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

@@ -337,7 +337,6 @@ StartMenuScreen::StartMenuScreen() :
m_optionsButton(4, 0, 0, 78, 22, "Options"),
m_testButton (999, 0, 0, 78, 22, "Test"),
m_buyButton (5, 0, 0, 78, 22, "Buy")
//, m_testBox(1, 10, 10, 200, 16, "Insert some text...")
{
m_chosenSplash = -1;
}
@@ -466,9 +465,11 @@ void StartMenuScreen::render(int a, int b, float c)
int id = tx->loadTexture("gui/title.png", true);
Texture *pTex = tx->getTemporaryTextureData(id);
//const int titleYPos = 4;
//const int titleYPos = 30; // -- MC Java position
const int titleYPos = 15;
//int titleYPos = 4;
//int titleYPos = 30; // -- MC Java position
int titleYPos = 15;
bool crampedMode = false;
if (pTex)
{
@@ -482,6 +483,12 @@ void StartMenuScreen::render(int a, int b, float c)
int width = pTex->m_width;
int height = pTex->m_height;
if (m_width * 3 / 4 < width)
{
crampedMode = true;
titleYPos = 4;
}
Tesselator& t = Tesselator::instance;
glColor4f(1, 1, 1, 1);
t.begin();
@@ -495,12 +502,26 @@ void StartMenuScreen::render(int a, int b, float c)
drawString(m_pFont, field_170, field_188, 58 + titleYPos, 0xFFCCCCCC);
drawString(m_pFont, field_154, field_16C, m_height - 10, 0x00FFFFFF);
// Draw the splash text.
// Draw the splash text, if we have enough room.
if (!crampedMode)
drawSplash();
Screen::render(a, b, c);
}
void StartMenuScreen::tick()
{
Screen::tick();
_updateLicense();
}
void StartMenuScreen::drawSplash()
{
glPushMatrix();
std::string splashText = getSplashString();
int textWidth = m_pFont->width(splashText);
//int textHeight = m_pFont->height(splashText);
int textWidth = m_pFont->width(splashText);
//int textHeight = m_pFont->height(splashText);
glTranslatef(float(m_width) / 2.0f + 90.0f, 70.0f, 0.0f);
glRotatef(-20.0f, 0.0f, 0.0f, 1.0f);
@@ -513,21 +534,6 @@ void StartMenuScreen::render(int a, int b, float c)
drawCenteredString(m_pFont, splashText, 0, -8, 0xFFFF00);
glPopMatrix();
// for debugging
/*
m_pMinecraft->m_pTextures->loadAndBindTexture(C_TERRAIN_NAME);
glColor4f(1, 1, 1, 1);
blit(0, 0, 0, 0, 256, 256, 0, 0);
*/
Screen::render(a, b, c);
}
void StartMenuScreen::tick()
{
Screen::tick();
_updateLicense();
}
std::string StartMenuScreen::getSplashString()