Files
mcpe/source/client/player/input/Multitouch.hpp
iProgramInCpp 60b21356a1 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
2023-11-02 00:49:11 +02:00

51 lines
1.4 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include <vector>
#include "Mouse.hpp"
#include "MouseDevice.hpp"
#define MAX_TOUCHES (8)
struct MouseAction;
class MouseDevice;
class Multitouch
{
public:
static int _clampPointerId(int Id);
static void commit();
static void feed(MouseButtonType, bool state, int x, int y, int fingerId);
static MouseDevice* g(int Index);
static int getActivePointerIds(const int** out);
static MouseAction* getEvent();
static int getFirstActivePointerIdEx();
static int getFirstActivePointerIdExThisUpdate();
static int getX(int fingerId);
static int getY(int fingerId);
static bool isPressed(int fingerId);
static bool next();
static void reset();
static void resetThisUpdate();
static void rewind();
private:
static int _activePointerCount;
static int _activePointerList[MAX_TOUCHES];
static int _index;
static bool _wasPressed[MAX_TOUCHES];
static bool _wasReleased[MAX_TOUCHES];
static bool _wasPressedThisUpdate[MAX_TOUCHES];
static bool _wasReleasedThisUpdate[MAX_TOUCHES];
static MouseDevice _pointers[MAX_TOUCHES];
static std::vector<MouseAction> _inputs;
};