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* * 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
43 lines
906 B
C++
43 lines
906 B
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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#pragma once
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#include "../Screen.hpp"
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class StartMenuScreen : public Screen
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{
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public:
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StartMenuScreen();
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void _updateLicense();
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void init() override;
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void buttonClicked(Button*) override;
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bool isInGameScreen() override;
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void render(int, int, float) override;
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void tick() override;
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void drawSplash();
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std::string getSplashString();
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private:
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Button m_startButton;
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Button m_joinButton;
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Button m_optionsButton;
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Button m_testButton;
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Button m_buyButton;
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std::string field_154;
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int field_16C;
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std::string field_170;
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int field_188;
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int m_chosenSplash;
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};
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