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

98 lines
1.7 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 "MouseDevice.hpp"
void MouseDevice::feed(MouseButtonType buttonType, bool buttonState, int posX, int posY)
{
if (buttonType != BUTTON_NONE)
_inputs.push_back(MouseAction(buttonType, buttonState, posX, posY, 0));
// Make sure button type is valid
if (buttonType < BUTTON_COUNT)
{
// Check if we're processing a button-state update
if (buttonType != BUTTON_NONE)
_buttonStates[buttonType] = buttonState;
_xOld = _x;
_yOld = _y;
_x = posX;
_y = posY;
}
}
short MouseDevice::getX()
{
return short(_x);
}
short MouseDevice::getY()
{
return short(_y);
}
bool MouseDevice::next()
{
if (_index + 1 >= _inputs.size())
return false;
_index++;
return true;
}
MouseButtonType MouseDevice::getEventButton()
{
return _inputs[_index]._buttonType;
}
bool MouseDevice::isButtonDown(MouseButtonType btn)
{
return getButtonState(btn);
}
void MouseDevice::reset()
{
_inputs.clear();
_index = -1;
}
MouseAction* MouseDevice::getEvent()
{
return &_inputs[_index];
}
bool MouseDevice::getButtonState(MouseButtonType btn)
{
if (btn < BUTTON_MIN || btn >= BUTTON_COUNT)
return false;
return _buttonStates[btn];
}
/*
void MouseDevice::setX(int x)
{
_x = x;
}
void MouseDevice::setY(int y)
{
_y = y;
}
*/
void MouseDevice::reset2()
{
_xOld = _x;
_yOld = _y;
}
bool MouseDevice::getEventButtonState()
{
return _inputs[_index]._buttonState;
}