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https://github.com/celisej567/mcpe.git
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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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@@ -9,95 +9,59 @@
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#include "Mouse.hpp"
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#include "common/Utils.hpp"
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std::vector<MouseAction> Mouse::_inputs;
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int Mouse::_index, Mouse::_x, Mouse::_y;
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int Mouse::_xOld, Mouse::_yOld;
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Mouse::ButtonState Mouse::_buttonStates[Mouse::COUNT];
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MouseDevice Mouse::_instance;
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void Mouse::feed(ButtonType buttonType, ButtonState buttonState, int posX, int posY)
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void Mouse::feed(MouseButtonType buttonType, bool buttonState, int posX, int posY)
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{
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if (buttonType != NONE)
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_inputs.push_back(MouseAction(buttonType, buttonState, posX, posY));
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// Make sure button type is valid
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if (buttonType < COUNT)
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{
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// Check if we're processing a button-state update
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if (buttonType != NONE)
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_buttonStates[buttonType] = buttonState;
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_xOld = _x;
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_yOld = _y;
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_x = posX;
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_y = posY;
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}
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_instance.feed(buttonType, buttonState, posX, posY);
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}
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short Mouse::getX()
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{
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return short(_x);
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return _instance.getX();
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}
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short Mouse::getY()
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{
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return short(_y);
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return _instance.getY();
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}
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bool Mouse::next()
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{
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if (_index + 1 >= _inputs.size())
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return false;
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_index++;
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return true;
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return _instance.next();
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}
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Mouse::ButtonType Mouse::getEventButton()
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bool Mouse::isButtonDown(MouseButtonType btn)
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{
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return _inputs[_index]._buttonType;
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return _instance.isButtonDown(btn);
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}
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bool Mouse::isButtonDown(int btn)
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bool Mouse::getButtonState(MouseButtonType btn)
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{
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return _buttonStates[btn];
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return _instance.getButtonState(btn);
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}
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bool Mouse::getEventButtonState()
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{
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return _instance.getEventButtonState();
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}
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void Mouse::reset()
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{
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_inputs.clear();
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_index = -1;
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}
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MouseAction* Mouse::getEvent()
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{
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return &_inputs[_index];
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}
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Mouse::ButtonState Mouse::getButtonState(ButtonType btn)
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{
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if (btn < MIN || btn >= COUNT)
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return UP;
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return _buttonStates[btn];
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}
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void Mouse::setX(int x)
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{
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_x = x;
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}
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void Mouse::setY(int y)
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{
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_y = y;
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_instance.reset();
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}
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void Mouse::reset2()
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{
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_xOld = _x;
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_yOld = _y;
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_instance.reset2();
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}
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Mouse::ButtonState Mouse::getEventButtonState()
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MouseButtonType Mouse::getEventButton()
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{
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return _inputs[_index]._buttonState;
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return _instance.getEventButton();
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}
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MouseAction* Mouse::getEvent()
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{
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return _instance.getEvent();
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}
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