Files
mcpe/source/client/player/input/ControllerTurnInput.cpp
f f83ead9f8d WIP Android Port (#79)
* 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>
2023-11-03 12:54:39 +02:00

143 lines
2.4 KiB
C++

/********************************************************************
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 "ControllerTurnInput.hpp"
#include "Controller.hpp"
#include <cmath>
ControllerTurnInput::ControllerTurnInput()
{
field_8 = 2;
m_stickNo = 2;
field_10 = 0.0f;
field_14 = 0.0f;
field_18 = false;
}
TurnDelta ControllerTurnInput::getTurnDelta()
{
#ifdef __ANDROID__
return TurnDelta(Controller::getX(m_stickNo) * 50.f, Controller::getY(m_stickNo) * 60.f);
#endif
bool isTouched = Controller::isTouched(m_stickNo);
float deltaX, deltaY;
if (field_8 == 1)
{
float deltaTime = getDeltaTime(), dx, dy;
if (isTouched)
{
dx = Controller::getX(m_stickNo);
dy = Controller::getY(m_stickNo);
}
else
{
dx = field_10 * 0.7f;
dy = field_14 * 0.7f;
}
field_10 = dx;
field_14 = dy;
float xs = dx >= 0.0f ? 0.1f : -0.1f, xt;
if (fabsf(dx) <= 0.1f)
{
xt = 0.0f;
}
else
{
xs = dx - xs;
xt = 250.0f;
xt = xs * xt;
}
float ys = dy >= 0.0f ? 0.1f : -0.1f, yt;
if (fabsf(dy) <= 0.1f)
{
yt = 0.0f;
}
else
{
ys = dy - ys;
yt = 200.0f;
yt = ys * yt;
}
deltaX = deltaTime * xt;
deltaY = deltaTime * -yt;
}
else if (field_8 != 2 || (!field_18 && !isTouched))
{
deltaX = 0.0f;
deltaY = -0.0f;
}
else
{
float sx = Controller::getX(m_stickNo);
float sy = Controller::getY(m_stickNo);
getDeltaTime(); //@NOTE: call isn't useless since it updates m_prevTime
if (!field_18)
{
field_10 = sx;
field_14 = sy;
}
if (isTouched)
{
float x1 = sx - field_10;
float x2 = 0.0f;
float x3;
field_10 = sx;
// @HUH: what the hell, decompiler?
if (x1 >= 0.0f)
x3 = 0.0f;
else
x3 = -0.0f;
float x4 = sy - field_14;
field_14 = sy;
if (fabsf(x1) > 0.0f)
x2 = x1 - x3;
float x5;
if (x4 >= 0.0f)
x5 = 0.0f;
else
x5 = -0.0f;
float x6 = 0.0f;
if (fabsf(x4) > 0.0f)
x6 = x4 - x5;
deltaX = x2 * 100.0f;
deltaY = -x6 * 100.0f;
}
else
{
deltaX = 0.0f;
deltaY = -0.0f;
}
}
field_18 = isTouched;
return TurnDelta(deltaX, deltaY);
}
bool ControllerTurnInput::smoothTurning()
{
return true;
}