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:
iProgramInCpp
2023-11-02 00:49:11 +02:00
committed by GitHub
parent 98d6b4e5e8
commit 60b21356a1
87 changed files with 3439 additions and 916 deletions

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

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/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
class SmoothFloat
{
public:
SmoothFloat();
float getNewDeltaValue(float, float);
private:
float field_0;
float field_4;
float field_8;
};