Files
mcpe/source/client/player/input/UnifiedTurnBuild.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

63 lines
1.5 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 "ITurnInput.hpp"
#include "IBuildInput.hpp"
#include "IInputHolder.hpp"
#include "common/SmoothFloat.hpp"
#include "RectangleArea.hpp"
#include "IncludeExcludeArea.hpp"
#include "TouchAreaModel.hpp"
class Entity;
class UnifiedTurnBuild : public ITurnInput, public IBuildInput
{
public:
UnifiedTurnBuild(int, int width, int height, float, float, IInputHolder*);
// ITurnInput
void setScreenSize(int width, int height) override; // actually IBuildInput also has it
TurnDelta getTurnDelta() override;
bool smoothTurning() override;
// IBuildInput
bool tickBuild(Player*, BuildActionIntention*) override;
bool isInsideArea(float x, float y);
static float getSpeedSquared(Entity* pEnt);
public:
int field_C;
int field_10;
SmoothFloat m_smoothFloat;
int field_24;
RectangleArea m_screenArea;
RectangleArea field_40;
RectangleArea field_58;
IInputHolder* m_pInputHolder;
float field_78;
float field_7C;
bool m_bWasTouched;
TouchAreaModel m_touchAreaModel;
IncludeExcludeArea m_includeExcludeArea;
float field_B8;
float field_BC;
float field_C0;
float field_C4;
Entity* m_pPlayer;
float field_CC;
int field_D0;
bool field_D4;
int field_D8;
};