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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
51 lines
1.2 KiB
C++
51 lines
1.2 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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#pragma once
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#include "IMoveInput.hpp"
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#include "client/gui/GuiComponent.hpp"
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#include "RectangleArea.hpp"
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#include "PolygonArea.hpp"
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#include "TouchAreaModel.hpp"
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class Minecraft;
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class Options;
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class TouchscreenInput_TestFps : public IMoveInput, public GuiComponent
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{
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public:
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TouchscreenInput_TestFps(Minecraft*, Options*);
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// IMoveInput
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void releaseAllKeys() override;
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void setKey(int key, bool state) override;
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void setScreenSize(int width, int height) override;
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void tick(Player*) override;
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void render(float f) override;
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RectangleArea getRectangleArea();
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bool isButtonDown(int key);
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private:
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RectangleArea m_rectArea;
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bool field_30[10];
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Options* m_pOptions;
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bool field_40;
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bool m_bJumpBeingHeld;
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TouchAreaModel m_touchAreaModel;
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Minecraft* m_pMinecraft;
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PolygonArea* m_pAreaLeft;
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PolygonArea* m_pAreaRight;
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PolygonArea* m_pAreaForward;
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PolygonArea* m_pAreaBackward;
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PolygonArea* m_pAreaJump;
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bool field_6C[8];
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};
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