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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
44 lines
1.3 KiB
C++
44 lines
1.3 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 <Windows.h>
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#include <uuids.h>
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#include <strmif.h>
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#include <stdexcept>
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#include <vector>
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#pragma comment(lib, "dsound.lib")
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#pragma comment(lib, "dxguid.lib")
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#pragma comment(lib, "winmm.lib")
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#include <mmsystem.h>
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#include <dsound.h>
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#include "client/sound/SoundData.hpp"
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class SoundSystemWindows
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{
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public:
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SoundSystemWindows();
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~SoundSystemWindows();
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virtual bool isAvailable();
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virtual void setListenerPos(float x, float y, float z);
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virtual void setListenerAngle(float yaw, float pitch);
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virtual void load(const std::string& sound);
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virtual void play(const std::string& sound);
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virtual void pause(const std::string& sound);
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virtual void stop(const std::string& sound);
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virtual void playAt(const SoundDesc& sound, float x, float y, float z, float a, float b);
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private:
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bool m_available;
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IDirectSound8* m_directsound;
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LPDIRECTSOUND3DLISTENER8 m_listener;
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std::vector<LPDIRECTSOUNDBUFFER> m_buffers;
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}; |