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https://github.com/celisej567/mcpe.git
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Integrate touch related development. (#90)
* * Add BuildActionIntention crap * * Set Client and World projects to use MP compilation * asd * * Use the new BuildActionIntention to break and place blocks. * * Reverse engineer the IArea system. * * Copy break logic from survival into creative conditionally * * Reverse IBuildInput and MouseHandler * Replace the new relative paths in the client project with $(MC_ROOT) again * * Reverse Multitouch, MouseDevice * * Reverse a bunch of auxiliary classes for input. * * Use CustomInputHolder instead of holding inputs manually. * * Reverse a whole BUNCH of things! * * Add feedback textures to the gitignore. * * D-pad now renders! Also loads of other work. * * More Stuff * * Finish touch control bug fixing. * * Finalize work. * * One last thing.. * * Add a "cramped" mode to the options screen and start menu. * * Oh, forgot to do something
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@@ -15,6 +15,8 @@
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#include "client/app/App.hpp"
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#include "client/app/NinecraftApp.hpp"
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#include "client/player/input/Multitouch.hpp"
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#include "AppPlatform_win32.hpp"
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LPCTSTR g_WindowClassName = TEXT("MCPEClass");
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@@ -45,8 +47,8 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL:
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{
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Mouse::ButtonType buttonType = AppPlatform_win32::GetMouseButtonType(iMsg);
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Mouse::ButtonState buttonState = AppPlatform_win32::GetMouseButtonState(iMsg, wParam);
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MouseButtonType buttonType = AppPlatform_win32::GetMouseButtonType(iMsg);
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bool buttonState = AppPlatform_win32::GetMouseButtonState(iMsg, wParam);
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int posX, posY;
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if (iMsg == WM_MOUSEMOVE)
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{
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@@ -59,6 +61,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
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posY = Mouse::getY();
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}
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Mouse::feed(buttonType, buttonState, posX, posY);
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Multitouch::feed(buttonType, buttonState, posX, posY, 0);
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break;
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}
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