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

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