forked from Clones/Controlify
✏️ Greatly improve gyro control
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@ -6,6 +6,8 @@ import dev.isxander.controlify.api.ingameinput.LookInputModifier;
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import dev.isxander.controlify.controller.Controller;
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import dev.isxander.controlify.api.event.ControlifyEvents;
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import dev.isxander.controlify.controller.gamepad.GamepadController;
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import dev.isxander.controlify.utils.Animator;
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import dev.isxander.controlify.utils.Easings;
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import dev.isxander.controlify.utils.NavigationHelper;
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import net.minecraft.client.CameraType;
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import net.minecraft.client.Minecraft;
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@ -15,7 +17,10 @@ import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.network.protocol.game.ServerboundPlayerActionPacket;
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import net.minecraft.world.InteractionHand;
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import org.joml.Vector2f;
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import org.joml.Vector2fc;
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import java.util.concurrent.atomic.AtomicReference;
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import java.util.function.BiFunction;
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public class InGameInputHandler {
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@ -130,13 +135,20 @@ public class InGameInputHandler {
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if (gamepad != null && gamepad.config().flickStick) {
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var turnAngle = 90 / 0.15f; // Entity#turn multiplies cursor delta by 0.15 to get rotation
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player.turn(
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(controller.bindings().LOOK_RIGHT.justPressed() ? turnAngle : 0)
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- (controller.bindings().LOOK_LEFT.justPressed() ? turnAngle : 0),
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(controller.bindings().LOOK_DOWN.justPressed() ? turnAngle : 0)
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- (controller.bindings().LOOK_UP.justPressed() ? turnAngle : 0)
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AtomicReference<Float> lastAngle = new AtomicReference<>(0f);
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Vector2fc flickVec = new Vector2f(
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controller.bindings().LOOK_RIGHT.justPressed() ? 1 : controller.bindings().LOOK_LEFT.justPressed() ? -1 : 0,
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controller.bindings().LOOK_DOWN.justPressed() ? 1 : controller.bindings().LOOK_UP.justPressed() ? -1 : 0
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);
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if (!flickVec.equals(0, 0)) {
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Animator.INSTANCE.play(new Animator.AnimationInstance(10, Easings::easeOutExpo)
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.addConsumer(angle -> {
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player.turn((angle - lastAngle.get()) * flickVec.x(), (angle - lastAngle.get()) * flickVec.y());
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lastAngle.set(angle);
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}, 0, turnAngle));
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}
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return;
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}
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@ -161,10 +173,10 @@ public class InGameInputHandler {
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&& gamepad.hasGyro()
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&& (!gamepad.config().gyroRequiresButton || gamepad.bindings().GAMEPAD_GYRO_BUTTON.held())
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) {
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var gyroDelta = gamepad.state().gyroDelta();
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var gyroDelta = gamepad.absoluteGyroState().deadzone(0.05f);
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impulseX += (gyroDelta.yaw() + gyroDelta.pitch()) * gamepad.config().gyroLookSensitivity;
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impulseY += gyroDelta.roll() * gamepad.config().gyroLookSensitivity;
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impulseY += -gyroDelta.pitch() * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroY ? -1 : 1);
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impulseX += (-gyroDelta.roll() + -gyroDelta.yaw()) * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroX ? -1 : 1);
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}
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LookInputModifier lookInputModifier = ControlifyEvents.LOOK_INPUT_MODIFIER.invoker();
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