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https://github.com/ReMinecraftPE/mcpe.git
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60b21356a1
* * 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
67 lines
1.2 KiB
C++
67 lines
1.2 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 "Mouse.hpp"
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#include "common/Utils.hpp"
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MouseDevice Mouse::_instance;
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void Mouse::feed(MouseButtonType buttonType, bool buttonState, int posX, int posY)
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{
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_instance.feed(buttonType, buttonState, posX, posY);
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}
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short Mouse::getX()
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{
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return _instance.getX();
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}
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short Mouse::getY()
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{
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return _instance.getY();
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}
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bool Mouse::next()
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{
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return _instance.next();
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}
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bool Mouse::isButtonDown(MouseButtonType btn)
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{
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return _instance.isButtonDown(btn);
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}
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bool Mouse::getButtonState(MouseButtonType btn)
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{
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return _instance.getButtonState(btn);
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}
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bool Mouse::getEventButtonState()
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{
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return _instance.getEventButtonState();
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}
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void Mouse::reset()
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{
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_instance.reset();
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}
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void Mouse::reset2()
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{
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_instance.reset2();
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}
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MouseButtonType Mouse::getEventButton()
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{
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return _instance.getEventButton();
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}
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MouseAction* Mouse::getEvent()
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{
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return _instance.getEvent();
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}
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