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

67 lines
1.6 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 "KeyboardInput.hpp"
KeyboardInput::KeyboardInput(Options* pOpts)
{
m_horzInput = 0.0f;
m_vertInput = 0.0f;
field_C = false;
m_bJumpButton = false;
m_bSneakButton = false;
for (int i = 0; i < 10; i++)
m_keys[i] = false;
m_pOptions = pOpts;
}
void KeyboardInput::releaseAllKeys()
{
for (int i = 0; i < 10; i++)
m_keys[i] = false;
}
void KeyboardInput::setKey(int keyCode, bool b)
{
int index = -1;
if (m_pOptions->getKey(KM_FORWARD) == keyCode) index = 0;
if (m_pOptions->getKey(KM_BACKWARD) == keyCode) index = 1;
if (m_pOptions->getKey(KM_LEFT) == keyCode) index = 2;
if (m_pOptions->getKey(KM_RIGHT) == keyCode) index = 3;
if (m_pOptions->getKey(KM_JUMP) == keyCode) index = 4;
if (m_pOptions->getKey(KM_SNEAK) == keyCode) index = 5;
if (index == -1)
return;
m_keys[index] = b;
}
void KeyboardInput::tick(Player* pPlayer)
{
m_horzInput = 0.0f;
m_vertInput = 0.0f;
if (m_keys[INPUT_FORWARD]) m_vertInput += 1.0f;
if (m_keys[INPUT_BACKWARD]) m_vertInput -= 1.0f;
if (m_keys[INPUT_LEFT]) m_horzInput += 1.0f;
if (m_keys[INPUT_RIGHT]) m_horzInput -= 1.0f;
m_bJumpButton = m_keys[INPUT_JUMP];
m_bSneakButton = m_keys[INPUT_SNEAK];
if (m_keys[INPUT_SNEAK])
{
m_horzInput = m_horzInput * 0.3f;
m_vertInput = m_vertInput * 0.3f;
}
}