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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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34
source/client/player/input/IInputHolder.cpp
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34
source/client/player/input/IInputHolder.cpp
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/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "IInputHolder.hpp"
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#include "Mouse.hpp"
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IInputHolder::IInputHolder() :
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m_feedbackX(0),
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m_feedbackY(0)
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{
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}
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IInputHolder::~IInputHolder()
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{
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}
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bool IInputHolder::allowPicking()
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{
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m_feedbackX = float(Mouse::getX());
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m_feedbackY = float(Mouse::getY());
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return Mouse::getButtonState(BUTTON_LEFT);
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}
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void IInputHolder::setScreenSize(int width, int height)
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{
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getMoveInput()->setScreenSize(width, height);
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getTurnInput()->setScreenSize(width, height);
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getBuildInput()->setScreenSize(width, height);
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}
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