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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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@@ -40,6 +40,9 @@ public:
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HitResult() { _init(); }
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HitResult(Entity*);
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HitResult(int x, int y, int z, eHitSide hitSide, const Vec3&);
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bool isHit() const {
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return m_hitType != NONE;
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}
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public:
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eHitResultType m_hitType;
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@@ -12,6 +12,10 @@
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// Needed for when we're missing nullptr in multiple files
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#include "common/Utils.hpp"
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// NOTE: I don't think that Vec3 was implemented like that - it was
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// probably implemented just like in Java. However, I think it looks
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// nicer this way :)
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class Vec3
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{
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public:
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@@ -75,5 +79,20 @@ public:
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{
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return Vec3(x + tx, y + ty, z + tz);
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}
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float lengthSqr() const
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{
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return x * x + y * y + z * z;
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}
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float length() const
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{
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return sqrt(lengthSqr());
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}
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Vec3 scale(float scale) const
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{
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return Vec3(x * scale, y * scale, z * scale);
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}
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};
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