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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
55 lines
2.9 KiB
C++
55 lines
2.9 KiB
C++
#pragma once
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// Here is a list of options that you can enable when building the project:
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// ORIGINAL_CODE - Unpatches all bugs and allows building for Xperia Play only. (TODO)
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// #define ORIGINAL_CODE
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#ifdef ORIGINAL_CODE
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#define DEMO
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#else
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#if defined __ANDROID__ || defined TARGET_OS_IPHONE
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#define MOBILE
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#endif
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// TODO: Since this is the modded version, we don't need these anymore. Remove them
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// Mods
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//#define MOD_USE_FLAT_WORLD // Use a flat world instead of the regular world generation
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//#define MOD_USE_BIGGER_SCREEN_SIZE // Use a bigger screen size instead of 854x480
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//#define MOD_DONT_COLOR_GRASS // Don't give the top of grass tiles a different color. (like Classic)
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//#define MOD_POPOUT_CONSOLE // Open a separate console aside from the game window. By default only the debugger can see our logs. Win32 Debug only.
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// Tests
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//#define TEST_DROPPED_ITEMS // Allow dropped items to be dropped and collected.
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//#define TEST_SURVIVAL_MODE // Test survival mode.
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#define TEST_TOUCH_SCREEN // Test touch screen controls. The mouse will simulate one touch finger.
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// Enhancements
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//#define ENH_ENTITY_SHADING // Allows shading of entities -- Currently we are abandoning this. Want to add normal support
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#define ENH_SHADE_HELD_TILES // Allows shading of the item in hand
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#define ENH_FIX_INVIS_STAIRS // Fixes a bug wherein a 16x16x16 chunk in the world that contains only stairs is invisible
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#define ENH_ALLOW_AO // Allows using the F4 key to toggle ambient occlusion (buggy)
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#define ENH_TRANSPARENT_HOTBAR // Allows the hotbar to be transparent. Due to a bug in the code, it is not.
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#define ENH_CAMERA_NO_PARTICLES // Hide particles from the view of a camera, such as smoke, that would otherwise render the resulting image useless.
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#define ENH_USE_JAVA_LIGHT_RAMP // Use Java Beta 1.3 light ramp instead of flawed PE one
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#define ENH_RUN_DAY_NIGHT_CYCLE // Allow the day/night cycle to run.
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#define ENH_USE_OWN_AO // Use own ambient occlusion engine - looks pretty much the same except it fixes the corners
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#define ENH_ADD_OPTIONS_PAUSE // Add an 'options' button in the pause menu
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#define ENH_EXTRA_ITEMS_IN_INV // Add extra items in a new 5th row in the inventory.
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#define ENH_HIGHLIGHT_BY_HOVER // Highlight buttons by hovering them instead of the usual way.
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#define ENH_ALLOW_SAND_GRAVITY // Allow sand to fall.
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#define ENH_USE_GUI_SCALE_2 // Use a 2x GUI scale instead of 3x. Looks better on PC
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#define ENH_ALLOW_SCROLL_WHEEL // Allow use of the scroll wheel to change selected inventory slots
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#define ENH_3D_INVENTORY_TILES // Uses 3D rendered inventory tiles, use with ENH_SHADE_HELD_TILES to render correctly.
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#define ENH_IMPROVED_SAVING // Improve world saving. The original Minecraft doesn't always really save for some reason
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// Toggle Demo Mode
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//#define DEMO
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// Enable Debug Mode
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//#define MC_DEBUG
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#endif
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