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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
43 lines
823 B
C++
43 lines
823 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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#pragma once
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class Player;
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enum
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{
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INPUT_FORWARD,
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INPUT_BACKWARD,
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INPUT_LEFT,
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INPUT_RIGHT,
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INPUT_JUMP,
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INPUT_SNEAK,
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};
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class IMoveInput
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{
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public:
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IMoveInput();
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virtual ~IMoveInput();
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virtual void releaseAllKeys();
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virtual void render(float f);
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virtual void setKey(int key, bool state);
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virtual void setScreenSize(int width, int height);
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virtual void tick(Player*);
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public:
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float m_horzInput;
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float m_vertInput;
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bool field_C;
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bool m_bJumpButton;
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bool m_bSneakButton;
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};
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