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[V2.6] Controls Revision #2900
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Mathias-Boulay
merged 22 commits into
PojavLauncherTeam:v3_openjdk
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Mathias-Boulay:control_1_13_fix
Apr 2, 2022
Merged
[V2.6] Controls Revision #2900
Mathias-Boulay
merged 22 commits into
PojavLauncherTeam:v3_openjdk
from
Mathias-Boulay:control_1_13_fix
Apr 2, 2022
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…uldn't be the case;
Deal with surface creation/destruction;
W.I.P: AWT key sender for the mod installer Add ability to choose the either the TexturView ro SurfaceView 1:1 mapping of the touchpad in the mod installer
* fix compiling partly * update the build guide in the read me
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So um is it done because it looks successful |
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Controls Revision 2.6
Oh hey there, this pull request has sat for some time by now.
Anyway, I've concocted some fixes that should have been part of the changelog to Controls V2.X. But as this point, Controls v2.X would have never came out.
1.13+ mouse fix
Some people have noticed by now (#2587,#2885), but since the dawn of time triggering mouse actions while minecraft 1.13+ was loading may result in no working mouse at all.
1.14.1/2 mouse fix
Never bothered to push this fix until now, although better late than never. (or is it ever ?)
So yeah, praise to the lord of
try{}catch{}
statements.Fix gesture: Drop hotbar item
There were cases where the hotbar items were contiously dropped despite the finger being removed, when sliding out of the hotbar before removing your finger.
Ability to change surface
Until now, the surface was provided by the TextureView, which is known to be a little slower than the SurfaceView.
However, the SurfaceView strain the smartphone in a different way than the TextureView, making the latter still preferable in most situations.
So both surfaces will be available in the settings, defaulting to the TextureView.
[TODO: The SurfaceView's surface lifecycle is much shorter, I need to implement proper surface swapping ?]
Better resize, perhaps ?
I unexpectedly realised minecraft doesn't like to have its framebuffer resized when in fullscreen.
So I took the other way around and added a few things:
Better jar installer
Low end devices usually struggled maintaining more than 20 FPS. Furthermore, the window size was usually way too small and unpractical. So I fixed all of that.
It is now working at ~14 times the
detailsspeed, while at the same time fitting the window much better, regardless of the window !Before: 46 fps 🐌, the window isn't fitting perfectly...
After: 639 FPS 🚀, the window is automatically fitting much better 😄
Note: Manual scaling isn't needed anymore, since the window fits much better than before.
One last thing. The mouse touchpad should now be mapped on 1:1 to your finger movements, making easier installing mods !
Actually, I have yet another thing !
Turns out that I added support for AWT chars, used by the mod installer. So now you can type text for whatever non standard usage you have.
New framerate limiter
A common use of the framerate limiter is to reduce the device power usage. However, the current implementation was not CPU friendly, by sleeping the rendering thread multiple times for ONE rendered frame 👀
This isn't ideal for the scheduler, which has to dispatch CPU cycles as effectively as possible. The new implementation uses one Thread sleep per frame, allowing the CPU time to be properly allocated to whatever is needed on the system.
Align mod installer buttons to the in game counterparts.
Everything is in the title to be honest. However, note the colors are inversed in state due to the default state. If you missed it, the image is available in a previous section.
Dev side: Auto lwjgl jar update
Trying out every minor change in the lwjgl project was slowly driving insane.
So I implemented the auto update, you just need to press the green Android Build button as usual 😄
With this whole issue out of the way, I'll go fix some other stuff.