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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>
169 lines
2.4 KiB
C++
169 lines
2.4 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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#include "AppPlatform.hpp"
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#include "common/Utils.hpp"
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AppPlatform* AppPlatform::m_singleton = nullptr;
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AppPlatform* const AppPlatform::singleton()
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{
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return m_singleton;
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}
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AppPlatform::AppPlatform()
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{
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m_singleton = this;
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}
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AppPlatform::~AppPlatform()
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{
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}
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void AppPlatform::_tick()
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{
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}
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void AppPlatform::buyGame()
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{
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}
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int AppPlatform::checkLicense()
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{
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return 0; // assume no license
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}
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void AppPlatform::createUserInput()
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{
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}
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void AppPlatform::finish()
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{
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}
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std::string AppPlatform::getDateString(int time)
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{
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return "";
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}
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// ??? AppPlatform::getOptionStrings()
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int AppPlatform::getScreenWidth() const
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{
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return C_DEFAULT_SCREEN_WIDTH; // default rez of the XPERIA PLAY?
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}
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int AppPlatform::getScreenHeight() const
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{
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return C_DEFAULT_SCREEN_HEIGHT;
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}
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std::vector<std::string> AppPlatform::getUserInput()
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{
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return std::vector<std::string>();
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}
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int AppPlatform::getUserInputStatus()
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{
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return 0;
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}
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bool AppPlatform::hasBuyButtonWhenInvalidLicense()
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{
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return false;
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}
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// void AppPlatform::loadTexture(const std::string&, bool);
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void AppPlatform::saveScreenshot(const std::string&, int, int)
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{
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}
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void AppPlatform::showDialog(eDialogType type)
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{
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}
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void AppPlatform::uploadPlatformDependentData(int, void*)
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{
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}
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Texture AppPlatform::loadTexture(const std::string&, bool)
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{
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return Texture(0, 0, nullptr, 1, 0);
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}
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void AppPlatform::recenterMouse()
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{
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}
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void AppPlatform::setMouseGrabbed(bool b)
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{
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}
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void AppPlatform::getMouseDiff(int& x, int& y)
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{
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x = y = 0;
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}
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void AppPlatform::clearDiff()
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{
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}
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void AppPlatform::updateFocused(bool focused)
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{
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}
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bool AppPlatform::shiftPressed()
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{
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return false;
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}
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bool AppPlatform::hasFileSystemAccess()
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{
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return false;
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}
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std::string AppPlatform::getPatchData()
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{
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return "";
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}
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void AppPlatform::initSoundSystem()
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{
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}
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SoundSystem* const AppPlatform::getSoundSystem() const
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{
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return nullptr;
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}
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std::string AppPlatform::getAssetPath(const std::string &path) const
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{
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std::string realPath = path;
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if (realPath.size() && realPath[0] == '/')
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{
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// trim it off
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realPath = realPath.substr(1);
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}
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realPath = "assets/" + realPath;
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return realPath;
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}
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