mcpe/source/client/player/input/Mouse.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

67 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 "Mouse.hpp"
#include "common/Utils.hpp"
MouseDevice Mouse::_instance;
void Mouse::feed(MouseButtonType buttonType, bool buttonState, int posX, int posY)
{
_instance.feed(buttonType, buttonState, posX, posY);
}
short Mouse::getX()
{
return _instance.getX();
}
short Mouse::getY()
{
return _instance.getY();
}
bool Mouse::next()
{
return _instance.next();
}
bool Mouse::isButtonDown(MouseButtonType btn)
{
return _instance.isButtonDown(btn);
}
bool Mouse::getButtonState(MouseButtonType btn)
{
return _instance.getButtonState(btn);
}
bool Mouse::getEventButtonState()
{
return _instance.getEventButtonState();
}
void Mouse::reset()
{
_instance.reset();
}
void Mouse::reset2()
{
_instance.reset2();
}
MouseButtonType Mouse::getEventButton()
{
return _instance.getEventButton();
}
MouseAction* Mouse::getEvent()
{
return _instance.getEvent();
}