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CobaltKeyHandler.java
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CobaltKeyHandler.java
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package cobaltmod.handler.event;
import net.minecraft.client.Minecraft;
import net.minecraft.client.settings.KeyBinding;
import net.minecraft.util.StatCollector;
import org.lwjgl.input.Keyboard;
import cobaltmod.network.CobaltPacketDispatcher;
import cobaltmod.network.packet.server.CobaltOpenGuiMessage;
import cpw.mods.fml.client.registry.ClientRegistry;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import cpw.mods.fml.common.gameevent.InputEvent.KeyInputEvent;
public class CobaltKeyHandler {
/**
* Storing an instance of Minecraft in a local variable saves having to get
* it every time
*
*/
private final Minecraft mc;
/** Key index for easy handling */
public static final int CUSTOM_INV = 0;
/** Key descriptions; use a language file to localize the description later */
private static final String[] desc = { "key.backpack.desc" };
/** Default key values */
private static final int[] keyValues = { Keyboard.KEY_F };
/**
* Make this public or provide a getter if you'll need access to the key
* bindings from elsewhere
*/
public static final KeyBinding[] keys = new KeyBinding[desc.length];
public CobaltKeyHandler() {
mc = Minecraft.getMinecraft();
for (int i = 0; i < desc.length; ++i) {
keys[i] = new KeyBinding(desc[i], keyValues[i], StatCollector.translateToLocal("key.cobaltmod.label"));
ClientRegistry.registerKeyBinding(keys[i]);
}
}
/**
* KeyInputEvent is in the FML package, so we must register to the FML event
* bus
*/
@SubscribeEvent
public void onKeyInput(KeyInputEvent event) {
// checking inGameHasFocus prevents your keys from firing when the
// player is typing a chat message
// NOTE that the KeyInputEvent will NOT be posted when a gui screen such
// as the inventory is open
// so we cannot close an inventory screen from here; that should be done
// in the GUI itself
if (mc.inGameHasFocus) {
if (keys[CUSTOM_INV].getIsKeyPressed()) {
CobaltPacketDispatcher.sendToServer(new CobaltOpenGuiMessage(5));
}
}
}
}