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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
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
C++
/********************************************************************
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ReMinecraftPE
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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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enum eBuildActionIntent
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{
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INTENT_CLICKED = 1, // touch screen was clicked
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INTENT_HELD = 2, // touch screen is being held down
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INTENT_FIRST_REMOVE = 10, // after a small delay, starts breaking with this as a signal
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};
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class BuildActionIntention
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{
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public:
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BuildActionIntention() : m_type(0) {}
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BuildActionIntention(int type) : m_type(type) {}
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bool isAttack() const {
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return m_type == INTENT_CLICKED;
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}
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bool isFirstRemove() const {
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return m_type == INTENT_FIRST_REMOVE;
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}
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bool isInteract() const {
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return m_type == INTENT_HELD;
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}
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bool isRemove() const {
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return isFirstRemove() || isRemoveContinue();
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}
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bool isRemoveContinue() const {
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return m_type == INTENT_HELD;
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}
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private:
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int m_type;
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};
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