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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
37 lines
950 B
C++
37 lines
950 B
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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#include "CustomInputHolder.hpp"
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CustomInputHolder::CustomInputHolder(IMoveInput* pMoveInput, ITurnInput* pTurnInput, IBuildInput* pBuildInput)
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{
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setInputs(pMoveInput, pTurnInput, pBuildInput);
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}
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IMoveInput* CustomInputHolder::getMoveInput()
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{
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return m_pMoveInput;
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}
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ITurnInput* CustomInputHolder::getTurnInput()
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{
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return m_pTurnInput;
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}
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IBuildInput* CustomInputHolder::getBuildInput()
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{
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return m_pBuildInput;
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}
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void CustomInputHolder::setInputs(IMoveInput* pMoveInput, ITurnInput* pTurnInput, IBuildInput* pBuildInput)
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{
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m_pMoveInput = pMoveInput;
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m_pTurnInput = pTurnInput;
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m_pBuildInput = pBuildInput;
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}
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