiveHand()
.ordinal() == i)
{
switch (i)
{
case 0:
mainHandLock = true;
break;
case 1:
offHandLock = true;
break;
}
}
}
/**
* Items that have the crosshairs enabled for as long
* as the item is being held at all.
*/
else if (item instanceof ThrowablePotionItem ||
item instanceof SnowballItem || item instanceof
EggItem || item instanceof EnderPearlItem || item
instanceof FishingRodItem)
{
switch (i)
{
case 0:
mainHandLock = true;
break;
case 1:
offHandLock = true;
break;
}
}
/**
* Maps get special treatment. The hand is locked,
* but the crosshairs are not enabled.
*/
else if (item instanceof FilledMapItem)
{
mapLock = mapLock | (2 - i);
}
}
/*
* Checks for a change in the item
*/
if (i == 0)
{
handItem = mainHandItem;
}
else
{
handItem = offHandItem;
}
if (item != handItem)
{
changed = true;
/*
* Briefly shows the health and hunger bar whenever
* food is switched to.
*/
if (item.isFood())
{
healthTime = HEALTH_TIME;
hungerTime = HEALTH_TIME;
}
if (i == 0)
{
mainHandItem = item;
mainHandTime = HAND_TIME;
}
else if (i == 1)
{
offHandItem = item;
offHandTime = HAND_TIME;
}
}
i++;
}
/*
* Checks for a change in what slot is used.
*/
if (selectedHotbarSlot != entity.inventory.selectedSlot)
{
selectedHotbarSlot = entity.inventory.selectedSlot;
mainHandTime = HAND_TIME;
changed = true;
}
if (changed)
{
hotbarTime = VISUAL_TIME;
}
else if (hotbarTime > 0)
{
hotbarTime--;
}
return hotbarTime == 0;
}
/**
* Determines whether or not to draw the crosshair, adjusting the alpha as
* needed.
*
* @return If true, then cancel drawing the crosshair.
*
* @since 0.1-1.16.4-fabric
*/
public static void recolorHotbar()
{
RenderSystem.color4f(1.0F,
1.0F,
1.0F,
Main.getAlpha(hotbarTime));
}
}

View File

@@ -1,53 +0,0 @@
/**
* This Minecraft mod aims to move the ingame HUD out of the way whenever
* possible. Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud;
import net.fabricmc.api.ModInitializer;
import net.minecraft.client.gui.DrawableHelper;
import net.minecraft.client.util.math.MatrixStack;
/**
* The main entry point for the Immersive HUD mod.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
public class Main implements ModInitializer
{
@Override
public void onInitialize()
{
}
/**
* A utility method to handle the transparency timing. It will (for the most
* part), make
*
* @param renderTime - How many ticks until the element entirely
* disappears.
*
* @return The new alpha value.
*
* @since 0.1-1.16.4-fabric
*/
static float getAlpha(int renderTime)
{
return Math.min(renderTime / 20.0F,
1.0F);
}
}

View File

@@ -1,90 +0,0 @@
/**
* Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud.mixin;
import net.minecraft.client.MinecraftClient;
import net.minecraft.client.network.AbstractClientPlayerEntity;
import net.minecraft.client.network.ClientPlayerEntity;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.item.HeldItemRenderer;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.entity.LivingEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Hand;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import markil3.immersive_hud.EventBus;
/**
* This mixin hooks into the client player class to check for when the hands
* move. Note that most of the logic can be found in {@link EventBus}.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
@Mixin(ClientPlayerEntity.class)
public class ClientPlayerHook
{
/**
* Updates hand timing every time an attack is initiated.
*
* @param hand - The attacking hand.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "swingHand", at = @At(value = "TAIL"))
public void swingHand(Hand hand, CallbackInfo callbackInfo)
{
EventBus.onClick(hand, hand == null);
}
/**
* Updates hand timing every time an item is used.
*
* @param hand - The using hand.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "setCurrentHand", at = @At(value = "TAIL"))
public void setCurrentHand(Hand hand, CallbackInfo callbackInfo)
{
EventBus.onClick(hand, hand == null);
}
/**
* Updates hand timing every the hand is no longer being used.
*
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "clearActiveItem", at = @At(value = "HEAD"))
public void clearActiveItem(CallbackInfo callbackInfo)
{
if (MinecraftClient.getInstance().cameraEntity instanceof LivingEntity)
{
EventBus.onClick(((LivingEntity) MinecraftClient.getInstance().cameraEntity)
.getActiveHand(), true);
}
}
}

View File

@@ -1,84 +0,0 @@
/**
* Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud.mixin;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.gui.hud.InGameHud;
import net.minecraft.client.network.AbstractClientPlayerEntity;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.item.HeldItemRenderer;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Hand;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import markil3.immersive_hud.EventBus;
/**
* This mixin hooks into the hand renderer to make the hands move in and out of
* view. Note that most of the logic can be found in {@link EventBus}.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
@Mixin(HeldItemRenderer.class)
public class HeldItemHook
{
/**
* Determines whether or not to render a certain hand.
*
* @param player
* @param tickDelta
* @param pitch
* @param hand
* @param swingProgress
* @param item
* @param equipProgress
* @param matrices
* @param vertexConsumers
* @param light
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderFirstPersonItem", at = @At(value = "INVOKE",
target = "Lnet/minecraft/client/util/math/MatrixStack;push()V",
shift = At.Shift.AFTER), cancellable = true)
public void renderHand(AbstractClientPlayerEntity player,
float tickDelta,
float pitch,
Hand hand,
float swingProgress,
ItemStack item,
float equipProgress,
MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
int light,
CallbackInfo callbackInfo)
{
if (EventBus.onRenderHand(hand, matrices))
{
callbackInfo.cancel();
}
}
}

View File

@@ -1,237 +0,0 @@
/**
* Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud.mixin;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.gui.hud.InGameHud;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.util.profiler.DummyProfiler;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import markil3.immersive_hud.EventBus;
/**
* This mixin hooks into the HUD class to modify most of the HUD elements. Note
* that most of the logic can be found in {@link EventBus}.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
@Mixin(InGameHud.class)
public class HudHook
{
/**
* Determines whether or not to draw the crosshair.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderCrosshair", at = @At(value = "HEAD"))
public void startCrosshair(MatrixStack stack, CallbackInfo callbackInfo)
{
EventBus.drawCrosshair();
}
/**
* Resets any changes from drawing the crosshair.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderCrosshair", at = @At(value = "TAIL"))
public void finishCrosshair(MatrixStack stack, CallbackInfo callbackInfo)
{
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
}
/**
* Determines whether or not to draw the horse jump bar.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderMountJumpBar", at = @At(value = "HEAD"))
public void startJumpbar(MatrixStack stack,
int x,
CallbackInfo callbackInfo)
{
EventBus.drawJumpbar();
}
/**
* Resets any changes from drawing the horse jump bar.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderMountJumpBar", at = @At(value = "TAIL"))
public void finishJumpbar(MatrixStack stack,
int x,
CallbackInfo callbackInfo)
{
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
}
/**
* Determines whether or not to draw the experience bar.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderExperienceBar", at = @At(value = "HEAD"),
cancellable = true)
public void startExperience(MatrixStack stack,
int x,
CallbackInfo callbackInfo)
{
if (EventBus.drawExperience())
{
callbackInfo.cancel();
}
}
/**
* Resets any changes from drawing the experience bar.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderExperienceBar", at = @At(value = "TAIL"))
public void finishExperience(MatrixStack stack,
int x,
CallbackInfo callbackInfo)
{
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
}
/**
* Determines whether or not to draw the mount's health.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderMountHealth", at = @At(value = "HEAD"))
public void startMountHealth(MatrixStack stack, CallbackInfo callbackInfo)
{
EventBus.drawMountHealth();
}
/**
* Resets any changes from drawing the mount's health.
*
* @param stack - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderMountHealth", at = @At(value = "TAIL"))
public void finishMountHealth(MatrixStack stack, CallbackInfo callbackInfo)
{
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
}
/**
* Determines whether or not to draw the hotbar.
*
* @param tickDelta
* @param matrices - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderHotbar", at = @At(value = "HEAD"), cancellable =
true)
public void startHotbar(float tickDelta,
MatrixStack matrices,
CallbackInfo callbackInfo)
{
if (EventBus.updateHotbar())
{
callbackInfo.cancel();
}
}
/**
* Makes the actual adjustment to the hotbar as needed.
*
* @param tickDelta
* @param matrices - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderHotbar", at = @At(value = "INVOKE", target =
"Lcom/mojang/blaze3d/systems/RenderSystem;color4f(FFFF)V", shift
= At.Shift.AFTER))
public void adjustHotbar(float tickDelta,
MatrixStack matrices,
CallbackInfo callbackInfo)
{
EventBus.recolorHotbar();
}
/**
* Resets any changes from drawing the hotbar.
*
* @param tickDelta
* @param matrices - The matrix drawing stack.
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "renderHotbar", at = @At(value = "TAIL"))
public void finishHotbar(float tickDelta,
MatrixStack matrices,
CallbackInfo callbackInfo)
{
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
}
}

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@@ -1,85 +0,0 @@
/**
* Copyright (C) 2021 Markil 3
* <p>
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
* <p>
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* <p>
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <https://www.gnu.org/licenses/>.
*/
package markil3.immersive_hud.mixin;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.util.profiler.DummyProfiler;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
import markil3.immersive_hud.EventBus;
/**
* This class hooks into the profiler to trigger color changes for the status
* indicators.
*
* @author Markil 3
* @version 0.1-1.16.4-fabric
*/
@Mixin(DummyProfiler.class)
public class ProfilerHook
{
/**
* Hooks into the profiler to add logic to drawing armor.
*
* @param section - The profiler section
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "push", at = @At(value = "TAIL"))
public void renderArmor(String section, CallbackInfo callbackInfo)
{
if (section.equals("armor"))
{
EventBus.drawArmor();
}
}
/**
* Hooks into the profiler to add logic to drawing status bars besides
* armor.
*
* @param section - The profiler section
* @param callbackInfo
*
* @since 0.1-1.16.4-fabric
*/
@Inject(method = "swap", at = @At(value = "TAIL"))
public void renderStatus(String section, CallbackInfo callbackInfo)
{
switch (section)
{
case "health":
EventBus.drawHealth();
break;
case "food":
EventBus.drawHunger();
break;
case "air":
/*
* Resets the color so that nothing else is bothered.
*/
RenderSystem.color4f(1, 1, 1, 1F);
break;
}
}
}

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@@ -1,37 +0,0 @@
{
"schemaVersion": 1,
"id": "immersive_hud",
"version": "${version}",
"name": "Immersive HUD",
"description": "This mod aims to move the ingame HUD out of the way whenever possible. Whenever an element updates (i.e., health changes, you swap items, you look at something, etc.), the respective item will show up. However, once you've been able to see the information, it will fade away and allow you to enjoy your game without the clutter of unneeded HUD elements.\n\nNote that the following elements are unaffected:\n* The F3 Menu. Honestly, anyone who uses this isn't in the need for immersion at the moment.\n* The chat. This will automatically fade away by itself.\n* The oxygen bar. This will disappear as soon as it is filled, anyway.\n* Boss health. It is helpful to have this available in a hectic situation.\n* Sub-maximum health or hunger. In hectic battles, it can be convenient to see health at a glance.",
"authors": [
"Markil 3"
],
"contact": {
"homepage": "https://fabricmc.net/",
"sources": "https://github.com/FabricMC/fabric-example-mod"
},
"license": "GPL-3.0-only",
"icon": "assets/immersive_hud/icon.png",
"environment": "client",
"entrypoints": {
"main": [
"markil3.immersive_hud.Main"
]
},
"mixins": [
{
"config": "modid.mixins.json",
"environment": "client"
}
],
"depends": {
"fabricloader": ">=0.7.4",
"fabric": "*",
"minecraft": "1.16.x"
}
}

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@@ -1,17 +0,0 @@
{
"required": true,
"minVersion": "0.8",
"package": "markil3.immersive_hud.mixin",
"compatibilityLevel": "JAVA_8",
"mixins": [
],
"client": [
"ClientPlayerHook",
"HeldItemHook",
"HudHook",
"ProfilerHook"
],
"injectors": {
"defaultRequire": 1
}
}

77
update-forge.json Normal file
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@@ -0,0 +1,77 @@
{
"homepage": "https://github.com/Markil3/MinecraftImmersiveHUD/releases",
"1.14": {
"1.0-1.14-forge": "Removes support for Cloth Config.",
"1.1-1.14-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.14-forge": "Bug fixes."
},
"1.14.1": {
"1.0-1.14-forge": "Removes support for Cloth Config.",
"1.1-1.14-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.14-forge": "Bug fixes."
},
"1.14.2": {
"1.0-1.14-forge": "Removes support for Cloth Config.",
"1.1-1.14-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.14-forge": "Bug fixes."
},
"1.14.3": {
"1.0-1.14-forge": "Removes support for Cloth Config.",
"1.1-1.14-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.14-forge": "Bug fixes."
},
"1.14.4": {
"1.0-1.14-forge": "Removes support for Cloth Config.",
"1.1-1.14-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.14-forge": "Bug fixes."
},
"1.15": {
"1.0-1.15-forge": "Removes support for Cloth Config.",
"1.1-1.15-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.15-forge": "Bug fixes."
},
"1.15.1": {
"1.0-1.15-forge": "Removes support for Cloth Config.",
"1.1-1.15-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.15-forge": "Bug fixes."
},
"1.15.2": {
"1.0-1.15.2-forge": "Removes support for Cloth Config.",
"1.1-1.15.2-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.15.2-forge": "Bug fixes."
},
"1.16.4": {
"0.1-1.16.4-forge": "Initial release",
"1.0-1.16.4-forge": "Causes potion effects to fade, adds sliding animations to the hotbar, experience, and jump bars, and adds support for configuring the timings.",
"1.1-1.16.4-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.16.4-forge": "Bug fixes."
},
"1.16.5": {
"0.1-1.16.4-forge": "Initial release",
"1.0-1.16.4-forge": "Causes potion effects to fade, adds sliding animations to the hotbar, experience, and jump bars, and adds support for configuring the timings.",
"1.1-1.16.4-forge": "Gives players the option of preventing hands and crosshairs from fading.",
"1.1.1-1.16.4-forge": "Bug fixes."
},
"promos": {
"1.14-latest": "1.1.1-1.14-forge",
"1.14-recommended": "1.1.1-1.14-forge",
"1.14.1-latest": "1.1.1-1.14-forge",
"1.14.1-recommended": "1.1.1-1.14-forge",
"1.14.2-latest": "1.1.1-1.14-forge",
"1.14.2-recommended": "1.1.1-1.14-forge",
"1.14.3-latest": "1.1.1-1.14-forge",
"1.14.3-recommended": "1.1.1-1.14-forge",
"1.14.4-latest": "1.1.1-1.14-forge",
"1.14.4-recommended": "1.1.1-1.14-forge",
"1.15-latest": "1.1.1-1.15-forge",
"1.15-recommended": "1.1.1-1.15-forge",
"1.15.1-latest": "1.1.1-1.15-forge",
"1.15.1-recommended": "1.1.10-1.15-forge",
"1.15.2-latest": "1.1.1-1.15.2-forge",
"1.15.2-recommended": "1.1.1-1.15.2-forge",
"1.16.4-latest": "1.1.1-1.16.4-forge",
"1.16.4-recommended": "1.1.1-1.16.4-forge",
"1.16.5-latest": "1.1.1-1.16.4-forge",
"1.16.5-recommended": "1.1.1-1.16.4-forge"
}
}