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On Android enable always fast
Invert the meaning of holding down the fast button (i.e. holding down the fast button -- if there is one -- means walk), unless performing an action, sneaking or jumping. Still requires fast move to be toggled on (and fast priv)
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commit
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40
src/game.cpp
40
src/game.cpp
@ -2969,19 +2969,37 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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cam.camera_pitch,
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cam.camera_yaw
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);
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u32 keypress_bits =
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]) & 0x1) << 0) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]) & 0x1) << 2) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]) & 0x1) << 3) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]) & 0x1) << 4) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]) & 0x1) << 6) |
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( (u32)(input->getLeftState() & 0x1) << 7) |
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( (u32)(input->getRightState() & 0x1) << 8
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);
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#ifdef ANDROID
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/* For Android, invert the meaning of holding down the fast button (i.e.
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* holding down the fast button -- if there is one -- means walk), unless
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* performing an action, sneaking or jumping.
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*/
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const u32 autofast_exludebits =
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(1U << 4) | (1U << 6) // jump, sneak
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| (1U << 7) | (1U << 8); // left state, right state
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if ((keypress_bits & autofast_exludebits) == 0) {
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control.aux1 = control.aux1 ^ true;
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keypress_bits ^= ((u32)(1U << 5));
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}
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#endif
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client->setPlayerControl(control);
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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player->keyPressed =
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]) & 0x1) << 0) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]) & 0x1) << 2) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]) & 0x1) << 3) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]) & 0x1) << 4) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
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( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]) & 0x1) << 6) |
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( (u32)(input->getLeftState() & 0x1) << 7) |
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( (u32)(input->getRightState() & 0x1) << 8
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);
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player->keyPressed = keypress_bits;
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//tt.stop();
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}
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