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