mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 09:21:12 +00:00
5645858a64
git-svn-id: https://svn.eduke32.com/eduke32@4433 1a8010ca-5511-0410-912e-c29ae57300e0
259 lines
5.5 KiB
C
259 lines
5.5 KiB
C
#include "sdl_inc.h"
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#include "baselayer.h"
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#include "keys.h"
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#include "duke3d.h"
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#include "common_game.h"
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#include "osd.h"
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#include "player.h"
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#include "game.h"
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#include "build.h"
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#include "jmact/keyboard.h"
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#include "jmact/control.h"
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#include "../src/video/android/SDL_androidkeyboard.h" // FIXME: include header locally if necessary
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#include "in_android.h"
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#include <android/log.h>
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
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extern int32_t main(int32_t argc, char *argv []);
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#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
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#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
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extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
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extern int SDL_SendKeyboardText(const char *text);
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static float forwardmove, sidemove; //Joystick mode
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static char sdl_text[2];
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int PortableKeyEvent(int state, int code,int unicode)
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{
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LOGI("PortableKeyEvent %d %d %d",state,code,unicode);
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SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, code);
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SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
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if (code == 42)
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unicode = 42;
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if (state)
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{
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//if (unicode < 128)
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{
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sdl_text[0] = unicode;
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sdl_text[1] = 0;
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int posted = SDL_SendKeyboardText((const char*)sdl_text);
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LOGI("posted = %d",posted);
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}
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}
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return 0;
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}
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void changeActionState(int state, int action)
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{
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if (state)
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{
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//BUTTONSET(action,1);
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droidplayer.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
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droidplayer.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
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return;
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}
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//BUTTONCLEAR(action);
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droidplayer.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
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}
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void PortableAction(int state, int action)
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{
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LOGI("PortableAction action = %d, state = %d",action,state);
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//Special toggle for crouch, NOT when using jetpack or in water
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if (!g_player[myconnectindex].ps->jetpack_on &&
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g_player[myconnectindex].ps->on_ground &&
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(sector[g_player[myconnectindex].ps->cursectnum].lotag != ST_2_UNDERWATER))
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{
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if (action == gamefunc_Crouch)
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{
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if (state)
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droidplayer.crouchToggleState = !droidplayer.crouchToggleState;
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state = droidplayer.crouchToggleState;
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}
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}
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//Check if jumping while crouched
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if (action == gamefunc_Jump)
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{
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droidplayer.crouchToggleState = 0;
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changeActionState(0, gamefunc_Crouch);
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}
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changeActionState(state,action);
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LOGI("PortableAction state = 0x%016llX",CONTROL_ButtonState);
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}
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// =================== FORWARD and SIDE MOVMENT ==============
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void PortableMoveFwd(float fwd)
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{
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forwardmove = fclamp2(fwd, -1.f, 1.f);
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}
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void PortableMoveSide(float strafe)
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{
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sidemove = fclamp2(strafe, -1.f, 1.f);
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}
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void PortableMove(float fwd, float strafe)
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{
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PortableMoveFwd(fwd);
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PortableMoveSide(strafe);
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}
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//======================================================================
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//Look up and down
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int look_pitch_mode;
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float look_pitch_mouse,look_pitch_abs,look_pitch_joy;
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void PortableLookPitch(int mode, float pitch)
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{
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//LOGI("PortableLookPitch %d %f",mode, pitch);
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look_pitch_mode = mode;
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switch(mode)
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{
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case LOOK_MODE_MOUSE:
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look_pitch_mouse += pitch;
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break;
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case LOOK_MODE_ABSOLUTE:
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look_pitch_abs = pitch;
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break;
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case LOOK_MODE_JOYSTICK:
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look_pitch_joy = pitch;
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break;
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}
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}
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//left right
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int look_yaw_mode;
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float look_yaw_mouse,look_yaw_joy;
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void PortableLookYaw(int mode, float yaw)
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{
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look_yaw_mode = mode;
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switch(mode)
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{
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case LOOK_MODE_MOUSE:
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look_yaw_mouse += yaw;
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break;
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case LOOK_MODE_JOYSTICK:
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look_yaw_joy = yaw;
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break;
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}
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}
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void PortableCommand(const char * cmd)
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{
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OSD_Dispatch(cmd);
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}
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void PortableInit(int argc,const char ** argv)
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{
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main(argc, argv);
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}
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void PortableFrame()
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{
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//NOT USED for DUKE
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}
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int32_t PortableRead(portableread_t r)
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{
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switch (r)
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{
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case READ_MENU:
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return (g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU || (g_player[myconnectindex].ps->gm & MODE_GAME) != MODE_GAME;
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case READ_WEAPONS:
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return g_player[myconnectindex].ps->gotweapon;
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case READ_AUTOMAP:
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return ud.overhead_on != 0;
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case READ_KEYBOARD:
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return 0;
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case READ_RENDERER:
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return getrendermode();
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case READ_LASTWEAPON:
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return droidplayer.lastWeapon;
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case READ_PAUSED:
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return ud.pause_on != 0;
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default:
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return 0;
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}
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}
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///This stuff is called from the game/engine
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void CONTROL_Android_SetLastWeapon(int w)
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{
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LOGI("setLastWeapon %d",w);
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droidplayer.lastWeapon = w;
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}
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void CONTROL_Android_ClearButton(int32_t whichbutton)
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{
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BUTTONCLEAR(whichbutton);
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droidplayer.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
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}
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void CONTROL_Android_PollDevices(ControlInfo *info)
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{
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//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
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info->dz = -forwardmove * 5000;
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info->dx = sidemove * 200;
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switch(look_pitch_mode)
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{
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case LOOK_MODE_MOUSE:
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info->dpitch = look_pitch_mouse * 100000;
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look_pitch_mouse = 0;
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break;
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case LOOK_MODE_ABSOLUTE:
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//cl.viewangles[0] = look_pitch_abs * 80;
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break;
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case LOOK_MODE_JOYSTICK:
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info->dpitch = look_pitch_joy * 2000;
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break;
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}
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switch(look_yaw_mode)
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{
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case LOOK_MODE_MOUSE:
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info->dyaw = -look_yaw_mouse * 80000;
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look_yaw_mouse = 0;
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break;
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case LOOK_MODE_JOYSTICK:
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info->dyaw = -look_yaw_joy * 4000;
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break;
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}
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CONTROL_ButtonState = 0;
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CONTROL_ButtonState |= droidplayer.functionSticky;
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CONTROL_ButtonState |= droidplayer.functionHeld;
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droidplayer.functionSticky = 0;
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//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
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}
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