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* WIP Android Port Android port. Still needs touch controls and mouse turning (if that's even possible on android) and file saving and SoundSystemSL You control the camera and movement with your controller for now. You can navigate the gui using touch. Options.cpp,LocalPlayer.cpp,Minecraft.cpp is configured to use controller. Blocked out some code in ControllerTurnInput.cpp,Controller.cpp that didn't make sense. * Fix glClear glClear is supossed to use GL_DEPTH_BUFFER_BIT (thx TheBrokenRail) * * Fix build. * * Ignore assets. * * More stuff * * Fix more build errors. * * It finally built What I needed to do is rebuild the debug keystore because apparently android studio created it with sha1 digest alg which isn't supported by ant * * Clean up filters. * * Add cramped mode to the pause screen. * * Fix a bug with the hotbar * * In NinecraftApp::handleBack, pause the game if there is no screen. * * AppPlatform_android: Add placeholder SoundSystem instance till we get SoundSystemSL working * * Add properly working touch code. * * Oh, remove some testing things * * Fix state resetting when going in background and back in foreground * Fix bug where the sky isn't being regenerated on graphics reset * Fix bug where the m_currBoundTex isn't reset in Textures::clear potentially leaving a texture with that ID unassigned and corrupted * Fix bug in CThread where the thread is detached and then also joined. * Don't log anything if the program isn't in debug mode. * * Add virtual keyboard support. The screen instance slides so that the focused text box is kept visible. * Rename from com.minecraftcpp to com.reminecraftpe --------- Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
114 lines
2.3 KiB
C++
114 lines
2.3 KiB
C++
/********************************************************************
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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 "Controller.hpp"
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#include <cmath>
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bool Controller::isTouchedValues[2];
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float Controller::stickValuesX[2];
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float Controller::stickValuesY[2];
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#ifndef __ANDROID__
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const float Controller_unk_1[3] = { 0.0f, 0.64f, -0.64f };
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#endif
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bool Controller::isValidStick(int stickNo)
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{
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// We have 2 'sticks' on the Xperia Play
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return stickNo >= 1 && stickNo <= 2;
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}
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float Controller::linearTransform(float a1, float a2, float a3, bool b)
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{
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float x1 = fabsf(a2);
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float x2 = a1;
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float x3 = fabsf(x1);
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if (x3 >= x2)
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return 0.0f;
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float x4 = (a1 - x1) * a3;
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if (b)
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{
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float x5 = fabsf(x4);
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if (x5 > 1.0f)
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{
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x4 = -1.0;
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if (x4 > 0.0f)
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x4 = 1.0;
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}
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}
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return x4;
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}
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void Controller::feed(int stickNo, int touched, float x, float y)
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{
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if (!isValidStick(stickNo))
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return;
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#ifdef __ANDROID__
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int index = stickNo - 1;
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#else
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int index = (x >= 0.0f) ? 1 : 0;
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#endif
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// maybe the 2 'touch sticks' are actually internally 1 single surface??
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isTouchedValues[index] = touched != 0;
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#ifdef __ANDROID__
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stickValuesX[index] = x;
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#else
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stickValuesX[index] = linearTransform(x + Controller_unk_1[index + 1], 0.0f, 2.78f, true);
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#endif
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stickValuesY[index] = y;
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}
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float Controller::getX(int stickNo)
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{
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if (!isValidStick(stickNo))
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return 0.0f;
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return stickValuesX[stickNo - 1];
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}
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float Controller::getY(int stickNo)
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{
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if (!isValidStick(stickNo))
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return 0.0f;
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return stickValuesY[stickNo - 1];
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}
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float Controller::getTransformedX(int stickNo, float a2, float a3, bool b)
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{
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if (!isValidStick(stickNo))
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return 0.0f;
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// @BUG: subtracting by 1? What if we're trying to grab stick 0?
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return linearTransform(stickValuesX[stickNo - 1], a2, a3, b);
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}
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float Controller::getTransformedY(int stickNo, float a2, float a3, bool b)
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{
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if (!isValidStick(stickNo))
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return 0.0f;
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// @BUG: subtracting by 1? What if we're trying to grab stick 0?
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return linearTransform(stickValuesY[stickNo - 1], a2, a3, b);
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}
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bool Controller::isTouched(int stickNo)
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{
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if (!isValidStick(stickNo))
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return false;
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return isTouchedValues[stickNo - 1];
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}
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