Files
mcpe/platforms/windows/AppPlatform_win32.hpp
iProgramInCpp 60b21356a1 Integrate touch related development. (#90)
* * 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
2023-11-02 00:49:11 +02:00

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