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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:
54
source/client/player/input/TouchAreaModel.cpp
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54
source/client/player/input/TouchAreaModel.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 "TouchAreaModel.hpp"
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TouchAreaModel::~TouchAreaModel()
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{
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clear();
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}
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int TouchAreaModel::getPointerId(const MouseAction& action)
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{
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return getPointerId(action._posX, action._posY, action._fingerId);
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}
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int TouchAreaModel::getPointerId(int x, int y, int pointerId)
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{
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// Yes, it explicitly uses .size() in the original
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for (size_t i = 0; i < m_areas.size(); i++)
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{
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Area* pArea = m_areas[i];
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if (pArea->m_pArea->isInside(float(x), float(y)))
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return pArea->m_id;
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}
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return pointerId;
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}
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void TouchAreaModel::clear()
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{
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for (size_t i = 0; i < m_areas.size(); i++)
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delete m_areas[i];
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m_areas.clear();
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}
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void TouchAreaModel::addArea(int id, IArea* pArea)
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{
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Area* pTArea = new Area();
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// NOTE: The original code first initializes the
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// fields of the new Area instance to zero, and
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// then sets them to these values.
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// So we do the same here.
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pTArea->m_pArea = pArea;
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pTArea->m_id = id;
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m_areas.push_back(pTArea);
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}
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