mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
synced 2026-07-05 22:38:18 +00:00
cleanup: flatten dead branches in common app and ui code
This commit is contained in:
@@ -9,9 +9,6 @@
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#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#if 0
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#include <pad.h>
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#endif
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IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu() {
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m_menu = NULL;
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@@ -65,23 +62,18 @@ void IUIScene_AbstractContainerMenu::Initialize(
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m_bNavigateBack = bNavigateBack;
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// Put the pointer over first item in use row to start with.
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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m_eCurrSection = firstSection;
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m_eCurrTapState = eTapStateNoInput;
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m_iCurrSlotX = 0;
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m_iCurrSlotY = 0;
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#endif // TAP_DETECTION
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#endif
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//
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// for(int i=0;i<XUSER_MAX_COUNT;i++)
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// {
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// m_bFirstTouchStored[i]=false;
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// }
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#if 0
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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m_bFirstTouchStored[i] = false;
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}
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#endif
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PlatformInitialize(iPad, startIndex);
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}
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@@ -148,7 +140,7 @@ void IUIScene_AbstractContainerMenu::updateSlotPosition(
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}
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}
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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IUIScene_AbstractContainerMenu::ETapState
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IUIScene_AbstractContainerMenu::GetTapInputType(float fInputX, float fInputY) {
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if ((fabs(fInputX) < 0.3f) && (fabs(fInputY) < 0.3f)) {
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@@ -165,7 +157,7 @@ IUIScene_AbstractContainerMenu::GetTapInputType(float fInputX, float fInputY) {
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return eTapNone;
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}
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}
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#endif // TAP_DETECTION
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#endif
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void IUIScene_AbstractContainerMenu::SetToolTip(EToolTipButton eButton,
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EToolTipItem eItem) {
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@@ -255,78 +247,6 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f); // apply the sensitivity
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#if 0
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// should have sensitivity for the touchpad
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//(float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_TouchPadInMenu)/100.0f
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// get the touchpad input and treat it as a map to the window
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ScePadTouchData* pTouchPadData = InputManager.GetTouchPadData(iPad);
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// make sure the touchpad button isn't down (it's the pausemenu)
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if ((!InputManager.ButtonDown(iPad, ACTION_MENU_TOUCHPAD_PRESS)) &&
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(pTouchPadData->touchNum > 0)) {
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if (m_bFirstTouchStored[iPad] == false) {
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m_oldvTouchPos.x = (float)pTouchPadData->touch[0].x;
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m_oldvTouchPos.y = (float)pTouchPadData->touch[0].y;
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m_oldvPointerPos.x = vPointerPos.x;
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m_oldvPointerPos.y = vPointerPos.y;
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m_bFirstTouchStored[iPad] = true;
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}
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// should take the average of multiple touch points
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float fNewX = (((float)pTouchPadData->touch[0].x) - m_oldvTouchPos.x) *
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m_fTouchPadMulX;
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float fNewY = (((float)pTouchPadData->touch[0].y) - m_oldvTouchPos.y) *
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m_fTouchPadMulY;
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// relative positions - needs a deadzone
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if (fNewX > m_fTouchPadDeadZoneX) {
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vPointerPos.x = m_oldvPointerPos.x +
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((fNewX - m_fTouchPadDeadZoneX) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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} else if (fNewX < -m_fTouchPadDeadZoneX) {
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vPointerPos.x = m_oldvPointerPos.x +
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((fNewX + m_fTouchPadDeadZoneX) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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}
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if (fNewY > m_fTouchPadDeadZoneY) {
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vPointerPos.y = m_oldvPointerPos.y +
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((fNewY - m_fTouchPadDeadZoneY) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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} else if (fNewY < -m_fTouchPadDeadZoneY) {
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vPointerPos.y = m_oldvPointerPos.y +
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((fNewY + m_fTouchPadDeadZoneY) *
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((float)app.GetGameSettings(
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iPad, eGameSetting_Sensitivity_InMenu) /
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100.0f));
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}
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// Clamp to pointer extents.
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if (vPointerPos.x < m_fPointerMinX)
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vPointerPos.x = m_fPointerMinX;
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else if (vPointerPos.x > m_fPointerMaxX)
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vPointerPos.x = m_fPointerMaxX;
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if (vPointerPos.y < m_fPointerMinY)
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vPointerPos.y = m_fPointerMinY;
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else if (vPointerPos.y > m_fPointerMaxY)
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vPointerPos.y = m_fPointerMaxY;
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bStickInput = true;
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m_eCurrTapState = eTapStateNoInput;
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} else {
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// reset the touch flag
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m_bFirstTouchStored[iPad] = false;
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#endif
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// If there is any input on sticks, move the pointer.
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if ((fabs(fInputX) >= 0.01f) || (fabs(fInputY) >= 0.01f)) {
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@@ -337,7 +257,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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: (fInputY < 0.0f) ? -1.0f
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: 0.0f;
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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// Check for potential tap input to jump slot.
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ETapState eNewTapInput = GetTapInputType(fInputX, fInputY);
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@@ -363,7 +283,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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default:
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break;
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}
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#endif // TAP_DETECTION
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#endif
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// Square it so we get more precision for small inputs.
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fInputX = fInputX * fInputX * fInputDirX * POINTER_SPEED_FACTOR;
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@@ -380,7 +300,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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fInputScale = ((float)(m_iConsectiveInputTicks) /
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(float)(MAX_INPUT_TICKS_FOR_SCALING));
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}
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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else if (m_iConsectiveInputTicks < MAX_INPUT_TICKS_FOR_TAPPING) {
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++m_iConsectiveInputTicks;
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} else {
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@@ -396,7 +316,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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fInputX *= fInputScale;
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fInputY *= fInputScale;
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#ifdef USE_POINTER_ACCEL
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#if defined(USE_POINTER_ACCEL)
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m_fPointerAccelX += fInputX / 50.0f;
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m_fPointerAccelY += fInputY / 50.0f;
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@@ -436,7 +356,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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bStickInput = true;
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} else {
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m_iConsectiveInputTicks = 0;
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#ifdef USE_POINTER_ACCEL
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#if defined(USE_POINTER_ACCEL)
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m_fPointerVelX = 0.0f;
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m_fPointerVelY = 0.0f;
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m_fPointerAccelX = 0.0f;
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@@ -444,9 +364,6 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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#endif
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}
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#if 0
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}
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#endif
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// Determine which slot the pointer is currently over.
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ESceneSection eSectionUnderPointer = eSectionNone;
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@@ -549,7 +466,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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bPointerIsOverSlot = true;
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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// Have we actually changed slot? If so, input cannot be
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// a tap.
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if ((eSectionUnderPointer != m_eCurrSection) ||
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@@ -562,7 +479,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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m_eCurrSection = eSectionUnderPointer;
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m_iCurrSlotX = iNewSlotX;
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m_iCurrSlotY = iNewSlotY;
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#endif // TAP_DETECTION
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#endif
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// No need to check any further slots, the pointer can only ever be over
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// one.
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break;
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@@ -578,7 +495,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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// If we are not over any slot, set focus elsewhere.
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if (eSectionUnderPointer == eSectionNone) {
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setFocusToPointer(getPad());
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#ifdef TAP_DETECTION
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#if defined(TAP_DETECTION)
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// Input cannot be a tap.
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m_eCurrTapState = eTapNone;
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@@ -586,7 +503,7 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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m_eCurrSection = eSectionNone;
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m_iCurrSlotX = -1;
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m_iCurrSlotY = -1;
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#endif // TAP_DETECTION
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#endif
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} else {
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if (!bStickInput) {
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// Did we get a tap input?
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@@ -848,11 +765,6 @@ void IUIScene_AbstractContainerMenu::onMouseTick() {
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buttonX = eToolTipPickUpHalf;
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}
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#if 0
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if (!InputManager.IsVitaTV()) {
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buttonBack = eToolTipWhatIsThis;
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} else
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#endif
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{
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buttonRT = eToolTipWhatIsThis;
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}
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@@ -1180,11 +1092,7 @@ bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction,
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}
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}
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#if 0
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ui.AnimateKeyPress(iPad, iAction);
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#else
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ui.AnimateKeyPress(iPad, iAction, bRepeat, true, false);
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#endif
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int buttonNum = 0; // 0 = LeftMouse, 1 = RightMouse
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BOOL quickKeyHeld = FALSE; // Represents shift key on PC
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@@ -1196,15 +1104,12 @@ bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction,
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// if(pMinecraft->player->GetXboxPad()!=pInputData->UserIndex) return S_OK;
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switch (iAction) {
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#ifdef _DEBUG_MENUS_ENABLED
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#if defined(_DEBUG_MENUS_ENABLED)
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case ACTION_MENU_OTHER_STICK_PRESS:
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itemEditorKeyPress = TRUE;
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break;
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#endif
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case ACTION_MENU_A:
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#if 0
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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if (!bRepeat) {
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validKeyPress = true;
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@@ -1357,7 +1262,7 @@ bool IUIScene_AbstractContainerMenu::handleKeyDown(int iPad, int iAction,
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}
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bHandled = true;
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}
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#ifdef _DEBUG_MENUS_ENABLED
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#if defined(_DEBUG_MENUS_ENABLED)
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else if (itemEditorKeyPress == TRUE) {
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if (IsSectionSlotList(m_eCurrSection)) {
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ItemEditorInput* initData = new ItemEditorInput();
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