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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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@@ -45,20 +45,20 @@ void KeyboardInput::setKey(int keyCode, bool b)
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m_keys[index] = b;
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}
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void KeyboardInput::tick(/* Player* */)
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void KeyboardInput::tick(Player* pPlayer)
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{
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m_horzInput = 0.0f;
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m_vertInput = 0.0f;
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if (m_keys[FORWARD]) m_vertInput += 1.0f;
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if (m_keys[BACKWARD]) m_vertInput -= 1.0f;
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if (m_keys[LEFT]) m_horzInput += 1.0f;
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if (m_keys[RIGHT]) m_horzInput -= 1.0f;
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if (m_keys[INPUT_FORWARD]) m_vertInput += 1.0f;
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if (m_keys[INPUT_BACKWARD]) m_vertInput -= 1.0f;
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if (m_keys[INPUT_LEFT]) m_horzInput += 1.0f;
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if (m_keys[INPUT_RIGHT]) m_horzInput -= 1.0f;
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m_bJumpButton = m_keys[JUMP];
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m_bSneakButton = m_keys[SNEAK];
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m_bJumpButton = m_keys[INPUT_JUMP];
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m_bSneakButton = m_keys[INPUT_SNEAK];
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if (m_keys[SNEAK])
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if (m_keys[INPUT_SNEAK])
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{
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m_horzInput = m_horzInput * 0.3f;
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m_vertInput = m_vertInput * 0.3f;
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