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)
This commit is contained in:
Craig Robbins 2015-03-28 15:24:35 +10:00
parent bf06b68c96
commit ff924ef0dc
1 changed files with 29 additions and 11 deletions

View File

@ -2969,19 +2969,37 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
cam.camera_pitch,
cam.camera_yaw
);
u32 keypress_bits =
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]) & 0x1) << 0) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]) & 0x1) << 2) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]) & 0x1) << 3) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]) & 0x1) << 4) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]) & 0x1) << 6) |
( (u32)(input->getLeftState() & 0x1) << 7) |
( (u32)(input->getRightState() & 0x1) << 8
);
#ifdef ANDROID
/* For Android, 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.
*/
const u32 autofast_exludebits =
(1U << 4) | (1U << 6) // jump, sneak
| (1U << 7) | (1U << 8); // left state, right state
if ((keypress_bits & autofast_exludebits) == 0) {
control.aux1 = control.aux1 ^ true;
keypress_bits ^= ((u32)(1U << 5));
}
#endif
client->setPlayerControl(control);
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->keyPressed =
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]) & 0x1) << 0) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]) & 0x1) << 2) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]) & 0x1) << 3) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]) & 0x1) << 4) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]) & 0x1) << 6) |
( (u32)(input->getLeftState() & 0x1) << 7) |
( (u32)(input->getRightState() & 0x1) << 8
);
player->keyPressed = keypress_bits;
//tt.stop();
}