Files
mcpe/platforms/sdl/base/AppPlatform_sdl_base.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

---------

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

69 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_sdl_base : public AppPlatform
{
public:
void _init(std::string storageDir, SDL_Window *window);
AppPlatform_sdl_base(std::string storageDir, SDL_Window *window)
{
_init(storageDir, window);
}
~AppPlatform_sdl_base();
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);
bool isTouchscreen() override { return false; }
static MouseButtonType GetMouseButtonType(SDL_Event event);
static bool 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!
};