Files
mcpe/platforms/android/AppPlatform_android.hpp
f f83ead9f8d WIP Android Port (#79)
* WIP Android Port

Android port. Still needs touch controls and mouse turning (if that's even possible on android) and file saving and SoundSystemSL
You control the camera and movement with your controller for now. You can navigate the gui using touch.
Options.cpp,LocalPlayer.cpp,Minecraft.cpp is configured to use controller.
Blocked out some code in ControllerTurnInput.cpp,Controller.cpp that didn't make sense.

* Fix glClear

glClear is supossed to use GL_DEPTH_BUFFER_BIT (thx TheBrokenRail)

* * Fix build.

* * Ignore assets.

* * More stuff

* * Fix more build errors.

* * It finally built

What I needed to do is rebuild the debug keystore because apparently android studio created it with sha1 digest alg which isn't supported by ant

* * Clean up filters.

* * Add cramped mode to the pause screen.

* * Fix a bug with the hotbar

* * In NinecraftApp::handleBack, pause the game if there is no screen.

* * AppPlatform_android: Add placeholder SoundSystem instance till we get SoundSystemSL working

* * Add properly working touch code.

* * Oh, remove some testing things

* * Fix state resetting when going in background and back in foreground
* Fix bug where the sky isn't being regenerated on graphics reset
* Fix bug where the m_currBoundTex isn't reset in Textures::clear potentially leaving a texture with that ID unassigned and corrupted
* Fix bug in CThread where the thread is detached and then also joined.
* Don't log anything if the program isn't in debug mode.

* * Add virtual keyboard support.

The screen instance slides so that the focused text box is kept visible.

* Rename from com.minecraftcpp to com.reminecraftpe

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Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-11-03 12:54:39 +02:00

86 lines
2.4 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 "thirdparty/GL/GL.hpp"
#include <ctime>
#include "client/app/AppPlatform.hpp"
#include "source/common/Utils.hpp"
#include "android_native_app_glue.h"
// note: probably won't add AppPlatform_android until it's time
// to build an Android app
class AppPlatform_android : public AppPlatform
{
public:
AppPlatform_android();
~AppPlatform_android();
void initConsts();
void buyGame() override;
void saveScreenshot(const std::string& fileName, int width, int height) override;
int checkLicense() override;
void createUserInput() override;
std::vector<std::string> getUserInput() override;
int getUserInputStatus() override;
int getScreenWidth() const override;
int getScreenHeight() const override;
void showDialog(eDialogType) override;
std::string getDateString(int time) override;
Texture loadTexture(const std::string& str, bool b) override;
//std::vector<std::string> getOptionStrings() override;
// Also add these to allow proper turning within the game.
void recenterMouse() override;
void setMouseGrabbed(bool b) override;
void getMouseDiff(int& x, int& y) override;
void clearDiff() override;
void updateFocused(bool focused) override;
// Also add these to allow proper text input within the game.
bool shiftPressed() override;
void setShiftPressed(bool b);
void showKeyboard(bool bShown) override;
void onHideKeyboard() override; // This is an event
int getKeyboardUpOffset() override;
// Also add these to allow saving options.
//void setOptionStrings(const std::vector <std::string>& str) override;
SoundSystem* const getSoundSystem() const override;
void initSoundSystem() override;
bool isTouchscreen() override;
void setScreenSize(int width, int height);
void initAndroidApp(android_app* ptr);
private:
int m_ScreenWidth;
int m_ScreenHeight;
std::vector<std::string> m_UserInput;
int m_UserInputStatus;
eDialogType m_DialogType;
bool m_bIsFocused;
bool m_bGrabbedMouse;
bool m_bActuallyGrabbedMouse;
bool m_bWasUnfocused;
bool m_bShiftPressed;
bool m_bIsKeyboardShown;
int m_MouseDiffX, m_MouseDiffY;
android_app* m_app;
SoundSystem* m_pSoundSystem;
};