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

48 lines
1.0 KiB
C++

/********************************************************************
ReMinecraftPE
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
enum eBuildActionIntent
{
INTENT_CLICKED = 1, // touch screen was clicked
INTENT_HELD = 2, // touch screen is being held down
INTENT_FIRST_REMOVE = 10, // after a small delay, starts breaking with this as a signal
};
class BuildActionIntention
{
public:
BuildActionIntention() : m_type(0) {}
BuildActionIntention(int type) : m_type(type) {}
bool isAttack() const {
return m_type == INTENT_CLICKED;
}
bool isFirstRemove() const {
return m_type == INTENT_FIRST_REMOVE;
}
bool isInteract() const {
return m_type == INTENT_HELD;
}
bool isRemove() const {
return isFirstRemove() || isRemoveContinue();
}
bool isRemoveContinue() const {
return m_type == INTENT_HELD;
}
private:
int m_type;
};