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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
76 lines
2.0 KiB
C++
76 lines
2.0 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 <string>
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#include <vector>
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#include "client/renderer/Texture.hpp"
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#include "client/sound/SoundSystem.hpp"
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class AppPlatform
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{
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public:
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enum eDialogType
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{
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DLG_CREATE_WORLD = 1,
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DLG_CHAT,
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DLG_OPTIONS,
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DLG_RENAME_MP_WORLD,
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};
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private:
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static AppPlatform* m_singleton;
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public:
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static AppPlatform* const singleton();
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AppPlatform();
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~AppPlatform();
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virtual void buyGame();
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virtual int checkLicense();
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virtual void createUserInput();
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virtual void finish();
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virtual std::string getDateString(int);
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virtual int getScreenWidth() const;
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virtual int getScreenHeight() const;
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virtual std::vector<std::string> getUserInput();
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virtual int getUserInputStatus();
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virtual bool hasBuyButtonWhenInvalidLicense();
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virtual void saveScreenshot(const std::string&, int, int);
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virtual void showDialog(eDialogType);
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virtual void uploadPlatformDependentData(int, void*);
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virtual Texture loadTexture(const std::string&, bool);
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#ifndef ORIGINAL_CODE
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// From v0.1.1. Also add these to determine touch screen use within the game.
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virtual bool isTouchscreen();
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// Also add these to allow proper turning within the game.
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virtual void recenterMouse();
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virtual void setMouseGrabbed(bool b);
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virtual void getMouseDiff(int& x, int& y);
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virtual void clearDiff();
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virtual void updateFocused(bool focused);
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// Also add this to allow proper text input within the game.
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virtual bool shiftPressed();
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virtual bool hasFileSystemAccess();
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// Also add this to allow dynamic patching.
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virtual std::string getPatchData();
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virtual void initSoundSystem();
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virtual SoundSystem* const getSoundSystem() const;
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#endif
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public:
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virtual std::string getAssetPath(const std::string& path) const;
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private:
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virtual void _tick();
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};
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