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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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@@ -8,34 +8,22 @@
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#pragma once
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#include "IMoveInput.hpp"
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#include "client/options/Options.hpp"
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class KeyboardInput
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class KeyboardInput : public IMoveInput
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{
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public:
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enum
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{
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT,
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JUMP,
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SNEAK,
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};
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public:
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KeyboardInput(Options*);
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virtual void releaseAllKeys();
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virtual void setKey(int index, bool b);
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virtual void tick(/* Player* */);
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void releaseAllKeys() override;
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void setKey(int index, bool b) override;
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void tick(Player*) override;
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public:
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float m_horzInput;
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float m_vertInput ;
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bool field_C;
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bool m_bJumpButton;
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bool m_bSneakButton;
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bool m_keys[10];
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Options* m_pOptions;
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};
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