Files
mcpe/source/client/player/input/ControllerTurnInput.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

139 lines
2.3 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()
{
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;
}