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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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@@ -45,7 +45,7 @@ void SelectWorldScreen::init()
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m_buttons.push_back(&m_btnBack);
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m_buttons.push_back(&m_btnDelete);
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field_12C = Mouse::getButtonState(Mouse::NONE) == Mouse::UP;
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field_12C = Mouse::getButtonState(BUTTON_LEFT);
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m_buttonTabList.push_back(&m_btnUnknown);
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m_buttonTabList.push_back(&m_btnDelete);
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@@ -173,7 +173,7 @@ void SelectWorldScreen::render(int mouseX, int mouseY, float f)
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else
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{
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m_pWorldSelectionList->render(0, 0, f);
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field_12C = Mouse::getButtonState(Mouse::LEFT) == Mouse::UP;
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field_12C = Mouse::getButtonState(BUTTON_LEFT);
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}
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Screen::render(mouseX, mouseY, f);
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