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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
This commit is contained in:
104
source/client/player/input/IncludeExcludeArea.cpp
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104
source/client/player/input/IncludeExcludeArea.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 "IncludeExcludeArea.hpp"
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IncludeExcludeArea::IncludeExcludeArea()
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{
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}
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IncludeExcludeArea::~IncludeExcludeArea()
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{
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clear();
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}
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void IncludeExcludeArea::include(IArea* pArea)
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{
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m_include.push_back(pArea);
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}
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void IncludeExcludeArea::exclude(IArea* pArea)
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{
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m_exclude.push_back(pArea);
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}
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void IncludeExcludeArea::clear()
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{
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if (field_4)
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{
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for (int i = 0; i < int(m_include.size()); i++)
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{
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IArea* area = m_include[i];
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// @BUG: Invalid access order! If m_include[i] is null (which,
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// by the way, _really_ shouldn't be, then there will
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// be a NULL dereference!
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#ifdef ORIGINAL_CODE
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if (area->field_4 && area)
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#else
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if (area && area->field_4)
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#endif
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{
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delete area;
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}
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}
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for (int i = 0; i < int(m_exclude.size()); i++)
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{
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IArea* area = m_exclude[i];
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// @BUG: Same as the include bug.
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#ifdef ORIGINAL_CODE
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if (area->field_4 && area)
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#else
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if (area && area->field_4)
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#endif
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{
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delete area;
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}
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}
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}
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m_include.clear();
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m_exclude.clear();
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}
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bool IncludeExcludeArea::isInside(float x, float y)
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{
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// @NOTE: This could be done a lot easier. Here's a way:
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// for (each area in m_exclude)
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// if (area.isInside(x,y))
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// return false;
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// for (each area in m_include)
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// if (area.isInside(x,y))
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// return true;
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// return false;
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for (int i = 0; i < int(m_include.size()); i++)
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{
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IArea* includeArea = m_include[i];
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if (!includeArea->isInside(x, y))
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continue;
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bool good = true;
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for (int j = 0; j < int(m_exclude.size()); j++)
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{
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IArea* excludeArea = m_exclude[j];
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if (excludeArea->isInside(x, y))
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{
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good = false;
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break;
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}
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}
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if (good)
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return true;
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}
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return false;
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}
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