Files
mcpe/source/AppPlatform.hpp
Brent 2e55f99a54 Options Logic Cleanup (#71)
* Output/Logging Overhaul
* Added StandardOut class
* Renamed LOGX macros to LOG_X
* Removed LogMsg macros in favor of LOG_X
* Added console window for debug Windows builds

* Options Refactor
* Moved options loading code from AppPlatform classes to Options class
* Added AppPlatform::singleton()
* Minecraft::m_options is now only accessible via Minecraft::getOptions() (as it should be)
* Making this work with SDL2 next

* Options Cleanup for SDL2

* Added AppPlatform::hasFileSystemAccess()
* Options won't try to load if hasFileSystemAccess returns false. Emscripten build will be happy.

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
2023-09-04 12:11:36 +03:00

71 lines
1.8 KiB
C++

/********************************************************************
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 <string>
#include <vector>
#include "client/renderer/Texture.hpp"
class AppPlatform
{
public:
enum eDialogType
{
DLG_CREATE_WORLD = 1,
DLG_CHAT,
DLG_OPTIONS,
DLG_RENAME_MP_WORLD,
};
private:
static AppPlatform* m_singleton;
public:
static AppPlatform* const singleton();
AppPlatform();
~AppPlatform();
virtual void buyGame();
virtual int checkLicense();
virtual void createUserInput();
virtual void finish();
virtual std::string getDateString(int);
virtual int getScreenWidth() const;
virtual int getScreenHeight() const;
virtual std::vector<std::string> getUserInput();
virtual int getUserInputStatus();
virtual bool hasBuyButtonWhenInvalidLicense();
virtual void saveScreenshot(const std::string&, int, int);
virtual void showDialog(eDialogType);
virtual void uploadPlatformDependentData(int, void*);
virtual Texture loadTexture(const std::string&, bool);
#ifndef ORIGINAL_CODE
// Also add these to allow proper turning within the game.
virtual void recenterMouse();
virtual void setMouseGrabbed(bool b);
virtual void getMouseDiff(int& x, int& y);
virtual void clearDiff();
virtual void updateFocused(bool focused);
// Also add this to allow proper text input within the game.
virtual bool shiftPressed();
virtual bool hasFileSystemAccess();
// Also add this to allow dynamic patching.
virtual std::string getPatchData();
#endif
public:
virtual std::string getAssetPath(const std::string& path) const;
private:
virtual void _tick();
};