mirror of
https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-04-01 13:03:31 +00:00
the whole game
This commit is contained in:
473
src/client/player/input/touchscreen/TouchInputHolder.h
Executable file
473
src/client/player/input/touchscreen/TouchInputHolder.h
Executable file
@@ -0,0 +1,473 @@
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#ifndef NET_MINECRAFT_CLIENT_PLAYER_INPUT_TOUCHSCREEN_TouchInputHolder_H__
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#define NET_MINECRAFT_CLIENT_PLAYER_INPUT_TOUCHSCREEN_TouchInputHolder_H__
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#include "../IInputHolder.h"
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#include "TouchscreenInput.h"
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#include "../ITurnInput.h"
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#include "TouchAreaModel.h"
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#include "../../../../platform/input/Multitouch.h"
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#include "../../../../platform/time.h"
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#include "../../../../util/SmoothFloat.h"
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#include "../../../../world/entity/player/Player.h"
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#include "../../../../world/entity/player/Inventory.h"
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template <class T>
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class ModifyNotify {
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public:
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ModifyNotify()
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: _changed(false)
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{}
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T& getOld() { return _old; }
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T& getNew() { return _new; }
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bool update(T& val) {
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_changed = !equals(val);
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if (_changed) {
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_old = _new;
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_new = val;
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}
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return _changed;
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}
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bool hasChanged() const { return _changed; }
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virtual bool equals(const T& newVal) {
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return _old != newVal;
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}
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protected:
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T _old;
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private:
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T _new;
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bool _changed;
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};
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//
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// Implementation for unified [Turn & Build Input]
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//
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class UnifiedTurnBuild: public GuiComponent,
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public ITurnInput,
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public IBuildInput
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{
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public:
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static const int MODE_OFFSET = 1;
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static const int MODE_DELTA = 2;
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UnifiedTurnBuild(int turnMode, int width, int height, float maxMovementDelta, float sensitivity, IInputHolder* holder, Minecraft* minecraft)
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: mode(turnMode),
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_holder(holder),
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_options(&minecraft->options),
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cxO(0), cyO(0),
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wasActive(false),
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_totalMoveDelta(0),
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_maxMovement(maxMovementDelta),
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_lastPlayer(0),
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screenArea(-1, -1, 0, 0),
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allowPicking(false),
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state(State_None),
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moveArea(-1,-1,0,0),
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joyTouchArea(-1, -1, 0, 0),
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inventoryArea(-1,-1, 0, 0),
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pauseArea(-1, -1, 0, 0),
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_buildMovement(0),
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_sentFirstRemove(false),
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_canDestroy(false),
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_forceCanUse(false)
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{
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_area.deleteMe = false;
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setSensitivity(sensitivity);
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//((ITurnInput*)this)->onConfigChanged(createConfig(minecraft));
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onConfigChanged(createConfig(minecraft));
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_lastBuildDownTime = _startTurnTime = getTimeS();
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}
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void setSensitivity(float sensitivity) {
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_sensitivity = sensitivity;
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}
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virtual void onConfigChanged(const Config& c) {
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if (false && _options->isJoyTouchArea) {
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int touchWidth = c.width - (int)inventoryArea._x1;
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if (touchWidth > (int)c.minecraft->pixelCalc.millimetersToPixels(60))
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touchWidth = (int)c.minecraft->pixelCalc.millimetersToPixels(60);
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int touchHeight = (int)(c.height * 0.4f);
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if (touchHeight > (int)c.minecraft->pixelCalc.millimetersToPixels(40))
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touchHeight = (int)c.minecraft->pixelCalc.millimetersToPixels(40);
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joyTouchArea._x0 = (float)(c.width - touchWidth);
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joyTouchArea._y0 = (float)(c.height - touchHeight);
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joyTouchArea._x1 = (float)c.width;
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joyTouchArea._y1 = (float)c.height;
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_area.clear();
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_area.include (&joyTouchArea);
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_model.clear();
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_model.addArea(AREA_TURN, &_area);
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} else {
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screenArea = RectangleArea(0, 0, (float)c.width, (float)c.height);
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// Expand the move area a bit
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const float border = 10;
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const float widen = (moveArea._x1-moveArea._x0) * 0.05f + border; // ~5% wider
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moveArea._x0 -= widen;
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moveArea._x1 += widen;
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const float heighten = (moveArea._y1-moveArea._y0) * 0.05f + border; // ~5% taller
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moveArea._y0 -= heighten;
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moveArea._y1 += heighten;
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pauseArea._x0 -= border;
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pauseArea._x1 += border;
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pauseArea._y0 -= border;
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pauseArea._y1 += border;
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//LOGI("move: %f, %f, %f, %f\n", moveArea._x0, moveArea._y0, moveArea._x1, moveArea._y1);
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_area.clear();
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_area.include(&screenArea);
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_area.exclude(&moveArea);
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_area.exclude(&inventoryArea);
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#ifdef __APPLE__
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_area.exclude(&pauseArea);
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#endif /*__APPLE__*/
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//LOGI("Movearea: %f %f %f% f\n", moveArea._x0, moveArea._x1, moveArea._y0, moveArea._y1);
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_model.clear();
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_model.addArea(AREA_TURN, &_area);
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}
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}
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float calcNewAlpha(float current, float wanted) {
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if (wanted > current)
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return Mth::clamp(current + 0.02f, 0.0f, wanted);
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if (wanted < current)
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return Mth::clamp(current - 0.04f, wanted, 1.0f);
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return current;
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}
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//
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// Implementation for the ITurnInput part
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//
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TurnDelta getTurnDelta() {
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float dx = 0, dy = 0;
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const float now = getTimeS();
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float cx = 0;
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float cy = 0;
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bool isActive = false;
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const int* pointerIds;
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bool wasFirstMovement = false;
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int pointerCount = Multitouch::getActivePointerIds(&pointerIds);
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for (int i = 0; i < pointerCount; ++i) {
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int p = pointerIds[i];
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int x = Multitouch::getX(p);
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int y = Multitouch::getY(p);
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int areaId = _model.getPointerId(x, y, p);
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if (areaId == AREA_TURN) {
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isActive = true;
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cx = (float)x * 0.5f;
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cy = (float)y * -0.5f;
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wasFirstMovement = Multitouch::wasFirstMovement(p);
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break;
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}
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}
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if (isActive && !wasActive) {
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_startTurnTime = now;
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_totalMoveDelta = 0;
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bool isInMovement = _lastPlayer? getSpeedSquared(_lastPlayer) > 0.01f/*.25f*/ : false;
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//state = isInMovement? State_Turn : State_Deciding;
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state = State_Deciding;
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_canDestroy = !isInMovement;
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_forceCanUse = false;
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if (!_canDestroy && (_lastPlayer && _lastPlayer->canUseCarriedItemWhileMoving())) {
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_forceCanUse = true;
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_canDestroy = true;
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}
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_sentFirstRemove = false;
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} else if (wasActive && !isActive) {
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_sentFirstRemove = false;
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state = State_None;
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//_inBuild = false;
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}
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if (MODE_DELTA == mode && (wasActive || isActive)) {
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// const float dt = getDeltaTime();
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// const float MaxTurnX = 100.0f;
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// const float MaxTurnY = 100.0f;
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const float DeadZone = 0;//0.25f * dt;//0.02f;
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if (!wasActive) {
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cxO = cx;
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cyO = cy;
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}
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if (isActive) {
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dx = _sensitivity * linearTransform(cx - cxO, DeadZone);// * MaxTurnX;
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dy = _sensitivity * linearTransform(cy - cyO, DeadZone);// * MaxTurnY;
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float moveDelta = ( Mth::abs(dx) + Mth::abs(dy) );
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//LOGI("moveDelta is : %f\n", moveDelta);
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if (moveDelta > _maxMovement) {
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dx = 0;
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dy = 0;
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moveDelta = 0;
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}
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_totalMoveDelta += moveDelta;
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if (state == State_Deciding && _totalMoveDelta >= MaxBuildMovement/* && !_forceCanUse*/)
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state = State_Turn;
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// If a certain time has passed since we pressed button; check if
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// we've moved enough to prevent removal state to become activated
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const float since = now - _startTurnTime;
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if (state == State_Deciding && (since >= (0.001f*RemovalMilliseconds))) {
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//LOGI("DECIDED!: %f\n", _totalMoveDelta);
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bool isInMovement = _lastPlayer? getSpeedSquared(_lastPlayer) > 0.01f/*.25f*/ : false;
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if (!_forceCanUse && (_totalMoveDelta > 20.0f || isInMovement)) {
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state = State_Turn;
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} else {
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state = State_Destroy;
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_canDestroy = true;
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}
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}
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// Removing the pointer ketchup-effect that's built into some devices
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if (wasFirstMovement) {
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dx = dy = 0;
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}
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cxO = cx;
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cyO = cy;
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//LOGI("move delta: %f (%f, %f), %d\n", moveDelta, dx, dy, state);
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}
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} else {
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// Wasn't active, and isn't active!
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state = State_None;
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}
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updateFeedbackProgressAlpha(now);
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wasActive = isActive;
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return TurnDelta(dx, -dy);
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}
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void updateFeedbackProgressAlpha(float now) {
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const float MinAlphaValue = -0.05f;
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if (_canDestroy) {
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// Hack to test out fading in feedback circle
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const float since = now - _startTurnTime;
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if (state == State_Deciding) {
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const float wantedAlpha = since / (0.001f*RemovalMilliseconds);
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_holder->alpha = wantedAlpha * wantedAlpha;
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} else {
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if (state == State_Destroy) {
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_holder->alpha = calcNewAlpha(_holder->alpha, 1);
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} else if (state == State_Turn || state == State_None) {
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_holder->alpha = calcNewAlpha(_holder->alpha, 0);
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}
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}
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} else {
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_holder->alpha = MinAlphaValue;
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}
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//LOGI("state: %d, canDestroy: %d %d\n", state, _canDestroy, _forceCanUse);
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//LOGI("alpha: %f\n", _holder->alpha);
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}
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bool isInsideArea(float x, float y) {
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return _area.isInside(x, y);
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}
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int mode;
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static float getSpeedSquared(Entity* m) {
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const float xd = m->x - m->xo;
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const float yd = m->y - m->yo;
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const float zd = m->z - m->zo;
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const float speedSquared = xd*xd + yd*yd + zd*zd;
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return speedSquared;
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}
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void render(float alpha) {
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if (_options->isJoyTouchArea) {
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fill( (int) (Gui::InvGuiScale * joyTouchArea._x0),
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(int) (Gui::InvGuiScale * joyTouchArea._y0),
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(int) (Gui::InvGuiScale * joyTouchArea._x1),
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(int) (Gui::InvGuiScale * joyTouchArea._y1), 0x40000000);//0x20ffffff);
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}
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}
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//
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// Implementation for the IBuildInput part
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//
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virtual bool tickBuild(Player* player, BuildActionIntention* bai) {
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_lastPlayer = player;
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if (state == State_Destroy) {
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if (!_sentFirstRemove) {
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*bai = BuildActionIntention((_forceCanUse?0:BuildActionIntention::BAI_FIRSTREMOVE) | BuildActionIntention::BAI_INTERACT);
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_sentFirstRemove = true;
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} else {
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*bai = BuildActionIntention((_forceCanUse?0:BuildActionIntention::BAI_REMOVE) | BuildActionIntention::BAI_INTERACT);
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}
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return true;
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}
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// Rewind the queue, in case someone has used it up before
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Multitouch::rewind();
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const float now = getTimeS();
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allowPicking = false;
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bool handled = false;
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while (Multitouch::next()) {
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MouseAction& m = Multitouch::getEvent();
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if (m.action == MouseAction::ACTION_MOVE) continue;
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int areaId = _model.getPointerId(m.x, m.y, m.pointerId);
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if (areaId != AREA_TURN) continue;
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allowPicking = true;
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//LOGI("down? %d, up? %d (%d, %d)\n", z && (m.data == MouseAction::DATA_DOWN), z && (m.data == MouseAction::DATA_UP), m.x, m.y);
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if (_totalMoveDelta <= MaxBuildMovement && (m.data == MouseAction::DATA_UP && !handled)) {
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const float since = now - _lastBuildDownTime;
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//LOGI("move: (%d) %.2f - %f\n", state, _totalMoveDelta, since);
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if (state <= State_Deciding) {
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if (since >= 0.0f && since < 0.25f) {
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// We've pressed and released in haste; Let's build!
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*bai = BuildActionIntention(BuildActionIntention::BAI_BUILD | BuildActionIntention::BAI_ATTACK);
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handled = true;
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}
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}
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state = State_None;
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} else if (m.data == MouseAction::DATA_DOWN) {
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_lastBuildDownTime = now;
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_buildMovement = 0;
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state = State_Deciding;
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}
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}
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return handled;
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}
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bool allowPicking;
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float alpha;
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SmoothFloat smoothAlpha;
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RectangleArea screenArea;
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RectangleArea moveArea;
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RectangleArea joyTouchArea;
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RectangleArea inventoryArea;
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RectangleArea pauseArea;
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private:
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IInputHolder* _holder;
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// Turn
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int cid;
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float cxO, cyO;
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bool wasActive;
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TouchAreaModel _model;
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IncludeExcludeArea _area;
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bool _decidedTurnMode;
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float _startTurnTime;
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float _totalMoveDelta;
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float _maxMovement;
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float _sensitivity;
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Player* _lastPlayer;
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// Build
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float _lastBuildDownTime;
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float _buildMovement;
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bool _sentFirstRemove;
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bool _canDestroy;
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bool _forceCanUse;
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int state;
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static const int State_None = 0;
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static const int State_Deciding = 1;
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static const int State_Turn = 2;
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static const int State_Destroy = 3;
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static const int State_Build = 4; // Will never happen
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static const int MaxBuildMovement = 20;
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static const int RemovalMilliseconds = 400;
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static const int AREA_TURN = 100;
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Options* _options;
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};
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class Minecraft;
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#if defined(_MSC_VER)
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#pragma warning( disable : 4355 ) // 'this' pointer in initialization list which is perfectly legal
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#endif
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class TouchInputHolder: public IInputHolder
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{
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public:
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TouchInputHolder(Minecraft* mc, Options* options)
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: _mc(mc),
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_move(mc, options),
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_turnBuild(UnifiedTurnBuild::MODE_DELTA, mc->width, mc->height, (float)MovementLimit, 1, this, mc)
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{
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onConfigChanged(createConfig(mc));
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}
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~TouchInputHolder() {
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}
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virtual void onConfigChanged(const Config& c) {
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_move.onConfigChanged(c);
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_turnBuild.moveArea = _move.getRectangleArea();
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#ifdef __APPLE__
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_turnBuild.pauseArea = _move.getPauseRectangleArea();
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#endif
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_turnBuild.inventoryArea = _mc->gui.getRectangleArea( _mc->options.isLeftHanded? 1 : -1 );
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_turnBuild.setSensitivity(c.options->isJoyTouchArea? 1.8f : 1.0f);
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((ITurnInput*)&_turnBuild)->onConfigChanged(c);
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}
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virtual bool allowPicking() {
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const int* pointerIds;
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int pointerCount = Multitouch::getActivePointerIds(&pointerIds);
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for (int i = 0; i < pointerCount; ++i) {
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int p = pointerIds[i];
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const float x = Multitouch::getX(p);
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const float y = Multitouch::getY(p);
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if (_turnBuild.isInsideArea(x, y)) {
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mousex = x;
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mousey = y;
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return true;
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}
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}
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return false;
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// return _turnBuild.allowPicking;
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}
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virtual void render(float alpha) {
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_turnBuild.render(alpha);
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}
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virtual IMoveInput* getMoveInput() { return &_move; }
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virtual ITurnInput* getTurnInput() { return &_turnBuild; }
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virtual IBuildInput* getBuildInput() { return &_turnBuild; }
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private:
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TouchscreenInput_TestFps _move;
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UnifiedTurnBuild _turnBuild;
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Minecraft* _mc;
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static const int MovementLimit = 200; // per update
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};
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#endif /*NET_MINECRAFT_CLIENT_PLAYER_INPUT_TOUCHSCREEN_TouchInputHolder_H__*/
|
||||
Reference in New Issue
Block a user