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Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
This commit is contained in:
@@ -28,12 +28,8 @@
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#include <unistd.h>
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#include <sys/stat.h>
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#define XPL_ACCESS access
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#define XPL_MKDIR(path, mode) mkdir(path, mode)
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#endif
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#include "compat/GL.hpp"
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// include zlib stuff
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#include "zlib.h"
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@@ -48,7 +44,7 @@ DIR* opendir(const char* name)
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return NULL;
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char buf[1024];
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if (len >= 1024 - 5)
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if (len >= sizeof(buf) - 5)
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return NULL;
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strcpy(buf, name);
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@@ -64,6 +60,10 @@ DIR* opendir(const char* name)
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memset(pDir, 0, sizeof * pDir);
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// Stupid Unicode bullshit
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//LPTSTR msBuff;
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//mbstowcs(&msBuff, buf, sizeof(buf));
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pDir->current = FindFirstFile(buf, &pDir->findData);
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if (pDir->current == INVALID_HANDLE_VALUE)
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{
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@@ -91,7 +91,13 @@ dirent* readdir(DIR* dir)
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return NULL;
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}
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strcpy(de.d_name, dir->findData.cFileName);
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LPTSTR fileName = dir->findData.cFileName;
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// Stupid Unicode bullshit
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//char* fileName;
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//wcstombs(fileName, fileNameMs, 255);
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strcpy(de.d_name, fileName);
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de.d_type = (dir->findData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? DT_DIR : DT_REG;
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return &de;
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@@ -313,33 +319,6 @@ void sleepMs(int ms)
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#endif
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void drawArrayVT(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void drawArrayVTC(GLuint buffer, int count, int stride)
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{
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xglBindBuffer(GL_ARRAY_BUFFER, buffer);
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xglVertexPointer(3, GL_FLOAT, stride, nullptr);
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xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
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xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
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xglEnableClientState(GL_VERTEX_ARRAY);
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xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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xglEnableClientState(GL_COLOR_ARRAY);
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xglDrawArrays(GL_TRIANGLES, 0, count);
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xglDisableClientState(GL_VERTEX_ARRAY);
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xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
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xglDisableClientState(GL_COLOR_ARRAY);
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}
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float Max(float a, float b)
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{
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if (a < b)
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