raze/polymer/eduke32/source/android/in_android.c
terminx c725da4829 More Android changes. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@5066 1a8010ca-5511-0410-912e-c29ae57300e0
2015-03-24 00:40:01 +00:00

344 lines
9.1 KiB
C

#include "compat.h"
#include "sdl_inc.h"
#include "baselayer.h"
#include "keys.h"
#include "duke3d.h"
#include "common_game.h"
#include "osd.h"
#include "player.h"
#include "game.h"
#include "build.h"
#include "anim.h"
#include "player.h"
#include "jmact/keyboard.h"
#include "jmact/control.h"
#include "jmact/_control.h"
#include "menus.h"
#ifdef __cplusplus
extern "C" {
#endif
extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
extern int SDL_SendKeyboardText(const char *text);
extern int SDL_SendMouseMotion(SDL_Window * window, Uint32 mouseID, int relative, int x, int y);
extern int SDL_SendMouseButton(SDL_Window * window, Uint32 mouseID, Uint8 state, Uint8 button);
#ifdef __cplusplus
}
#endif
#include "in_android.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
extern int32_t main(int32_t argc, char *argv []);
static char sdl_text[2];
droidinput_t droidinput;
int PortableKeyEvent(int state, int code,int unicode)
{
LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode);
SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, (SDL_Scancode)code);
SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
// if (code == 42)
// unicode = 42;
if (state)
{
//if (unicode < 128)
{
sdl_text[0] = unicode;
sdl_text[1] = 0;
int posted = SDL_SendKeyboardText((const char*)sdl_text);
LOGI("posted = %d",posted);
}
if (state == 2)
PortableKeyEvent(0, code, unicode);
}
return 0;
}
void PortableMouseMenu(float x,float y)
{
SDL_SendMouseMotion(NULL,0,0,x,y);
}
void PortableMouseMenuButton(int state,int button)
{
SDL_SendMouseButton(NULL, SDL_TOUCH_MOUSEID, state?SDL_PRESSED:SDL_RELEASED, SDL_BUTTON_LEFT);
}
void changeActionState(int state, int action)
{
if (state)
{
//BUTTONSET(action,1);
droidinput.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
droidinput.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
return;
}
//BUTTONCLEAR(action);
droidinput.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
}
#ifdef GP_LIC
#define GP_LIC_INC 4
#include "s-setup/gp_lic_include.h"
#endif
void PortableAction(int state, int action)
{
LOGI("PortableAction action = %d, state = %d", action, state);
if (action >= MENU_UP && action <= MENU_BACK)
{
// if (PortableRead(READ_SCREEN_MODE) == TOUCH_SCREEN_MENU)
{
int const sdl_code [] = { SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT,
SDL_SCANCODE_RIGHT, SDL_SCANCODE_RETURN, SDL_SCANCODE_ESCAPE };
PortableKeyEvent(state, sdl_code[action-MENU_UP], 0);
return;
}
}
else
{
//if (PortableRead(READ_SCREEN_MODE) != TOUCH_SCREEN_GAME) //If not in game don't do any of this
/// return;
#ifdef GP_LIC
#define GP_LIC_INC 5
#include "s-setup/gp_lic_include.h"
#endif
//Special toggle for crouch, NOT when using jetpack or in water
if (droidinput.toggleCrouch)
{
int lotag = sector[g_player[myconnectindex].ps->cursectnum].lotag;
if (droidinput.crouchToggleState && (lotag == ST_2_UNDERWATER || lotag == ST_1_ABOVE_WATER))
{
droidinput.crouchToggleState = 0;
if (action == gamefunc_Crouch)
state = 0;
else PortableAction(0, gamefunc_Crouch);
}
if (action == gamefunc_Crouch)
{
if (!g_player[myconnectindex].ps->jetpack_on && g_player[myconnectindex].ps->on_ground &&
lotag != ST_2_UNDERWATER && lotag != ST_1_ABOVE_WATER)
{
if (state)
droidinput.crouchToggleState = !droidinput.crouchToggleState;
state = droidinput.crouchToggleState;
}
}
}
//Check if jumping while crouched
if (action == gamefunc_Jump)
{
if (droidinput.crouchToggleState)
{
droidinput.crouchToggleState = 0;
changeActionState(0, gamefunc_Crouch);
}
else
changeActionState(state, action);
}
else
changeActionState(state, action);
if (state == 2)
PortableAction(0, action);
// LOGI("PortableAction state = 0x%016llX", CONTROL_ButtonState);
}
}
int const deadRegion = 0.3;
float analogCalibrate(float v)
{
float rv = 0;
if (v > deadRegion) rv = (v - deadRegion) * (v - deadRegion);
else if (-v > deadRegion) rv = -(-v - deadRegion) * (-v - deadRegion);
return rv;
}
//Need these NAN check as not cumulative.
void PortableMove(float fwd, float strafe)
{
if (!ud.auto_run)
{
fwd *= 0.5f;
strafe *= 0.5f;
}
if (!isnan(fwd))
droidinput.forwardmove = fclamp2(analogCalibrate(fwd), -1.f, 1.f);
if (!isnan(strafe))
droidinput.sidemove = fclamp2(analogCalibrate(strafe), -1.f, 1.f);
}
void PortableLook(float yaw, float pitch)
{
droidinput.pitch += pitch;
droidinput.yaw += yaw;
}
void PortableLookJoystick(float yaw, float pitch)
{
if (!isnan(pitch))
droidinput.pitch_joystick = analogCalibrate(pitch);
if (!isnan(yaw))
droidinput.yaw_joystick = analogCalibrate(yaw);
}
void PortableCommand(const char * cmd)
{
OSD_Dispatch(cmd);
}
void PortableInit(int argc, const char ** argv)
{
main(argc, ( char **)argv);
}
int consoleShown = 0;
void AndroidSetConsoleShown(int onf)
{
consoleShown = onf;
}
extern int inExtraScreens; //In game.c
int32_t PortableRead(portableread_t r)
{
int32_t rv;
switch (r)
{
case READ_SCREEN_MODE:
if (g_animPtr || inExtraScreens)
rv = TOUCH_SCREEN_BLANK_TAP;
else if (consoleShown)
rv = TOUCH_SCREEN_CONSOLE;
else if ((g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU)
rv = (m_currentMenu->type == Verify) ? TOUCH_SCREEN_YES_NO : TOUCH_SCREEN_MENU;
/*
else if (ud.overhead_on == 2)
rv = TOUCH_SCREEN_AUTOMAP;
*/
else if ((g_player[myconnectindex].ps->gm & MODE_GAME))
if (PortableRead(READ_IS_DEAD))
rv = TOUCH_SCREEN_BLANK_TAP;
else
rv = TOUCH_SCREEN_GAME;
else
rv = TOUCH_SCREEN_BLANK_TAP;
break;
case READ_WEAPONS:
rv = g_player[myconnectindex].ps->gotweapon; break;
case READ_AUTOMAP:
rv = 0; break;//ud.overhead_on != 0; break;// ud.overhead_on ranges from 0-2
case READ_MAPFOLLOWMODE:
rv = ud.scrollmode; break;
case READ_RENDERER:
rv = getrendermode(); break;
case READ_LASTWEAPON:
rv = droidinput.lastWeapon;
if ((unsigned)rv < MAX_WEAPONS && !g_player[myconnectindex].ps->ammo_amount[rv])
rv = -1;
break;
case READ_PAUSED:
rv = ud.pause_on != 0; break;
case READ_IS_DEAD:
rv = g_player[myconnectindex].ps->dead_flag; break;
case READ_INVENTORY:
rv = 0;
for (int i = 0; i < GET_MAX; i++)
{
if (g_player[myconnectindex].ps->inv_amount[i])
rv += (1 << i);
}
break;
case READ_SOMETHINGONPLAYER:
rv = g_player[myconnectindex].ps->somethingonplayer != -1;
break;
default:
rv = 0; break;
}
return rv;
}
static float map_zoom,map_dx,map_dy = 0;
void PortableAutomapControl(float zoom,float dx,float dy)
{
map_zoom += zoom;
map_dx += dx;
map_dy += dy;
}
///This stuff is called from the game/engine
extern void CONTROL_Android_ScrollMap(int32_t *angle,int32_t *x, int32_t *y, uint16_t *zoom )
{
*x += ((int)(map_dx * -30000)*sintable[(512+2048-*angle)&2047])>>14;
*y += ((int)(map_dy * -30000)*sintable[(512+1024-512-*angle)&2047])>>14;
// *zoom += map_zoom * 2000;
//*angle = 0;
map_dx = map_dy = map_zoom = 0;
}
void CONTROL_Android_SetLastWeapon(int w)
{
droidinput.lastWeapon = w;
}
void CONTROL_Android_ClearButton(int32_t whichbutton)
{
BUTTONCLEAR(whichbutton);
droidinput.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
}
void CONTROL_Android_PollDevices(ControlInfo *info)
{
//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
//LOGI("CONTROL_Android_PollDevices %f %f",droidinput.pitch,droidinput.yaw);
info->dz = (int32_t)nearbyintf(-droidinput.forwardmove * ANDROIDMOVEFACTOR);
info->dx = (int32_t)nearbyintf(droidinput.sidemove * ANDROIDMOVEFACTOR) >> 5;
info->dpitch =
(int32_t)nearbyint(droidinput.pitch * ANDROIDLOOKFACTOR + droidinput.pitch_joystick * ANDROIDPITCHFACTORJOYSTICK);
info->dyaw =
(int32_t)nearbyint(-droidinput.yaw * ANDROIDLOOKFACTOR - droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK);
droidinput.pitch = droidinput.yaw = 0.f;
CONTROL_ButtonState = droidinput.functionSticky | droidinput.functionHeld;
droidinput.functionSticky = 0;
//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
}