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Integrate touch related development. (#90)
* * Add BuildActionIntention crap * * Set Client and World projects to use MP compilation * asd * * Use the new BuildActionIntention to break and place blocks. * * Reverse engineer the IArea system. * * Copy break logic from survival into creative conditionally * * Reverse IBuildInput and MouseHandler * Replace the new relative paths in the client project with $(MC_ROOT) again * * Reverse Multitouch, MouseDevice * * Reverse a bunch of auxiliary classes for input. * * Use CustomInputHolder instead of holding inputs manually. * * Reverse a whole BUNCH of things! * * Add feedback textures to the gitignore. * * D-pad now renders! Also loads of other work. * * More Stuff * * Finish touch control bug fixing. * * Finalize work. * * One last thing.. * * Add a "cramped" mode to the options screen and start menu. * * Oh, forgot to do something
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@@ -9,6 +9,19 @@
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#include "common/Utils.hpp"
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#include "ITurnInput.hpp"
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ITurnInput::~ITurnInput()
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{
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}
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void ITurnInput::setScreenSize(int width, int height)
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{
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}
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bool ITurnInput::smoothTurning()
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{
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return false;
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}
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float ITurnInput::getDeltaTime()
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{
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if (m_prevTime == -1.0f)
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@@ -20,3 +33,24 @@ float ITurnInput::getDeltaTime()
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return delta;
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}
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// @TODO: Where does the a1 parameter come from? It's not `this` because it's used
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// directly as a float. Its mangled name is _ZN10ITurnInput15linearTransformEfffb
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float ITurnInput::linearTransform(float a1, float a2, float a3, bool a4)
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{
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float v1;
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if (a1 < 0.0f)
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v1 = -a2;
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else
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v1 = a2;
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float v2 = abs(v1);
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if (v2 >= abs(a1))
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return 0.0f;
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float v3 = (a1 - v1) * a3;
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if (a4 && abs(v3) > 1.0f)
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v3 /= abs(v3);
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return v3;
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}
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