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refactor: all backslash includes must die
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@@ -2,9 +2,9 @@
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#include "UI.h"
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#include "UIScene_AbstractContainerMenu.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#include "../../../Minecraft.World/net.minecraft.world.inventory.h"
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#include "../../../Minecraft.World/net.minecraft.world.item.h"
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#include "../../MultiplayerLocalPlayer.h"
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UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(int iPad, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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@@ -106,8 +106,8 @@ void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad, int startIndex)
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#ifdef __ORBIS__
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// we need to map the touchpad rectangle to the UI rectangle. While it works great for the creative menu, it is much too sensitive for the smaller menus.
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//X coordinate of the touch point (0 to 1919)
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//Y coordinate of the touch point (0 to 941: DUALSHOCK<43>4 wireless controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the PlayStation<6F>4 development tool,
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//0 to 753: JDX-1000x series controllers for the PlayStation<6F>4 development tool,)
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//Y coordinate of the touch point (0 to 941: DUALSHOCK<43>4 wireless controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the PlayStation<6F>4 development tool,
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//0 to 753: JDX-1000x series controllers for the PlayStation<6F>4 development tool,)
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m_fTouchPadMulX=fPanelWidth/1919.0f;
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m_fTouchPadMulY=fPanelHeight/941.0f;
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m_fTouchPadDeadZoneX=15.0f*m_fTouchPadMulX;
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