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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>
74 lines
1.9 KiB
C++
74 lines
1.9 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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// 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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