Files
mcpe/platforms/sdl/AppPlatform_sdlbase.hpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* 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>
2023-10-22 10:08:59 +03:00

67 lines
1.8 KiB
C++

#pragma once
#include <string>
#include "thirdparty/SDL2/SDL2.h"
#include "client/app/AppPlatform.hpp"
#include "client/player/input/Mouse.hpp"
#include "client/player/input/Keyboard.hpp"
#include "common/Logger.hpp"
class AppPlatform_sdlbase : public AppPlatform
{
public:
void _init(std::string storageDir, SDL_Window *window);
AppPlatform_sdlbase(std::string storageDir, SDL_Window *window)
{
_init(storageDir, window);
}
~AppPlatform_sdlbase();
void initSoundSystem() override;
int checkLicense() override;
const char* const getWindowTitle() const;
int getScreenWidth() const override;
int getScreenHeight() const override;
Texture loadTexture(const std::string& path, bool b = false) override = 0;
int getUserInputStatus() override;
SoundSystem* const getSoundSystem() const override { return m_pSoundSystem; }
// Also add these to allow proper turning within the game.
void setMouseGrabbed(bool b) override;
void setMouseDiff(int x, int y);
void getMouseDiff(int& x, int& y) override;
void clearDiff() override;
// Also add these to allow proper text input within the game.
bool shiftPressed() override;
void setShiftPressed(bool b, bool isLeft);
static Mouse::ButtonType GetMouseButtonType(SDL_Event event);
static Mouse::ButtonState GetMouseButtonState(SDL_Event event);
static Keyboard::KeyState GetKeyState(SDL_Event event);
private:
SDL_Window *_window;
const Texture *_iconTexture;
SDL_Surface *_icon;
bool m_bShiftPressed[2];
int xrel;
int yrel;
Logger* m_pLogger;
SoundSystem* m_pSoundSystem;
static SDL_Surface* getSurfaceForTexture(const Texture* const texture);
protected:
std::string _storageDir;
virtual void ensureDirectoryExists(const char* path) { }
void setIcon(const Texture& icon); // note: this takes ownership of the texture, so no memory leaks!
};