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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
43 lines
753 B
C++
43 lines
753 B
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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#include "IMoveInput.hpp"
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IMoveInput::IMoveInput() :
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m_horzInput(0.0f),
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m_vertInput(0.0f),
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field_C(false),
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m_bJumpButton(false),
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m_bSneakButton(false)
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{
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}
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IMoveInput::~IMoveInput()
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{
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}
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void IMoveInput::releaseAllKeys()
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{
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}
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void IMoveInput::render(float f)
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{
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}
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void IMoveInput::setKey(int key, bool state)
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{
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}
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void IMoveInput::setScreenSize(int width, int height)
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{
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}
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void IMoveInput::tick(Player* pPlayer)
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{
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}
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