Files
mcpe/source/client/gui/screens/StartMenuScreen.hpp
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

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