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

105 lines
2.0 KiB
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
********************************************************************/
#include "IncludeExcludeArea.hpp"
IncludeExcludeArea::IncludeExcludeArea()
{
}
IncludeExcludeArea::~IncludeExcludeArea()
{
clear();
}
void IncludeExcludeArea::include(IArea* pArea)
{
m_include.push_back(pArea);
}
void IncludeExcludeArea::exclude(IArea* pArea)
{
m_exclude.push_back(pArea);
}
void IncludeExcludeArea::clear()
{
if (field_4)
{
for (int i = 0; i < int(m_include.size()); i++)
{
IArea* area = m_include[i];
// @BUG: Invalid access order! If m_include[i] is null (which,
// by the way, _really_ shouldn't be, then there will
// be a NULL dereference!
#ifdef ORIGINAL_CODE
if (area->field_4 && area)
#else
if (area && area->field_4)
#endif
{
delete area;
}
}
for (int i = 0; i < int(m_exclude.size()); i++)
{
IArea* area = m_exclude[i];
// @BUG: Same as the include bug.
#ifdef ORIGINAL_CODE
if (area->field_4 && area)
#else
if (area && area->field_4)
#endif
{
delete area;
}
}
}
m_include.clear();
m_exclude.clear();
}
bool IncludeExcludeArea::isInside(float x, float y)
{
// @NOTE: This could be done a lot easier. Here's a way:
// for (each area in m_exclude)
// if (area.isInside(x,y))
// return false;
// for (each area in m_include)
// if (area.isInside(x,y))
// return true;
// return false;
for (int i = 0; i < int(m_include.size()); i++)
{
IArea* includeArea = m_include[i];
if (!includeArea->isInside(x, y))
continue;
bool good = true;
for (int j = 0; j < int(m_exclude.size()); j++)
{
IArea* excludeArea = m_exclude[j];
if (excludeArea->isInside(x, y))
{
good = false;
break;
}
}
if (good)
return true;
}
return false;
}