Files
mcpe/source/client/app/AppPlatform.cpp
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

187 lines
2.6 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
********************************************************************/
#include "AppPlatform.hpp"
#include "common/Utils.hpp"
AppPlatform* AppPlatform::m_singleton = nullptr;
AppPlatform* const AppPlatform::singleton()
{
return m_singleton;
}
AppPlatform::AppPlatform()
{
m_singleton = this;
}
AppPlatform::~AppPlatform()
{
}
void AppPlatform::_tick()
{
}
void AppPlatform::buyGame()
{
}
int AppPlatform::checkLicense()
{
return 0; // assume no license
}
void AppPlatform::createUserInput()
{
}
void AppPlatform::finish()
{
}
std::string AppPlatform::getDateString(int time)
{
return "";
}
// ??? AppPlatform::getOptionStrings()
int AppPlatform::getScreenWidth() const
{
return C_DEFAULT_SCREEN_WIDTH; // default rez of the XPERIA PLAY?
}
int AppPlatform::getScreenHeight() const
{
return C_DEFAULT_SCREEN_HEIGHT;
}
std::vector<std::string> AppPlatform::getUserInput()
{
return std::vector<std::string>();
}
int AppPlatform::getUserInputStatus()
{
return 0;
}
bool AppPlatform::hasBuyButtonWhenInvalidLicense()
{
return false;
}
// void AppPlatform::loadTexture(const std::string&, bool);
void AppPlatform::saveScreenshot(const std::string&, int, int)
{
}
void AppPlatform::showDialog(eDialogType type)
{
}
void AppPlatform::uploadPlatformDependentData(int, void*)
{
}
Texture AppPlatform::loadTexture(const std::string&, bool)
{
return Texture(0, 0, nullptr, 1, 0);
}
bool AppPlatform::isTouchscreen()
{
return true;
}
void AppPlatform::recenterMouse()
{
}
void AppPlatform::setMouseGrabbed(bool b)
{
}
void AppPlatform::getMouseDiff(int& x, int& y)
{
x = y = 0;
}
void AppPlatform::clearDiff()
{
}
void AppPlatform::updateFocused(bool focused)
{
}
bool AppPlatform::shiftPressed()
{
return false;
}
void AppPlatform::showKeyboard(bool bShown)
{
}
void AppPlatform::onHideKeyboard()
{
}
int AppPlatform::getKeyboardUpOffset()
{
return 0;
}
bool AppPlatform::hasFileSystemAccess()
{
return false;
}
std::string AppPlatform::getPatchData()
{
return "";
}
void AppPlatform::initSoundSystem()
{
}
SoundSystem* const AppPlatform::getSoundSystem() const
{
return nullptr;
}
std::string AppPlatform::getAssetPath(const std::string &path) const
{
std::string realPath = path;
if (realPath.size() && realPath[0] == '/')
{
// trim it off
realPath = realPath.substr(1);
}
realPath = "assets/" + realPath;
return realPath;
}