Files
mcpe/source/client/player/input/IInputHolder.cpp
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

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/********************************************************************
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
********************************************************************/
#include "IInputHolder.hpp"
#include "Mouse.hpp"
IInputHolder::IInputHolder() :
m_feedbackX(0),
m_feedbackY(0)
{
}
IInputHolder::~IInputHolder()
{
}
bool IInputHolder::allowPicking()
{
m_feedbackX = float(Mouse::getX());
m_feedbackY = float(Mouse::getY());
return Mouse::getButtonState(BUTTON_LEFT);
}
void IInputHolder::setScreenSize(int width, int height)
{
getMoveInput()->setScreenSize(width, height);
getTurnInput()->setScreenSize(width, height);
getBuildInput()->setScreenSize(width, height);
}