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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
168 lines
3.0 KiB
C++
168 lines
3.0 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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#include "Multitouch.hpp"
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int Multitouch::_activePointerCount;
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int Multitouch::_activePointerList[MAX_TOUCHES];
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int Multitouch::_index = -1;
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bool Multitouch::_wasPressed[MAX_TOUCHES];
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bool Multitouch::_wasReleased[MAX_TOUCHES];
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bool Multitouch::_wasPressedThisUpdate[MAX_TOUCHES];
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bool Multitouch::_wasReleasedThisUpdate[MAX_TOUCHES];
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MouseDevice Multitouch::_pointers[MAX_TOUCHES];
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std::vector<MouseAction> Multitouch::_inputs;
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int Multitouch::_clampPointerId(int Id)
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{
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if (Id < 0)
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return Id; //! @BUG
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if (Id >= MAX_TOUCHES)
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return MAX_TOUCHES - 1;
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return Id;
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}
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void Multitouch::commit()
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{
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_activePointerCount = 0;
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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if (_pointers[i].isButtonDown(BUTTON_LEFT))
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{
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_activePointerList[_activePointerCount++] = i;
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}
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}
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}
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void Multitouch::feed(MouseButtonType a1, bool a2, int a3, int a4, int fingerId)
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{
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fingerId = _clampPointerId(fingerId);
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MouseAction action(a1, a2, a3, a4, fingerId);
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_inputs.push_back(action);
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MouseDevice* pDevice = g(fingerId);
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pDevice->feed(a1, a2, a3, a4);
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if (a1)
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{
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if (a2)
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{
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_wasPressed[fingerId] = true;
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_wasPressedThisUpdate[fingerId] = true;
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}
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else if (a2 == 0)
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{
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_wasReleased[fingerId] = true;
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_wasReleasedThisUpdate[fingerId] = true;
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}
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}
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}
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MouseDevice* Multitouch::g(int Index)
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{
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return &_pointers[_clampPointerId(Index)];
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}
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int Multitouch::getActivePointerIds(const int** out)
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{
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*out = _activePointerList;
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return _activePointerCount;
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}
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MouseAction* Multitouch::getEvent()
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{
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return &_inputs[_index];
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}
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int Multitouch::getFirstActivePointerIdEx()
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{
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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if (_pointers[i].isButtonDown(BUTTON_LEFT))
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return i;
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}
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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if (_wasReleased[i])
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return i;
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}
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return -1;
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}
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int Multitouch::getFirstActivePointerIdExThisUpdate()
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{
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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if (_pointers[i].isButtonDown(BUTTON_LEFT))
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return i;
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}
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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if (_wasReleasedThisUpdate[i])
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return i;
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}
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return -1;
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}
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int Multitouch::getX(int fingerId)
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{
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return g(fingerId)->getX();
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}
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int Multitouch::getY(int fingerId)
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{
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return g(fingerId)->getY();
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}
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bool Multitouch::isPressed(int fingerId)
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{
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return _wasPressed[_clampPointerId(fingerId)];
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}
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bool Multitouch::next()
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{
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if (_index + 1 >= _inputs.size())
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return false;
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_index++;
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return true;
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}
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void Multitouch::reset()
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{
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_inputs.clear();
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_index = -1;
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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g(i)->reset();
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_wasPressed[i] = 0;
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_wasReleased[i] = 0;
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}
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}
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void Multitouch::resetThisUpdate()
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{
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for (int i = 0; i < MAX_TOUCHES; i++)
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{
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_wasPressedThisUpdate[i] = 0;
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_wasReleasedThisUpdate[i] = 0;
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}
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}
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void Multitouch::rewind()
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{
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_index = -1;
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}
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