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* * 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
38 lines
795 B
C++
38 lines
795 B
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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#pragma once
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struct TurnDelta
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{
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float x, y;
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TurnDelta() { x = 0.0f; y = 0.0f; }
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TurnDelta(float x, float y) : x(x), y(y) {}
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};
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class ITurnInput
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{
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public:
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ITurnInput()
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{
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m_prevTime = -1.0f;
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}
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public:
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float getDeltaTime();
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float linearTransform(float, float, float, bool);
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virtual ~ITurnInput();
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virtual void setScreenSize(int width, int height);
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virtual TurnDelta getTurnDelta() = 0;
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virtual bool smoothTurning();
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private:
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float m_prevTime;
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};
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