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https://github.com/celisej567/mcpe.git
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Cleaned Up AppPlatform & Input Classes
* Cleaned up AppPlatform classes * Documented & improved Keyboard & Mouse classes * Improved input-handling code in the Windows & SDL main.cpp files
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iProgramInCpp
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e731fefbea
commit
d5ee7bfc08
@@ -7,8 +7,6 @@
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#else
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#include <png.h>
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#include "compat/GL.hpp"
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#endif
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@@ -24,6 +22,8 @@ void AppPlatform_sdlbase::_init(std::string storageDir, SDL_Window *window)
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m_bShiftPressed[0] = false;
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m_bShiftPressed[1] = false;
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ensureDirectoryExists(_storageDir.c_str());
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}
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void AppPlatform_sdlbase::_init(std::string storageDir, SDL_Window *window, const Texture& icon)
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@@ -68,6 +68,11 @@ int AppPlatform_sdlbase::checkLicense()
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return 1;
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}
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const char* const AppPlatform_sdlbase::getWindowTitle() const
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{
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return SDL_GetWindowTitle(_window);
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}
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int AppPlatform_sdlbase::getScreenWidth() const
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{
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int width;
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@@ -120,3 +125,65 @@ int AppPlatform_sdlbase::getUserInputStatus()
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{
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return -1;
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}
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Mouse::ButtonType AppPlatform_sdlbase::GetMouseButtonType(SDL_Event event)
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{
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switch (event.button.button)
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{
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case SDL_BUTTON_LEFT:
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return Mouse::ButtonType::LEFT;
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case SDL_BUTTON_RIGHT:
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return Mouse::ButtonType::RIGHT;
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case SDL_BUTTON_MIDDLE:
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return Mouse::ButtonType::MIDDLE;
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default:
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return Mouse::ButtonType::NONE;
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}
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}
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Mouse::ButtonState AppPlatform_sdlbase::GetMouseButtonState(SDL_Event event)
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{
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Mouse::ButtonState result;
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switch (event.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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result = Mouse::ButtonState::DOWN;
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break;
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case SDL_MOUSEBUTTONUP:
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result = Mouse::ButtonState::UP;
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break;
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case SDL_MOUSEWHEEL:
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{
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short wheelDelta = event.wheel.y;
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if (wheelDelta > 0)
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{
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// "A positive value indicates that the wheel was rotated forward, away from the user."
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result = Mouse::ButtonState::UP;
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}
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else
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{
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// "A negative value indicates that the wheel was rotated backward, toward the user."
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result = Mouse::ButtonState::DOWN;
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}
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break;
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}
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default:
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result = Mouse::ButtonState::UP;
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break;
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}
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return result;
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}
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Keyboard::KeyState AppPlatform_sdlbase::GetKeyState(SDL_Event event)
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{
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switch (event.key.state)
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{
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case SDL_RELEASED:
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return Keyboard::KeyState::UP;
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case SDL_PRESSED:
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default:
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return Keyboard::KeyState::DOWN;
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}
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}
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