Files
mcpe/source/client/player/input/TouchInputHolder.cpp
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

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