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* 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>
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
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 "Textures.hpp"
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#include "client/options/Options.hpp"
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class Font
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{
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public:
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Font(Options* pOpts, const std::string& fileName, Textures* pTexs);
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void init(Options* pOpts);
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void buildChar(unsigned char chr, float x, float y);
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void draw(const std::string&, int x, int y, int color);
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void draw(const std::string&, int x, int y, int color, bool bShadow);
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void drawSlow(const std::string&, int x, int y, int color, bool bShadow);
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void drawShadow(const std::string&, int x, int y, int color);
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//int Font::drawWordWrap(Font *this, const StlString *a2, int a3, int a4, int a5, int a6).
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// +- I probably won't actually implement this because
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// +- 1. It does not seem to have any cross references
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// +- 2. It appears to even be broken
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void onGraphicsReset();
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int width(const std::string& str);
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int height(const std::string& str);
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private:
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int field_0;
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int m_charWidthInt[256];
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float m_charWidthFloat[256];
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// huge gap, don't know why it's there...
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std::string m_fileName;
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Options* m_pOptions;
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Textures* m_pTextures;
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};
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