From ff924ef0dcd90eb227f772e15a1a3b01f7cc0745 Mon Sep 17 00:00:00 2001 From: Craig Robbins Date: Sat, 28 Mar 2015 15:24:35 +1000 Subject: [PATCH] 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) --- src/game.cpp | 40 +++++++++++++++++++++++++++++----------- 1 file changed, 29 insertions(+), 11 deletions(-) diff --git a/src/game.cpp b/src/game.cpp index 8a0cda126..25b4048a3 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -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(); }