Files
mcpe/source/world/gamemode/CreativeMode.hpp
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

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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
********************************************************************/
#pragma once
#include "GameMode.hpp"
class CreativeMode : public GameMode
{
public:
CreativeMode(Minecraft*);
bool destroyBlock(int, int, int, int);
float getPickRange() override;
bool isCreativeType() override;
bool isSurvivalType() override;
void initPlayer(Player*) override;
void startDestroyBlock(int x, int y, int z, int i) override;
void continueDestroyBlock(int x, int y, int z, int i) override;
void stopDestroyBlock() override;
void tick();
void render(float f);
public:
int m_destroyingX;
int m_destroyingY;
int m_destroyingZ;
float m_destroyProgress;
float m_lastDestroyProgress;
int m_destroyTicks;
int m_destroyCooldown;
};