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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
#pragma once
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#include <string>
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#include "thirdparty/SDL2/SDL2.h"
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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/Logger.hpp"
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class AppPlatform_sdlbase : public AppPlatform
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{
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public:
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void _init(std::string storageDir, SDL_Window *window);
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AppPlatform_sdlbase(std::string storageDir, SDL_Window *window)
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{
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_init(storageDir, window);
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}
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~AppPlatform_sdlbase();
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void initSoundSystem() override;
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int checkLicense() override;
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const char* const getWindowTitle() const;
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int getScreenWidth() const override;
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int getScreenHeight() const override;
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Texture loadTexture(const std::string& path, bool b = false) override = 0;
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int getUserInputStatus() override;
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SoundSystem* const getSoundSystem() const override { return m_pSoundSystem; }
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// Also add these to allow proper turning within the game.
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void setMouseGrabbed(bool b) override;
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void setMouseDiff(int x, int y);
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void getMouseDiff(int& x, int& y) override;
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void clearDiff() override;
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// Also add these to allow proper text input within the game.
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bool shiftPressed() override;
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void setShiftPressed(bool b, bool isLeft);
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static Mouse::ButtonType GetMouseButtonType(SDL_Event event);
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static Mouse::ButtonState GetMouseButtonState(SDL_Event event);
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static Keyboard::KeyState GetKeyState(SDL_Event event);
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private:
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SDL_Window *_window;
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const Texture *_iconTexture;
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SDL_Surface *_icon;
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bool m_bShiftPressed[2];
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int xrel;
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int yrel;
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Logger* m_pLogger;
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SoundSystem* m_pSoundSystem;
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static SDL_Surface* getSurfaceForTexture(const Texture* const texture);
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protected:
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std::string _storageDir;
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virtual void ensureDirectoryExists(const char* path) { }
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void setIcon(const Texture& icon); // note: this takes ownership of the texture, so no memory leaks!
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};
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