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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
This commit is contained in:
31
source/common/SmoothFloat.cpp
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31
source/common/SmoothFloat.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "SmoothFloat.hpp"
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SmoothFloat::SmoothFloat() :
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field_0(0),
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field_4(0),
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field_8(0)
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{
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}
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float SmoothFloat::getNewDeltaValue(float a1, float a2)
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{
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field_0 += a1;
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float v1 = (field_0 - field_4) * a2;
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field_8 += 0.5f * (v1 - field_8);
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if (v1 > 0.0f && field_8 < v1 || v1<0.0f && field_8>v1)
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v1 = field_8;
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field_4 += v1;
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return v1;
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}
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source/common/SmoothFloat.hpp
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source/common/SmoothFloat.hpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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class SmoothFloat
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{
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public:
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SmoothFloat();
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float getNewDeltaValue(float, float);
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private:
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float field_0;
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float field_4;
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float field_8;
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};
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