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
This commit is contained in:
iProgramInCpp
2023-11-02 00:49:11 +02:00
committed by GitHub
parent 98d6b4e5e8
commit 60b21356a1
87 changed files with 3439 additions and 916 deletions

View File

@@ -15,6 +15,8 @@
#include "client/app/App.hpp"
#include "client/app/NinecraftApp.hpp"
#include "client/player/input/Multitouch.hpp"
#include "AppPlatform_win32.hpp"
LPCTSTR g_WindowClassName = TEXT("MCPEClass");
@@ -45,8 +47,8 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL:
{
Mouse::ButtonType buttonType = AppPlatform_win32::GetMouseButtonType(iMsg);
Mouse::ButtonState buttonState = AppPlatform_win32::GetMouseButtonState(iMsg, wParam);
MouseButtonType buttonType = AppPlatform_win32::GetMouseButtonType(iMsg);
bool buttonState = AppPlatform_win32::GetMouseButtonState(iMsg, wParam);
int posX, posY;
if (iMsg == WM_MOUSEMOVE)
{
@@ -59,6 +61,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
posY = Mouse::getY();
}
Mouse::feed(buttonType, buttonState, posX, posY);
Multitouch::feed(buttonType, buttonState, posX, posY, 0);
break;
}