Rewrite main menu button offset to be more compatible (closes #341)
In particular, we now position it relative to the realms (fallback to multiplayer) button. This removes the need for special-casing ModMenu and fixes compatibility with Better Mod Button.
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@@ -8,11 +8,12 @@ import net.minecraft.client.gui.screen.TitleScreen;
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import net.minecraft.client.gui.screen.multiplayer.MultiplayerScreen;
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import net.minecraft.client.gui.screen.Screen;
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import net.minecraft.client.gui.widget.AbstractButtonWidget;
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import net.minecraft.client.resource.language.I18n;
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//#if MC>=11600
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import net.minecraft.text.Text;
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import net.minecraft.text.TranslatableText;
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//#else
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//$$ import net.minecraft.client.resource.language.I18n;
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//#endif
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//#if FABRIC>=1
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@@ -29,6 +30,7 @@ import net.minecraft.client.gui.widget.ButtonWidget;
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import java.io.IOException;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Optional;
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import java.util.function.Consumer;
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import static com.replaymod.core.versions.MCVer.*;
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@@ -152,40 +154,48 @@ public class GuiHandler extends EventRegistrations {
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}
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}
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if (achievements != null && stats != null) {
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moveAllButtonsDirectlyBelowUpwards(buttonList, achievements.y,
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achievements.x, stats.x + width(stats));
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moveAllButtonsInRect(buttonList,
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achievements.x, stats.x + width(stats),
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achievements.y, Integer.MAX_VALUE,
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-24);
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}
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// In 1.13+ Forge, the Options button shares one row with the Open to LAN button
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//#if MC<11400
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//$$ if (openToLan != null) {
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//$$ moveAllButtonsDirectlyBelowUpwards(buttonList, openToLan.y,
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//$$ openToLan.x, openToLan.x + openToLan.width);
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//$$ moveAllButtonsInRect(buttonList,
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//$$ openToLan.x, openToLan.x + openToLan.width,
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//$$ openToLan.y, Integer.MAX_VALUE,
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//$$ -24);
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//$$ }
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//#endif
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}
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}
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/**
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* Moves all buttons that are within a rectangle below a certain y coordinate upwards by 24 units.
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* Moves all buttons that in any way intersect a rectangle by a given amount on the y axis.
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* @param buttons List of buttons
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* @param belowY The Y limit
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* @param yStart Top y limit of the rectangle
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* @param yEnd Bottom y limit of the rectangle
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* @param xStart Left x limit of the rectangle
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* @param xEnd Right x limit of the rectangle
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* @param moveBy Signed distance to move the buttons
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*/
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private void moveAllButtonsDirectlyBelowUpwards(
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private void moveAllButtonsInRect(
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//#if MC>=11400
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List<AbstractButtonWidget> buttons,
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//#else
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//$$ List<GuiButton> buttons,
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//#endif
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int belowY,
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int xStart,
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int xEnd
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int xEnd,
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int yStart,
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int yEnd,
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int moveBy
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) {
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buttons.stream()
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.filter(button -> button.y >= belowY)
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.filter(button -> button.x <= xEnd && button.x + width(button) >= xStart)
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.forEach(button -> button.y -= 24);
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.filter(button -> button.y <= yEnd && button.y + height(button) >= yStart)
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.forEach(button -> button.y += moveBy);
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}
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//#if FABRIC>=1
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@@ -222,15 +232,35 @@ public class GuiHandler extends EventRegistrations {
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//$$ @SubscribeEvent
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//$$ public void injectIntoMainMenu(GuiScreenEvent.InitGuiEvent event) {
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//$$ Screen guiScreen = getGui(event);
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//$$ List<Widget> buttonList = getButtonList(event);
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//#endif
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if (!(guiScreen instanceof TitleScreen)) {
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return;
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}
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int x = guiScreen.width / 2 - 100;
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// We want to position our button below the realms button
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int y = findButton(buttonList, "menu.online", 14)
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.map(Optional::of)
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// or, if someone removed the realms button, we'll alternatively take the multiplayer one
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.orElse(findButton(buttonList, "menu.multiplayer", 2))
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// if we found some button, put our button at its position (we'll move it out of the way shortly)
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.map(it -> it.y)
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// and if we can't even find that one, then just guess
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.orElse(guiScreen.height / 4 + 10 + 4 * 24);
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// Move all buttons above or at our one upwards
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moveAllButtonsInRect(buttonList,
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x, x + 200,
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Integer.MIN_VALUE, y,
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-24);
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// Add our button
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InjectedButton button = new InjectedButton(
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guiScreen,
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BUTTON_REPLAY_VIEWER,
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guiScreen.width / 2 - 100,
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guiScreen.height / 4 + 10 + 4 * 24,
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x,
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y,
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200,
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20,
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"replaymod.gui.replayviewer",
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