Files
mcpe/source/client/app/AppPlatform.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

74 lines
1.9 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 <string>
#include <vector>
#include "client/renderer/Texture.hpp"
#include "client/sound/SoundSystem.hpp"
class AppPlatform
{
public:
enum eDialogType
{
DLG_CREATE_WORLD = 1,
DLG_CHAT,
DLG_OPTIONS,
DLG_RENAME_MP_WORLD,
};
private:
static AppPlatform* m_singleton;
public:
static AppPlatform* const singleton();
AppPlatform();
~AppPlatform();
virtual void buyGame();
virtual int checkLicense();
virtual void createUserInput();
virtual void finish();
virtual std::string getDateString(int);
virtual int getScreenWidth() const;
virtual int getScreenHeight() const;
virtual std::vector<std::string> getUserInput();
virtual int getUserInputStatus();
virtual bool hasBuyButtonWhenInvalidLicense();
virtual void saveScreenshot(const std::string&, int, int);
virtual void showDialog(eDialogType);
virtual void uploadPlatformDependentData(int, void*);
virtual Texture loadTexture(const std::string&, bool);
#ifndef ORIGINAL_CODE
// Also add these to allow proper turning within the game.
virtual void recenterMouse();
virtual void setMouseGrabbed(bool b);
virtual void getMouseDiff(int& x, int& y);
virtual void clearDiff();
virtual void updateFocused(bool focused);
// Also add this to allow proper text input within the game.
virtual bool shiftPressed();
virtual bool hasFileSystemAccess();
// Also add this to allow dynamic patching.
virtual std::string getPatchData();
virtual void initSoundSystem();
virtual SoundSystem* const getSoundSystem() const;
#endif
public:
virtual std::string getAssetPath(const std::string& path) const;
private:
virtual void _tick();
};