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

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/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "IMoveInput.hpp"
IMoveInput::IMoveInput() :
m_horzInput(0.0f),
m_vertInput(0.0f),
field_C(false),
m_bJumpButton(false),
m_bSneakButton(false)
{
}
IMoveInput::~IMoveInput()
{
}
void IMoveInput::releaseAllKeys()
{
}
void IMoveInput::render(float f)
{
}
void IMoveInput::setKey(int key, bool state)
{
}
void IMoveInput::setScreenSize(int width, int height)
{
}
void IMoveInput::tick(Player* pPlayer)
{
}