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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
67 lines
1.6 KiB
C++
67 lines
1.6 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 "KeyboardInput.hpp"
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KeyboardInput::KeyboardInput(Options* pOpts)
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{
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m_horzInput = 0.0f;
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m_vertInput = 0.0f;
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field_C = false;
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m_bJumpButton = false;
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m_bSneakButton = false;
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for (int i = 0; i < 10; i++)
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m_keys[i] = false;
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m_pOptions = pOpts;
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}
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void KeyboardInput::releaseAllKeys()
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{
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for (int i = 0; i < 10; i++)
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m_keys[i] = false;
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}
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void KeyboardInput::setKey(int keyCode, bool b)
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{
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int index = -1;
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if (m_pOptions->m_keyBinds[0].value == keyCode) index = 0;
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if (m_pOptions->m_keyBinds[2].value == keyCode) index = 1;
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if (m_pOptions->m_keyBinds[1].value == keyCode) index = 2;
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if (m_pOptions->m_keyBinds[3].value == keyCode) index = 3;
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if (m_pOptions->m_keyBinds[4].value == keyCode) index = 4;
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if (m_pOptions->m_keyBinds[9].value == keyCode) index = 5;
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if (index == -1)
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return;
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m_keys[index] = b;
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}
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void KeyboardInput::tick(/* Player* */)
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{
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m_horzInput = 0.0f;
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m_vertInput = 0.0f;
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if (m_keys[FORWARD]) m_vertInput += 1.0f;
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if (m_keys[BACKWARD]) m_vertInput -= 1.0f;
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if (m_keys[LEFT]) m_horzInput += 1.0f;
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if (m_keys[RIGHT]) m_horzInput -= 1.0f;
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m_bJumpButton = m_keys[JUMP];
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m_bSneakButton = m_keys[SNEAK];
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if (m_keys[SNEAK])
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{
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m_horzInput = m_horzInput * 0.3f;
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m_vertInput = m_vertInput * 0.3f;
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}
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}
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