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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
89 lines
2.7 KiB
C++
89 lines
2.7 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 "thirdparty/GL/GL.hpp"
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#include "client/app/AppPlatform.hpp"
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#include "client/player/input/Mouse.hpp"
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#include "client/player/input/Keyboard.hpp"
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#include "common/Utils.hpp"
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#include "LoggerWin32.hpp"
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#include "SoundSystemDS.hpp"
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class AppPlatform_win32 : public AppPlatform
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{
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public:
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AppPlatform_win32();
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~AppPlatform_win32();
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void initSoundSystem() override;
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void buyGame() override;
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void saveScreenshot(const std::string& fileName, int width, int height) override;
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int checkLicense() override;
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void createUserInput() override;
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std::vector<std::string> getUserInput() override { return m_UserInput; }
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int getUserInputStatus() override { return m_UserInputStatus; }
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int getScreenWidth() const override { return m_ScreenWidth; }
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int getScreenHeight() const override { return m_ScreenHeight; }
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void showDialog(eDialogType) override;
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std::string getDateString(int time) override;
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Texture loadTexture(const std::string& str, bool b) override;
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// From v0.1.1. Also add these to determine touch screen use within the game.
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bool isTouchscreen() override;
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// Also add these to allow proper turning within the game.
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void recenterMouse() override;
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void setMouseGrabbed(bool b) override;
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void getMouseDiff(int& x, int& y) override;
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void clearDiff() override;
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void updateFocused(bool focused) override;
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// Also add these to allow proper text input within the game.
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bool shiftPressed() override { return m_bShiftPressed; }
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void setShiftPressed(bool b) { m_bShiftPressed = b; }
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bool hasFileSystemAccess() override;
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// Also add this to allow dynamic texture patching.
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std::string getPatchData() override;
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void setScreenSize(int width, int height);
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const char* const getWindowTitle() const { return m_WindowTitle; }
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SoundSystem* const getSoundSystem() const override { return m_pSoundSystem; }
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static MouseButtonType GetMouseButtonType(UINT iMsg);
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static bool GetMouseButtonState(UINT iMsg, WPARAM wParam);
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static Keyboard::KeyState GetKeyState(UINT iMsg);
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private:
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const char* m_WindowTitle;
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int m_ScreenWidth;
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int m_ScreenHeight;
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std::vector<std::string> m_UserInput;
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int m_UserInputStatus;
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eDialogType m_DialogType;
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bool m_bIsFocused;
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bool m_bGrabbedMouse;
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bool m_bActuallyGrabbedMouse;
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bool m_bWasUnfocused;
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bool m_bShiftPressed;
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int m_MouseDiffX, m_MouseDiffY;
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LoggerWin32 *m_pLogger;
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SoundSystemDS* m_pSoundSystem;
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};
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