Files
mcpe/platforms/windows/AppPlatform_windows.hpp
Brent 2e55f99a54 Options Logic Cleanup (#71)
* Output/Logging Overhaul
* Added StandardOut class
* Renamed LOGX macros to LOG_X
* Removed LogMsg macros in favor of LOG_X
* Added console window for debug Windows builds

* Options Refactor
* Moved options loading code from AppPlatform classes to Options class
* Added AppPlatform::singleton()
* Minecraft::m_options is now only accessible via Minecraft::getOptions() (as it should be)
* Making this work with SDL2 next

* Options Cleanup for SDL2

* Added AppPlatform::hasFileSystemAccess()
* Options won't try to load if hasFileSystemAccess returns false. Emscripten build will be happy.

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Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
2023-09-04 12:11:36 +03:00

82 lines
2.4 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 <ctime>
#include "compat/GL.hpp"
#include "AppPlatform.hpp"
#include "client/player/input/Mouse.hpp"
#include "client/player/input/Keyboard.hpp"
#include "common/Utils.hpp"
#include "LoggerWindows.hpp"
class AppPlatform_windows : public AppPlatform
{
public:
AppPlatform_windows();
~AppPlatform_windows();
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;
// 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; }
static Mouse::ButtonType GetMouseButtonType(UINT iMsg);
static Mouse::ButtonState 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;
LoggerWindows *m_Logger;
};