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BME-100 Make waypoint keybind create a waypoint at cursor position in world map #89
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base: mc-1.18.2-v0.8.0-overhaul
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,5 +1,6 @@ | ||
| package com.eerussianguy.blazemap.feature.maps.ui; | ||
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| import com.mojang.blaze3d.vertex.PoseStack; | ||
| import org.lwjgl.glfw.GLFW; | ||
| import net.minecraft.client.Minecraft; | ||
| import net.minecraft.resources.ResourceLocation; | ||
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@@ -18,6 +19,15 @@ public class InteractiveMapDisplay extends MapDisplay implements UIEventListener | |
| private final Coordination coordination = new Coordination(); | ||
| private VolatileContainer volatiles; | ||
| private double zoom; | ||
| int lastMouseX; | ||
| int lastMouseY; | ||
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| @Override | ||
| public void render(PoseStack stack, boolean hasMouse, int mouseX, int mouseY) { | ||
| this.lastMouseX = mouseX; | ||
| this.lastMouseY = mouseY; | ||
| super.render(stack, hasMouse, mouseX, mouseY); | ||
| } | ||
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| public InteractiveMapDisplay(ResourceLocation mapLocation, double minZoom, double maxZoom) { | ||
| this(0, 0, mapLocation, minZoom, maxZoom); | ||
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@@ -93,6 +103,7 @@ private void setMouse(double mouseX, double mouseY) { | |
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| @Override | ||
| public boolean keyPressed(int key, int scancode, int modifiers) { | ||
| setMouse(lastMouseX, lastMouseY); | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Also here, we should just keep the same values from the last change. This does nothing unless you have run into a bug. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It didn't work without me adding this, I am pretty sure that the |
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| int dx = 0, dz = 0; | ||
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| if( isKeyUp (key) ){ dz -= 16; } | ||
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should I be calling setMouse() here instead? I think that it would be required for BME-216 to work anyway
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We only need to call setMouse when there is mouse input. On render the values are the same as the last frame that the mouse had just moved.
Unless something is broken?