ClassiCube
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Tracking issue for more minor android bugs/features
- [x] Should consider using tap to place, hold to break
- [ ] Some sort of auto jump should be considered
- [x] Physical volume key presses should still work
- [x] System fonts that don't support a-z/A-Z should not be shown in fonts list
- [x] Music should not be played when audio focus is lost
Right now it plays music at volume 0 instead of properly pausing. Works, but not really ideal.
- [x] Numbers/Backspace in password field doesn't work properly
- [ ] Keyboard sometimes disappears
[AndrewPH] Also sometimes when tapping on username or password to type, it will pull the keyboard up for just a moment before making it disappear
- [x] No way to spawn / set spawn
- [ ] No way to toggle camera mode
- [ ] No way to see player list
- [x] Singleplayer ends up reconnecting to last server joined instead (if app has not been closed)
- [x] Fullscreen editing view for soft input keyboard in landscape should be disabled
- [x] Game should auto fullscreen
- [x] One user has problems with chat bar being in all caps and returns to all caps after each character press
Password field doesn't have this problem though. Maybe issue is default capsMode somewhere.
- [x] Singleplayer uses texture pack of the last-connected server
- [x] Singleplayer doesn't clear CPE messages from last-connected server
- [x] Bottom right CPE messages are positioned wrongly on high DPI devices
- [ ] No way to drop current block from inventory
- [x] Trying to change speed while flying/noclipping is cumbersome
- [x] Typing £ in chat stuffs it up
- [x] Typing numbers/backspaces in numeric input fields crashes
- [ ] Crashing doesn't show usual 'classicube has crashed' dialog
- [ ] Unhandled java exceptions aren't logged to client.log
- [x] Fullscreen should be sticky immersive
- [x] Singleplayer shows ping from the last-connected server
- [x] Pressing enter in soft input keyboard doesn't close in when signing in
I’ve made some suggestions since youll probably actually try to implement them haha
- hotbar has 9 selectable slots and a tenth for open inventory
- Make it so there is a touch circle, and make the circle act as the crosshair
- Toggle this in Options?
- ~~Remove the Place/Delete button and have hold to break, tap to place~~ (done)
- ~~Autojump hack (also on desktop platform)~~ (considered but not finished)
- More, pause, and chat are on top of the screen
- Responsive launcher, change elements location if height>width (on android portrait, or weirdly shaped PC window)
- Hold down on an item to drop it
- Native iOS app? (Only APT repository for now, I doubt Apple would let it into the AppStore (or even Google to Google Play Store?)) (I will do this one)
- Mouse and keyboard support?!?!?!
- Have someone test if this already works, I don’t have an android compatible keyboard
- hotbar has 9 selectable slots and a tenth for open inventory
The hotbar is one single texture of all 9 slots in gui.png - and while it's possible to 'duplicate' one of the slots to draw a tenth one, that isn't guaranteed to look correct with custom texture packs
- Make it so there is a touch circle, and make the circle act as the crosshair
Are you proposing that if you hold down somewhere on the screen, it should delete blocks from there instead of centre of the screen?
- More, pause, and chat are on top of the screen
Is a pause button necessary? The game stops rendering when it loses focus anyways Not sure if Chat is necessary since it can be enabled/disabled as one of the on-screen buttons
- Responsive launcher, change elements location if height>width (on android portrait, or weirdly shaped PC window)
yikes
- Hold down on an item to drop it
Seems reasonable
- Mouse and keyboard support?!?!?!
I could try implementing detection, but I don't have the required keyboard/mouse hardware to properly test this
The hotbar is one single texture of all 9 slots in gui.png - and while it's possible to 'duplicate' one of the slots to draw a tenth one, that isn't guaranteed to look correct with custom texture packs
Oh yeah, that makes sense. I seem to remember a ClassiCube fork with 20 slots, but the extra ten had no hot bar background. 🙃
Are you proposing that if you hold down somewhere on the screen, it should delete blocks from there instead of centre of the screen?
Yes, exactly that! I think we should also allow that to be changed in settings (as per the original post)
Is a pause button necessary? The game stops rendering when it loses focus anyways Not sure if Chat is necessary since it can be enabled/disabled as one of the on-screen buttons
Oh yeah I noticed that as a feature in-game just after I posted this
I could try implementing detection, but I don't have the required keyboard/mouse hardware to properly test this
I do, but I don’t think it works on Android (but I could use my PC mouse and keyboard with an adapter)
I have a suggestion I have floated around, but am not sure you have seen it. The ability to use multi-tap as an optional way to do the "opposite action", to the one you currently have selected.
By multitap do you mean just quickly tapping with multiple fingers?
I mean, where you touch the screen with two fingers at the same time, rather than touching the screen with one. It is a feature mobile devices generally have.
I mean, where you touch the screen with two fingers at the same time, rather than touching the screen with one. It is a feature mobile devices generally have.
I don’t know if you can do that, since I think it’s still seeing a virtual mouse and not fingers
EDIT: spelling
The game definitely keeps track of multiple fingers
The game definitely keeps track of multiple fingers
cool
- Game gets pushed down with a white space at the top when a notification appears on screen
- Tapping on text inputs often opens and immediately closes the keyboard. Need to tap many times on text input to get it to stay open.
add options to hide status bar in game pls
Which status bar are you referring to? Unless you exited Fullscreen mode by clicking on Fullscreen button in menu, the android UI should be completely hidden by default
Which status bar are you referring to? Unless you exited Fullscreen mode by clicking on Fullscreen button in menu, the android UI should be completely hidden by default
oh i only get statusbar when using some setting tab
also can you answer #971 ?
oh i only get statusbar when using some setting tab
Which Settings tab?
also can you answer #971 ?
I made an attempt at implementing it, but couldn't get it quite right, so put it on hold until the next time I can allocate the time to work on it again
oh i only get statusbar when using some setting tab
Which Settings tab?
also can you answer #971 ?
I made an attempt at implementing it, but couldn't get it quite right, so put it on hold until the next time I can allocate the time to work on it again
some setting that need keyboard but i think its not a bug
oh i only get statusbar when using some setting tab
Which Settings tab?
also can you answer #971 ?
I made an attempt at implementing it, but couldn't get it quite right, so put it on hold until the next time I can allocate the time to work on it again
sorry this is a bit off topic but that design are a lot similar to original MC than the current i see in 1.3.4, is that design made its way into master branch?
sorry this is a bit off topic but that design are a lot similar to original MC than the current i see in 1.3.4, is that design made its way into master branch?
The code I had written didn't always work quite right with selecting block under the mouse, so I didn't add it to master branch. But I can look at adding the part of the code that does reliably work
InputHandler_Tick()
uses delta time instead of DateTime_CurrentUTC_MS()
CheckBlockTap()
still uses DateTime_CurrentUTC_MS()