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forked from Clones/Controlify

1.1 changelog, bump version, update comparison

This commit is contained in:
isXander
2023-03-29 23:02:41 +01:00
parent 506fe550c8
commit 3c432eddc0
3 changed files with 48 additions and 19 deletions

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@ -15,7 +15,7 @@ plugins {
}
group = "dev.isxander"
version = "1.0.0+1.19.4"
version = "1.1.0+1.19.4"
repositories {
mavenCentral()

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# Controlify 1.1
A noteable update to Controlify, with a lot of new features.
## New Features
- Reach-around block interaction that imitates Bedrock Edition's exact behaviour.
- Reduce bow sensitivity option. When aiming a bow, the sensitivity is reduced and more fine control is given.
- Modded keybinds are now automatically registered as controller binds.
- Bindings are now grouped into categories.
- Compound joysticks, allowing for an infinite amount of inputs. This currently has no UI, and you have to create a joystick mapping resource-pack yourself. This will come in a future update.
- Two abstract gui controller binds are available for mod developers to use in any screen context.
- Button guide in screens, with a new API for mod developers to add their own button guides.
- New registry for screenop API, as an alternative to mixing into UIs, you now register `ScreenProcessor`s and `ComponentProcessor`s on the Controlify entrypoint.
- New builder API for controller bindings, deprecating the old constructor-based approach.
## Changes
There are multiple breaking API changes in this update, but as of writing, I am not aware of any
mods that utilise any of Controlify's APIs. This will not happen in minor updates when this mod is more popular.
- Ingame guide registry now takes a function that provides `IngameGuideContext`, rather than many parameters, this
future-proofs the API if more parameters are added.
- Some ingame guide classes have moved inside the `api` package.
- Partial Chinese translation by [@GodGun968](https://github.com/GodGun968).
## Bug Fixes
- Fixed a bug where some in-game binds worked in containers. ([#35](https://github.com/isXander/Controlify/issues/35))

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# Comparison between Controlify 1.0.0 and Midnight Controls 1.8.0
| | Controlify | Midnight Controls |
| ---------------------------------------- | -------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------- |
| **Custom Screen Compatibility** | Convenient APIs to hook into controller support directly from `Screen` implementation. | No API. Sometimes necessary to mixin into Midnight Controls and edge-case code required. |
| **Screen Navigation** | 4-axis navigation, emulating arrow key navigation | 4-axis navigation, emulating arrow key navigation |
| **In-game button guide** | Extensible by 3rd party mods | Harcoded buttons and positions |
| **Reach-around block placement** | ⛔ Planned | ✅ |
| **Controller detection** | Powered by resource packs for unlimited detection | Hardcoded identifiers in code |
| **Controller button rendering** | Powered by resource pack controller detection | Texture atlas for hardcoded identifiers |
| **In-game look sensitivity & behaviour** | Emulated Bedrock Edition with good defaults and snappy behaviour | testing required - reported bad defaults |
| **Container interaction** | Controlled cursor snaps to container slots (with API) with power of left click, right click and shift click | No slot snapping, testing required |
| **Touchscreen support** | ⛔ | ✅ |
| **Joystick support** | ✅ Only one joystick can be used at a time (currently) | ✅ Multiple joysticks can be combined together |
| **Joystick mapping** | Powered by resource packs, unlimited amount of buttons available | All combined joysticks limited to gamepad input. Powered by SDL mappings |
| **Configurability** | Each controller has individual settings with the ability to map every single controller action. No hardcoding! | needs testing |
| **Mod keybindings** | Mods must explicitly support Controlify for their keybinds | All keybinds work out of box after mapping buttons |
| | | |
# Comparison between Controlify 1.1.0 and Midnight Controls 1.8.0
| | Controlify | Midnight Controls |
|------------------------------------------|----------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------|
| **Custom Screen Compatibility** | Convenient APIs to hook into controller support directly from `Screen` implementation. | No API. Sometimes necessary to mixin into Midnight Controls and edge-case code required. |
| **Screen Navigation** | 4-axis navigation, emulating arrow key navigation | 4-axis navigation, emulating arrow key navigation |
| **In-game button guide** | Extensible by 3rd party mods | Harcoded buttons and positions |
| **Reach-around block placement** | ✅ Emulates Bedrock Edition reach-around | ✅ Takes custom liberties and has behaviour not present in bedrock |
| **Controller detection** | Powered by resource packs for unlimited data-driven detection | Hardcoded identifiers in code |
| **Controller button rendering** | Powered by resource pack controller detection | Texture atlas for hardcoded identifiers |
| **In-game look sensitivity & behaviour** | Emulated Bedrock Edition with good defaults and snappy behaviour | testing required - reported bad defaults |
| **Container interaction** | Controlled cursor snaps to container slots (with API) with power of left click, right click and shift click | No slot snapping, testing required |
| **Touchscreen support** | ⛔ | ✅ |
| **Joystick support** | ✅ Multiple joysticks can be combined together (no UI yet) | ✅ Multiple joysticks can be combined together |
| **Joystick mapping** | Powered by resource packs, unlimited amount of buttons available | All combined joysticks limited to gamepad input. Powered by SDL mappings |
| **Configurability** | Each controller has individual settings with the ability to map every single controller action. No hardcoding! | needs testing |
| **Mod keybindings** | All keybinds work out of box after mapping buttons | All keybinds work out of box after mapping buttons |
| | | |