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

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C++

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