feat: improve mouse input handling
This commit is contained in:
@@ -5,6 +5,9 @@
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#ifdef _WINDOWS64
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#include "..\..\Windows64\KeyboardMouseInput.h"
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#endif
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UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(int iPad, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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@@ -25,6 +28,9 @@ UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(int iPad, UILayer *
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ui.OverrideSFX(m_iPad,ACTION_MENU_DOWN,true);
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m_bIgnoreInput=false;
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#ifdef _WINDOWS64
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m_bMouseDragSlider=false;
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#endif
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}
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UIScene_AbstractContainerMenu::~UIScene_AbstractContainerMenu()
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@@ -106,8 +112,8 @@ void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad, int startIndex)
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#ifdef __ORBIS__
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// we need to map the touchpad rectangle to the UI rectangle. While it works great for the creative menu, it is much too sensitive for the smaller menus.
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//X coordinate of the touch point (0 to 1919)
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//Y coordinate of the touch point (0 to 941: DUALSHOCK<43>4 wireless controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the PlayStation<6F>4 development tool,
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//0 to 753: JDX-1000x series controllers for the PlayStation<6F>4 development tool,)
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//Y coordinate of the touch point (0 to 941: DUALSHOCK<43>4 wireless controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the PlayStation<6F>4 development tool,
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//0 to 753: JDX-1000x series controllers for the PlayStation<6F>4 development tool,)
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m_fTouchPadMulX=fPanelWidth/1919.0f;
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m_fTouchPadMulY=fPanelHeight/941.0f;
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m_fTouchPadDeadZoneX=15.0f*m_fTouchPadMulX;
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@@ -173,13 +179,118 @@ void UIScene_AbstractContainerMenu::tick()
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{
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UIScene::tick();
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#ifdef _WINDOWS64
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bool mouseActive = (m_iPad == 0 && !KMInput.IsCaptured());
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float rawMouseMovieX = 0, rawMouseMovieY = 0;
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// Map Windows mouse position to the virtual pointer in movie coordinates
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if (mouseActive)
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{
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RECT clientRect;
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GetClientRect(KMInput.GetHWnd(), &clientRect);
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int clientWidth = clientRect.right;
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int clientHeight = clientRect.bottom;
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if (clientWidth > 0 && clientHeight > 0)
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{
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int mouseX = KMInput.GetMouseX();
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int mouseY = KMInput.GetMouseY();
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// Convert mouse position to movie coordinates using the movie/client ratio
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float mx = (float)mouseX * ((float)m_movieWidth / (float)clientWidth);
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float my = (float)mouseY * ((float)m_movieHeight / (float)clientHeight);
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m_pointerPos.x = mx;
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m_pointerPos.y = my;
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rawMouseMovieX = mx;
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rawMouseMovieY = my;
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}
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}
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#endif
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onMouseTick();
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#ifdef _WINDOWS64
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// Dispatch mouse clicks AFTER onMouseTick() has updated m_eCurrSection from the new pointer position
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if (mouseActive)
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{
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if (KMInput.ConsumeMousePress(0))
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{
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if (m_eCurrSection == eSectionInventoryCreativeSlider)
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{
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// Scrollbar click: use raw mouse position (onMouseTick may have snapped m_pointerPos)
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m_bMouseDragSlider = true;
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m_pointerPos.x = rawMouseMovieX;
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m_pointerPos.y = rawMouseMovieY;
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handleOtherClicked(m_iPad, eSectionInventoryCreativeSlider, 0, false);
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}
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else
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{
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handleKeyDown(m_iPad, ACTION_MENU_A, false);
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}
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}
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else if (m_bMouseDragSlider && KMInput.IsMouseDown(0))
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{
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// Continue scrollbar drag: update scroll position from current mouse Y
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m_pointerPos.x = rawMouseMovieX;
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m_pointerPos.y = rawMouseMovieY;
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handleOtherClicked(m_iPad, eSectionInventoryCreativeSlider, 0, false);
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}
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if (!KMInput.IsMouseDown(0))
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m_bMouseDragSlider = false;
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if (KMInput.ConsumeMousePress(1))
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{
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handleKeyDown(m_iPad, ACTION_MENU_X, false);
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}
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if (KMInput.ConsumeMousePress(2))
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{
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handleKeyDown(m_iPad, ACTION_MENU_Y, false);
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}
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// Mouse scroll wheel for tab switching
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int scrollDelta = KMInput.ConsumeScrollDelta();
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if (scrollDelta > 0)
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{
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handleKeyDown(m_iPad, ACTION_MENU_LEFT_SCROLL, false);
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}
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else if (scrollDelta < 0)
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{
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handleKeyDown(m_iPad, ACTION_MENU_RIGHT_SCROLL, false);
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}
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// ESC to close — must be last since it may destroy this scene
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if (KMInput.ConsumeKeyPress(VK_ESCAPE))
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{
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handleKeyDown(m_iPad, ACTION_MENU_B, false);
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return;
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}
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}
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#endif
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IggyEvent mouseEvent;
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S32 width, height;
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m_parentLayer->getRenderDimensions(width, height);
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#ifdef _WINDOWS64
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S32 x, y;
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if (mouseActive)
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{
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// Send raw mouse position directly as Iggy event to avoid coordinate round-trip errors
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// Scale mouse client coords to the Iggy display space (which was set to getRenderDimensions())
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RECT clientRect;
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GetClientRect(KMInput.GetHWnd(), &clientRect);
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x = (S32)((float)KMInput.GetMouseX() * ((float)width / (float)clientRect.right));
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y = (S32)((float)KMInput.GetMouseY() * ((float)height / (float)clientRect.bottom));
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}
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else
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{
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x = (S32)(m_pointerPos.x * ((float)width / m_movieWidth));
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y = (S32)(m_pointerPos.y * ((float)height / m_movieHeight));
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}
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#else
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S32 x = m_pointerPos.x*((float)width/m_movieWidth);
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S32 y = m_pointerPos.y*((float)height/m_movieHeight);
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#endif
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IggyMakeEventMouseMove( &mouseEvent, x, y);
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// 4J Stu - This seems to be broken on Durango, so do it ourself
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@@ -10,6 +10,9 @@ class UIScene_AbstractContainerMenu : public UIScene, public virtual IUIScene_Ab
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private:
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ESceneSection m_focusSection;
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bool m_bIgnoreInput;
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#ifdef _WINDOWS64
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bool m_bMouseDragSlider;
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#endif
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protected:
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UIControl m_controlMainPanel;
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@@ -5,6 +5,9 @@
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#include "Tesselator.h"
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#include "Textures.h"
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#include "..\Minecraft.World\SoundTypes.h"
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#ifdef _WINDOWS64
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#include "Windows64\KeyboardMouseInput.h"
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#endif
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@@ -103,20 +106,71 @@ void Screen::init()
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void Screen::updateEvents()
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{
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#ifdef _WINDOWS64
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// Poll mouse button state and dispatch click/release events
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for (int btn = 0; btn < 3; btn++)
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{
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if (KMInput.ConsumeMousePress(btn))
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{
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int xm = Mouse::getX() * width / minecraft->width;
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int ym = height - Mouse::getY() * height / minecraft->height - 1;
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mouseClicked(xm, ym, btn);
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}
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if (KMInput.ConsumeMouseRelease(btn))
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{
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int xm = Mouse::getX() * width / minecraft->width;
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int ym = height - Mouse::getY() * height / minecraft->height - 1;
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mouseReleased(xm, ym, btn);
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}
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}
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// Poll keyboard events
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for (int vk = 0; vk < 256; vk++)
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{
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if (KMInput.ConsumeKeyPress(vk))
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{
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// Map Windows virtual key to the Keyboard constants used by Screen::keyPressed
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int mappedKey = -1;
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wchar_t ch = 0;
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if (vk == VK_ESCAPE) mappedKey = Keyboard::KEY_ESCAPE;
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else if (vk == VK_RETURN) mappedKey = Keyboard::KEY_RETURN;
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else if (vk == VK_BACK) mappedKey = Keyboard::KEY_BACK;
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else if (vk == VK_UP) mappedKey = Keyboard::KEY_UP;
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else if (vk == VK_DOWN) mappedKey = Keyboard::KEY_DOWN;
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else if (vk == VK_LEFT) mappedKey = Keyboard::KEY_LEFT;
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else if (vk == VK_RIGHT) mappedKey = Keyboard::KEY_RIGHT;
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else if (vk == VK_LSHIFT || vk == VK_RSHIFT) mappedKey = Keyboard::KEY_LSHIFT;
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else if (vk == VK_TAB) mappedKey = Keyboard::KEY_TAB;
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else if (vk >= 'A' && vk <= 'Z')
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{
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ch = (wchar_t)(vk - 'A' + L'a');
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if (KMInput.IsKeyDown(VK_SHIFT)) ch = (wchar_t)vk;
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}
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else if (vk >= '0' && vk <= '9') ch = (wchar_t)vk;
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else if (vk == VK_SPACE) ch = L' ';
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if (mappedKey != -1) keyPressed(ch, mappedKey);
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else if (ch != 0) keyPressed(ch, -1);
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}
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}
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#else
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/* 4J - TODO
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while (Mouse.next()) {
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mouseEvent();
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}
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while (Mouse.next()) {
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mouseEvent();
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}
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while (Keyboard.next()) {
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keyboardEvent();
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}
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while (Keyboard.next()) {
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keyboardEvent();
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}
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*/
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#endif
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}
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void Screen::mouseEvent()
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{
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#ifdef _WINDOWS64
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// Mouse event dispatching is handled directly in updateEvents() for Windows
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#else
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/* 4J - TODO
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if (Mouse.getEventButtonState()) {
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int xm = Mouse.getEventX() * width / minecraft.width;
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@@ -128,6 +182,7 @@ void Screen::mouseEvent()
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mouseReleased(xm, ym, Mouse.getEventButton());
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}
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*/
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#endif
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}
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void Screen::keyboardEvent()
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@@ -13,6 +13,8 @@ KeyboardMouseInput::KeyboardMouseInput()
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, m_captured(false)
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, m_hWnd(NULL)
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, m_initialized(false)
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, m_mouseX(0)
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, m_mouseY(0)
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{
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memset(m_keyState, 0, sizeof(m_keyState));
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memset(m_keyStatePrev, 0, sizeof(m_keyStatePrev));
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@@ -20,6 +22,7 @@ KeyboardMouseInput::KeyboardMouseInput()
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memset(m_mouseButtonsPrev, 0, sizeof(m_mouseButtonsPrev));
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memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
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memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
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memset(m_mouseReleasedAccum, 0, sizeof(m_mouseReleasedAccum));
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}
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KeyboardMouseInput::~KeyboardMouseInput()
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@@ -103,6 +106,7 @@ void KeyboardMouseInput::OnMouseButton(int button, bool down)
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if (button >= 0 && button < 3)
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{
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if (down && !m_mouseButtons[button]) m_mousePressedAccum[button] = true;
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if (!down && m_mouseButtons[button]) m_mouseReleasedAccum[button] = true;
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m_mouseButtons[button] = down;
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}
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}
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@@ -112,12 +116,23 @@ void KeyboardMouseInput::OnMouseWheel(int delta)
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m_scrollDeltaAccum += delta;
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}
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void KeyboardMouseInput::OnMouseMove(int x, int y)
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{
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m_mouseX = x;
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m_mouseY = y;
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}
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int KeyboardMouseInput::GetMouseX() const { return m_mouseX; }
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int KeyboardMouseInput::GetMouseY() const { return m_mouseY; }
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HWND KeyboardMouseInput::GetHWnd() const { return m_hWnd; }
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void KeyboardMouseInput::ClearAllState()
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{
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memset(m_keyState, 0, sizeof(m_keyState));
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memset(m_mouseButtons, 0, sizeof(m_mouseButtons));
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memset(m_keyPressedAccum, 0, sizeof(m_keyPressedAccum));
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memset(m_mousePressedAccum, 0, sizeof(m_mousePressedAccum));
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memset(m_mouseReleasedAccum, 0, sizeof(m_mouseReleasedAccum));
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m_mouseDeltaXAccum = 0.0f;
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m_mouseDeltaYAccum = 0.0f;
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m_scrollDeltaAccum = 0;
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@@ -178,6 +193,14 @@ bool KeyboardMouseInput::ConsumeMousePress(int btn)
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return pressed;
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}
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bool KeyboardMouseInput::ConsumeMouseRelease(int btn)
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{
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if (btn < 0 || btn >= 3) return false;
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bool released = m_mouseReleasedAccum[btn];
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m_mouseReleasedAccum[btn] = false;
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return released;
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}
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void KeyboardMouseInput::ConsumeMouseDelta(float &dx, float &dy)
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{
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dx = m_mouseDeltaXAccum;
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@@ -42,9 +42,16 @@ public:
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// Use these from code that runs at game tick rate (20Hz).
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bool ConsumeKeyPress(int vk);
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bool ConsumeMousePress(int btn);
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bool ConsumeMouseRelease(int btn);
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void ConsumeMouseDelta(float &dx, float &dy);
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int ConsumeScrollDelta();
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// Absolute cursor position (client-area coordinates, for GUI when not captured)
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void OnMouseMove(int x, int y);
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int GetMouseX() const;
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int GetMouseY() const;
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HWND GetHWnd() const;
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// Mouse capture for FPS look
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void SetCapture(bool capture);
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bool IsCaptured() const;
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@@ -61,6 +68,7 @@ private:
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// Sticky press accumulators (persist until consumed by game tick)
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bool m_keyPressedAccum[256];
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bool m_mousePressedAccum[3];
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bool m_mouseReleasedAccum[3];
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// Mouse delta accumulators (persist until consumed by game tick)
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float m_mouseDeltaXAccum;
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@@ -72,6 +80,10 @@ private:
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bool m_captured;
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HWND m_hWnd;
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bool m_initialized;
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// Absolute cursor position in client coordinates
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int m_mouseX;
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int m_mouseY;
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};
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extern KeyboardMouseInput KMInput;
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@@ -395,6 +395,9 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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case WM_MOUSEWHEEL:
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KMInput.OnMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam));
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break;
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case WM_MOUSEMOVE:
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KMInput.OnMouseMove(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam));
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break;
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case WM_ACTIVATE:
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if (LOWORD(wParam) == WA_INACTIVE)
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KMInput.SetCapture(false);
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@@ -404,6 +407,15 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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KMInput.ClearAllState();
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break;
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case WM_SETCURSOR:
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// Hide the OS cursor when an Iggy/Flash menu is displayed (it has its own Flash cursor)
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if (LOWORD(lParam) == HTCLIENT && !KMInput.IsCaptured() && ui.GetMenuDisplayed(0))
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{
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SetCursor(NULL);
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return TRUE;
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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default:
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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@@ -1184,7 +1196,7 @@ int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
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// Update mouse capture: capture when in-game and no menu is open
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{
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static bool altToggleSuppressCapture = false;
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bool shouldCapture = app.GetGameStarted() && !ui.GetMenuDisplayed(0);
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bool shouldCapture = app.GetGameStarted() && !ui.GetMenuDisplayed(0) && pMinecraft->screen == NULL;
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// Left Alt key toggles capture on/off for debugging
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if (KMInput.IsKeyPressed(VK_MENU))
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{
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@@ -66,6 +66,7 @@ typedef unsigned __int64 __uint64;
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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// Windows Header Files:
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#include <windows.h>
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#include <windowsx.h>
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#include <malloc.h>
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#include <tchar.h>
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// TODO: reference additional headers your program requires here
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@@ -1,5 +1,46 @@
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#include "stdafx.h"
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#ifdef _WINDOWS64
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#include "Windows64\KeyboardMouseInput.h"
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int Mouse::getX()
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{
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return KMInput.GetMouseX();
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}
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int Mouse::getY()
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{
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// Return Y in bottom-up coordinates (OpenGL convention, matching original Java LWJGL Mouse)
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RECT rect;
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GetClientRect(KMInput.GetHWnd(), &rect);
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return (rect.bottom - 1) - KMInput.GetMouseY();
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}
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bool Mouse::isButtonDown(int button)
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{
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return KMInput.IsMouseDown(button);
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}
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bool Keyboard::isKeyDown(int key)
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{
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// Map Keyboard constants to Windows virtual key codes
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if (key == Keyboard::KEY_LSHIFT) return KMInput.IsKeyDown(VK_LSHIFT);
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if (key == Keyboard::KEY_RSHIFT) return KMInput.IsKeyDown(VK_RSHIFT);
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if (key == Keyboard::KEY_ESCAPE) return KMInput.IsKeyDown(VK_ESCAPE);
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if (key == Keyboard::KEY_RETURN) return KMInput.IsKeyDown(VK_RETURN);
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if (key == Keyboard::KEY_BACK) return KMInput.IsKeyDown(VK_BACK);
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if (key == Keyboard::KEY_SPACE) return KMInput.IsKeyDown(VK_SPACE);
|
||||
if (key == Keyboard::KEY_TAB) return KMInput.IsKeyDown(VK_TAB);
|
||||
if (key == Keyboard::KEY_UP) return KMInput.IsKeyDown(VK_UP);
|
||||
if (key == Keyboard::KEY_DOWN) return KMInput.IsKeyDown(VK_DOWN);
|
||||
if (key == Keyboard::KEY_LEFT) return KMInput.IsKeyDown(VK_LEFT);
|
||||
if (key == Keyboard::KEY_RIGHT) return KMInput.IsKeyDown(VK_RIGHT);
|
||||
if (key >= Keyboard::KEY_A && key <= Keyboard::KEY_Z)
|
||||
return KMInput.IsKeyDown('A' + (key - Keyboard::KEY_A));
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
void glReadPixels(int,int, int, int, int, int, ByteBuffer *)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -186,7 +186,11 @@ class Keyboard
|
||||
public:
|
||||
static void create() {}
|
||||
static void destroy() {}
|
||||
#ifdef _WINDOWS64
|
||||
static bool isKeyDown(int key);
|
||||
#else
|
||||
static bool isKeyDown(int) {return false;}
|
||||
#endif
|
||||
static wstring getKeyName(int) { return L"KEYNAME"; }
|
||||
static void enableRepeatEvents(bool) {}
|
||||
static const int KEY_A = 0;
|
||||
@@ -224,6 +228,8 @@ public:
|
||||
static const int KEY_UP = 32;
|
||||
static const int KEY_DOWN = 33;
|
||||
static const int KEY_TAB = 34;
|
||||
static const int KEY_LEFT = 35;
|
||||
static const int KEY_RIGHT = 36;
|
||||
};
|
||||
|
||||
class Mouse
|
||||
@@ -231,9 +237,15 @@ class Mouse
|
||||
public:
|
||||
static void create() {}
|
||||
static void destroy() {}
|
||||
#ifdef _WINDOWS64
|
||||
static int getX();
|
||||
static int getY();
|
||||
static bool isButtonDown(int button);
|
||||
#else
|
||||
static int getX() { return 0; }
|
||||
static int getY() { return 0; }
|
||||
static bool isButtonDown(int) { return false; }
|
||||
#endif
|
||||
};
|
||||
|
||||
class Display
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
# MinecraftConsoles
|
||||
|
||||
[](https://discord.gg/5CSzhc9t)
|
||||
|
||||

|
||||
|
||||
## Introduction
|
||||
@@ -20,9 +22,9 @@ This project contains the source code of Minecraft Legacy Console Edition v1.3.0
|
||||
2. Clone the repository
|
||||
3. Open the project by double-clicking `MinecraftConsoles.sln`
|
||||
4. Make sure `Minecraft.Client` is set as the Startup Project
|
||||
5. Set the build configuration to **Debug** or **Release** and the target platform to **Windows64**, then build and run
|
||||
5. Set the build configuration to **Debug** (Release is also OK but has some bugs) and the target platform to **Windows64**, then build and run
|
||||
|
||||
## Known Issues
|
||||
|
||||
- Builds for other platforms have not been tested and are most likely non-functional
|
||||
- Other unknown issues may exist
|
||||
- There are some render bugs in the Release mode build
|
||||
|
||||
Reference in New Issue
Block a user