chore: format everything

This commit is contained in:
Tropical
2026-03-30 02:13:59 -05:00
parent 470ddf959d
commit c9b90cae2c
463 changed files with 12748 additions and 11285 deletions

View File

@@ -9,7 +9,6 @@
#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
#include "../../Minecraft.Client/Minecraft.h"
IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu() {
m_menu = nullptr;
m_autoDeleteMenu = false;
@@ -68,12 +67,11 @@ void IUIScene_AbstractContainerMenu::Initialize(
m_iCurrSlotX = 0;
m_iCurrSlotY = 0;
#endif
//
// for(int i=0;i<XUSER_MAX_COUNT;i++)
// {
// m_bFirstTouchStored[i]=false;
// }
//
// for(int i=0;i<XUSER_MAX_COUNT;i++)
// {
// m_bFirstTouchStored[i]=false;
// }
PlatformInitialize(iPad, startIndex);
}
@@ -247,123 +245,117 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
100.0f); // apply the sensitivity
// If there is any input on sticks, move the pointer.
if ((fabs(fInputX) >= 0.01f) || (fabs(fInputY) >= 0.01f)) {
fInputDirX = (fInputX > 0.0f) ? 1.0f
: (fInputX < 0.0f) ? -1.0f
: 0.0f;
fInputDirY = (fInputY > 0.0f) ? 1.0f
: (fInputY < 0.0f) ? -1.0f
: 0.0f;
// If there is any input on sticks, move the pointer.
if ((fabs(fInputX) >= 0.01f) || (fabs(fInputY) >= 0.01f)) {
fInputDirX = (fInputX > 0.0f) ? 1.0f : (fInputX < 0.0f) ? -1.0f : 0.0f;
fInputDirY = (fInputY > 0.0f) ? 1.0f : (fInputY < 0.0f) ? -1.0f : 0.0f;
#if defined(TAP_DETECTION)
// Check for potential tap input to jump slot.
ETapState eNewTapInput = GetTapInputType(fInputX, fInputY);
// Check for potential tap input to jump slot.
ETapState eNewTapInput = GetTapInputType(fInputX, fInputY);
switch (m_eCurrTapState) {
case eTapStateNoInput:
m_eCurrTapState = eNewTapInput;
break;
switch (m_eCurrTapState) {
case eTapStateNoInput:
m_eCurrTapState = eNewTapInput;
break;
case eTapStateUp:
case eTapStateDown:
case eTapStateLeft:
case eTapStateRight:
if ((eNewTapInput != m_eCurrTapState) &&
(eNewTapInput != eTapStateNoInput)) {
// Input is no longer suitable for tap.
m_eCurrTapState = eTapNone;
}
break;
case eTapStateUp:
case eTapStateDown:
case eTapStateLeft:
case eTapStateRight:
if ((eNewTapInput != m_eCurrTapState) &&
(eNewTapInput != eTapStateNoInput)) {
// Input is no longer suitable for tap.
m_eCurrTapState = eTapNone;
}
break;
case eTapNone:
/// Nothing to do, input is not a tap.
break;
default:
break;
}
case eTapNone:
/// Nothing to do, input is not a tap.
break;
default:
break;
}
#endif
// Square it so we get more precision for small inputs.
fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
// fInputX = fInputX * POINTER_SPEED_FACTOR;
// fInputY = fInputY * POINTER_SPEED_FACTOR;
float fInputScale = 1.0f;
// Square it so we get more precision for small inputs.
fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
fInputY = fInputY * fInputY * fInputDirY * POINTER_SPEED_FACTOR;
// fInputX = fInputX * POINTER_SPEED_FACTOR;
// fInputY = fInputY * POINTER_SPEED_FACTOR;
float fInputScale = 1.0f;
// Ramp up input from zero when new input is recieved over
// INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping
// stick to move 1 box.
if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING) {
++m_iConsectiveInputTicks;
fInputScale = ((float)(m_iConsectiveInputTicks) /
(float)(MAX_INPUT_TICKS_FOR_SCALING));
}
// Ramp up input from zero when new input is recieved over
// INPUT_TICKS_FOR_SCALING ticks. This is to try to improve tapping
// stick to move 1 box.
if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_SCALING) {
++m_iConsectiveInputTicks;
fInputScale = ((float)(m_iConsectiveInputTicks) /
(float)(MAX_INPUT_TICKS_FOR_SCALING));
}
#if defined(TAP_DETECTION)
else if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING) {
++m_iConsectiveInputTicks;
} else {
m_eCurrTapState = eTapNone;
}
else if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING) {
++m_iConsectiveInputTicks;
} else {
m_eCurrTapState = eTapNone;
}
#endif
// 4J Stu - The cursor moves too fast in SD mode
// The SD/splitscreen scenes are approximately 0.6 times the size of
// the fullscreen on
if (!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1)
fInputScale *= 0.6f;
// 4J Stu - The cursor moves too fast in SD mode
// The SD/splitscreen scenes are approximately 0.6 times the size of
// the fullscreen on
if (!RenderManager.IsHiDef() || app.GetLocalPlayerCount() > 1)
fInputScale *= 0.6f;
fInputX *= fInputScale;
fInputY *= fInputScale;
fInputX *= fInputScale;
fInputY *= fInputScale;
#if defined(USE_POINTER_ACCEL)
m_fPointerAccelX += fInputX / 50.0f;
m_fPointerAccelY += fInputY / 50.0f;
m_fPointerAccelX += fInputX / 50.0f;
m_fPointerAccelY += fInputY / 50.0f;
if (fabsf(fInputX) > fabsf(m_fPointerVelX + m_fPointerAccelX)) {
m_fPointerVelX += m_fPointerAccelX;
} else {
m_fPointerAccelX = fInputX - m_fPointerVelX;
m_fPointerVelX = fInputX;
}
if (fabsf(fInputX) > fabsf(m_fPointerVelX + m_fPointerAccelX)) {
m_fPointerVelX += m_fPointerAccelX;
} else {
m_fPointerAccelX = fInputX - m_fPointerVelX;
m_fPointerVelX = fInputX;
}
if (fabsf(fInputY) > fabsf(m_fPointerVelY + m_fPointerAccelY)) {
m_fPointerVelY += m_fPointerAccelY;
} else {
m_fPointerAccelY = fInputY - m_fPointerVelY;
m_fPointerVelY = fInputY;
}
// printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY,
// m_fPointerAccelY );
if (fabsf(fInputY) > fabsf(m_fPointerVelY + m_fPointerAccelY)) {
m_fPointerVelY += m_fPointerAccelY;
} else {
m_fPointerAccelY = fInputY - m_fPointerVelY;
m_fPointerVelY = fInputY;
}
// printf( "IN %.2f VEL %.2f ACC %.2f\n", fInputY, m_fPointerVelY,
// m_fPointerAccelY );
vPointerPos.x += m_fPointerVelX;
vPointerPos.y -= m_fPointerVelY;
vPointerPos.x += m_fPointerVelX;
vPointerPos.y -= m_fPointerVelY;
#else
// Add input to pointer position.
vPointerPos.x += fInputX;
vPointerPos.y -= fInputY;
#endif
// Clamp to pointer extents.
if (vPointerPos.x < m_fPointerMinX)
vPointerPos.x = m_fPointerMinX;
else if (vPointerPos.x > m_fPointerMaxX)
vPointerPos.x = m_fPointerMaxX;
if (vPointerPos.y < m_fPointerMinY)
vPointerPos.y = m_fPointerMinY;
else if (vPointerPos.y > m_fPointerMaxY)
vPointerPos.y = m_fPointerMaxY;
// Clamp to pointer extents.
if (vPointerPos.x < m_fPointerMinX)
vPointerPos.x = m_fPointerMinX;
else if (vPointerPos.x > m_fPointerMaxX)
vPointerPos.x = m_fPointerMaxX;
if (vPointerPos.y < m_fPointerMinY)
vPointerPos.y = m_fPointerMinY;
else if (vPointerPos.y > m_fPointerMaxY)
vPointerPos.y = m_fPointerMaxY;
bStickInput = true;
} else {
m_iConsectiveInputTicks = 0;
bStickInput = true;
} else {
m_iConsectiveInputTicks = 0;
#if defined(USE_POINTER_ACCEL)
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
m_fPointerAccelY = 0.0f;
#endif
}
}
// Determine which slot the pointer is currently over.
ESceneSection eSectionUnderPointer = eSectionNone;
@@ -480,8 +472,8 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
m_iCurrSlotX = iNewSlotX;
m_iCurrSlotY = iNewSlotY;
#endif
// No need to check any further slots, the pointer can only ever be over
// one.
// No need to check any further slots, the pointer can
// only ever be over one.
break;
}
}