Files
mcpe/source/AppPlatform.hpp
Brent 5ac3aa6d9e macOS Support & AppPlatform Cleanup (#57)
* macOS Support & Cleanup

* Fix malformed comments in build-wasm.bat

* Emscripten Fixes

* * Add shebang to the grabsounds.py script

Since it was changed from rw- to rwx, I'll add the shebang so that it actually runs properly.

* * Re-add the patch_data and readme files.

* * Remove sound data.

* Fix some more things.

* Think it's ready to pull now...

---------

Co-authored-by: BrentDaMage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-08-17 11:20:59 +03:00

66 lines
1.8 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"
class AppPlatform
{
public:
enum eDialogType
{
DLG_CREATE_WORLD = 1,
DLG_CHAT,
DLG_OPTIONS,
DLG_RENAME_MP_WORLD,
};
public:
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);
virtual std::vector<std::string> getOptionStrings();
#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();
// Also add this to allow option saving.
virtual void setOptionStrings(const std::vector<std::string>& vec);
// Also add this to allow dynamic patching.
virtual std::string getPatchData();
#endif
protected:
virtual std::string getAssetPath(const std::string& path) const;
private:
virtual void _tick();
};