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

55 lines
1.2 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 "TouchAreaModel.hpp"
TouchAreaModel::~TouchAreaModel()
{
clear();
}
int TouchAreaModel::getPointerId(const MouseAction& action)
{
return getPointerId(action._posX, action._posY, action._fingerId);
}
int TouchAreaModel::getPointerId(int x, int y, int pointerId)
{
// Yes, it explicitly uses .size() in the original
for (size_t i = 0; i < m_areas.size(); i++)
{
Area* pArea = m_areas[i];
if (pArea->m_pArea->isInside(float(x), float(y)))
return pArea->m_id;
}
return pointerId;
}
void TouchAreaModel::clear()
{
for (size_t i = 0; i < m_areas.size(); i++)
delete m_areas[i];
m_areas.clear();
}
void TouchAreaModel::addArea(int id, IArea* pArea)
{
Area* pTArea = new Area();
// NOTE: The original code first initializes the
// fields of the new Area instance to zero, and
// then sets them to these values.
// So we do the same here.
pTArea->m_pArea = pArea;
pTArea->m_id = id;
m_areas.push_back(pTArea);
}