Files
mcpe/platforms/sdl/base/AppPlatform_sdl_base.hpp
2023-12-19 19:38:17 +02:00

77 lines
2.0 KiB
C++

#pragma once
#include <string>
#include "thirdparty/SDL2/SDL2.h"
#include "client/app/AppPlatform.hpp"
#include "client/player/input/Mouse.hpp"
#include "client/player/input/Keyboard.hpp"
#include "common/Logger.hpp"
class AppPlatform_sdl_base : public AppPlatform
{
public:
void _init(std::string storageDir, SDL_Window *window);
AppPlatform_sdl_base(std::string storageDir, SDL_Window *window)
{
_init(storageDir, window);
}
~AppPlatform_sdl_base();
void initSoundSystem() override;
int checkLicense() override;
const char* const getWindowTitle() const;
int getScreenWidth() const override;
int getScreenHeight() const override;
Texture loadTexture(const std::string& path, bool b = false) override = 0;
int getUserInputStatus() override;
SoundSystem* const getSoundSystem() const override { return m_pSoundSystem; }
std::string getDateString(int time) override;
// Also add these to allow proper turning within the game.
void setMouseGrabbed(bool b) override;
void setMouseDiff(int x, int y);
void getMouseDiff(int& x, int& y) override;
void clearDiff() override;
// Also add these to allow proper text input within the game.
bool shiftPressed() override;
void setShiftPressed(bool b, bool isLeft);
static MouseButtonType GetMouseButtonType(SDL_Event event);
static bool GetMouseButtonState(SDL_Event event);
static Keyboard::KeyState GetKeyState(SDL_Event event);
// On-screen keyboard
void showKeyboard(int x, int y, int w, int h) override;
void hideKeyboard() override;
// Configure Touchscreen
bool isTouchscreen() override;
private:
SDL_Window *_window;
const Texture *_iconTexture;
SDL_Surface *_icon;
bool m_bShiftPressed[2];
int xrel;
int yrel;
Logger* m_pLogger;
SoundSystem* m_pSoundSystem;
bool m_bIsTouchscreen;
static SDL_Surface* getSurfaceForTexture(const Texture* const texture);
protected:
std::string _storageDir;
virtual void ensureDirectoryExists(const char* path) { }
void setIcon(const Texture& icon); // note: this takes ownership of the texture, so no memory leaks!
};