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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
35 lines
473 B
C++
35 lines
473 B
C++
#include "MouseHandler.hpp"
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MouseHandler::MouseHandler() :
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m_pTurnInput(nullptr)
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{
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}
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void MouseHandler::setTurnInput(ITurnInput* pTurnInput)
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{
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m_pTurnInput = pTurnInput;
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}
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void MouseHandler::grab()
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{
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m_delta = TurnDelta();
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}
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void MouseHandler::poll()
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{
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if (m_pTurnInput)
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m_delta = m_pTurnInput->getTurnDelta();
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}
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void MouseHandler::release()
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{
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}
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bool MouseHandler::smoothTurning()
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{
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if (!m_pTurnInput)
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return false;
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return m_pTurnInput->smoothTurning();
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}
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