Files
mcpe/source/client/player/input/ITurnInput.cpp
iProgramInCpp 60b21356a1 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
2023-11-02 00:49:11 +02:00

57 lines
1.1 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 "common/Utils.hpp"
#include "ITurnInput.hpp"
ITurnInput::~ITurnInput()
{
}
void ITurnInput::setScreenSize(int width, int height)
{
}
bool ITurnInput::smoothTurning()
{
return false;
}
float ITurnInput::getDeltaTime()
{
if (m_prevTime == -1.0f)
m_prevTime = getTimeS();
float newTime = getTimeS();
float delta = newTime - m_prevTime;
m_prevTime = newTime;
return delta;
}
// @TODO: Where does the a1 parameter come from? It's not `this` because it's used
// directly as a float. Its mangled name is _ZN10ITurnInput15linearTransformEfffb
float ITurnInput::linearTransform(float a1, float a2, float a3, bool a4)
{
float v1;
if (a1 < 0.0f)
v1 = -a2;
else
v1 = a2;
float v2 = abs(v1);
if (v2 >= abs(a1))
return 0.0f;
float v3 = (a1 - v1) * a3;
if (a4 && abs(v3) > 1.0f)
v3 /= abs(v3);
return v3;
}