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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
64 lines
1.6 KiB
C++
64 lines
1.6 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 "TouchInputHolder.hpp"
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#include "Multitouch.hpp"
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#include "client/app/Minecraft.hpp"
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#include "client/options/Options.hpp"
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TouchInputHolder::TouchInputHolder(Minecraft* pMinecraft, Options* pOptions) :
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m_touchScreenInput(pMinecraft, pOptions),
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m_unifiedTurnBuild(2, Minecraft::width, Minecraft::height, 200.0f, 1.05f, this),
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m_pMinecraft(pMinecraft)
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{
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}
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bool TouchInputHolder::allowPicking()
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{
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const int* ids;
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int count = Multitouch::getActivePointerIds(&ids);
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for (int i = 0; i < count; ++i)
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{
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int finger = ids[i];
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float x = float(Multitouch::getX(finger));
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float y = float(Multitouch::getY(finger));
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if (m_unifiedTurnBuild.isInsideArea(x, y))
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{
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m_feedbackX = x;
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m_feedbackY = y;
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return true;
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}
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}
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return false;
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}
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IMoveInput* TouchInputHolder::getMoveInput()
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{
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return &m_touchScreenInput;
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}
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ITurnInput* TouchInputHolder::getTurnInput()
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{
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return &m_unifiedTurnBuild;
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}
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IBuildInput* TouchInputHolder::getBuildInput()
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{
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return &m_unifiedTurnBuild;
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}
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void TouchInputHolder::setScreenSize(int width, int height)
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{
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m_touchScreenInput.setScreenSize(width, height);
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m_unifiedTurnBuild.field_40 = m_touchScreenInput.getRectangleArea();
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m_unifiedTurnBuild.field_58 = m_pMinecraft->m_gui.getRectangleArea(false);
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m_unifiedTurnBuild.setScreenSize(width, height);
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}
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