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* * 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
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
/********************************************************************
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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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#pragma once
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#include <vector>
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#include "Mouse.hpp"
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#include "MouseDevice.hpp"
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#define MAX_TOUCHES (8)
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struct MouseAction;
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class MouseDevice;
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class Multitouch
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{
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public:
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static int _clampPointerId(int Id);
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static void commit();
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static void feed(MouseButtonType, bool state, int x, int y, int fingerId);
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static MouseDevice* g(int Index);
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static int getActivePointerIds(const int** out);
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static MouseAction* getEvent();
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static int getFirstActivePointerIdEx();
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static int getFirstActivePointerIdExThisUpdate();
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static int getX(int fingerId);
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static int getY(int fingerId);
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static bool isPressed(int fingerId);
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static bool next();
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static void reset();
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static void resetThisUpdate();
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static void rewind();
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private:
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static int _activePointerCount;
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static int _activePointerList[MAX_TOUCHES];
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static int _index;
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static bool _wasPressed[MAX_TOUCHES];
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static bool _wasReleased[MAX_TOUCHES];
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static bool _wasPressedThisUpdate[MAX_TOUCHES];
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static bool _wasReleasedThisUpdate[MAX_TOUCHES];
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static MouseDevice _pointers[MAX_TOUCHES];
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static std::vector<MouseAction> _inputs;
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};
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