raze-gles/polymer/eduke32/source/android/in_android.c

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#include "sdl_inc.h"
#include "baselayer.h"
#include "keys.h"
#include "duke3d.h"
#include "common_game.h"
#include "osd.h"
#include "player.h"
#include "jmact/keyboard.h"
#include "jmact/control.h"
#include "../src/video/android/SDL_androidkeyboard.h"
#include "in_android.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
extern int SDL_SendKeyboardText(const char *text);
char sdl_text[2];
int PortableKeyEvent(int state, int code,int unicode){
LOGI("PortableKeyEvent %d %d %d",state,code,unicode);
/*
if (state)
Android_OnKeyDown(code);
else
Android_OnKeyUp(code);
return;
*/
if (state)
SDL_SendKeyboardKey(SDL_PRESSED, code);
else
SDL_SendKeyboardKey(SDL_RELEASED, 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);
}
}
return 0;
}
int crouchToggleState=0;
#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
uint64_t functionSticky = 0; //To let at least one tick
uint64_t functionHeld = 0;
void changeActionState(int state, int action)
{
if (state)
{
//BUTTONSET(action,1);
functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
}
else
{
//BUTTONCLEAR(action);
functionHeld &= ~((uint64_t)1<<((uint64_t)(action)));
}
}
void PortableAction(int state, int action)
{
LOGI("PortableAction action = %d, state = %d",action,state);
//Special toggle for crouch, NOT when using jetpack or in water
if (!g_player[myconnectindex].ps->jetpack_on &&
g_player[myconnectindex].ps->on_ground &&
(sector[g_player[myconnectindex].ps->cursectnum].lotag != 2))// This means underwater!
{
if (action == gamefunc_Crouch)
{
if (state)
{
crouchToggleState =!crouchToggleState;
}
state = crouchToggleState;
}
}
//Check if jumping while crouched
if (action == gamefunc_Jump)
{
if (crouchToggleState)
{
crouchToggleState = 0;
changeActionState(0,gamefunc_Crouch);
}
}
changeActionState(state,action);
LOGI("PortableAction state = 0x%016llX",CONTROL_ButtonState);
}
// =================== FORWARD and SIDE MOVMENT ==============
float forwardmove, sidemove; //Joystick mode
void PortableMoveFwd(float fwd)
{
if (fwd > 1)
fwd = 1;
else if (fwd < -1)
fwd = -1;
forwardmove = fwd;
}
void PortableMoveSide(float strafe)
{
if (strafe > 1)
strafe = 1;
else if (strafe < -1)
strafe = -1;
sidemove = strafe;
}
void PortableMove(float fwd, float strafe)
{
PortableMoveFwd(fwd);
PortableMoveSide(strafe);
}
//======================================================================
//Look up and down
int look_pitch_mode;
float look_pitch_mouse,look_pitch_abs,look_pitch_joy;
void PortableLookPitch(int mode, float pitch)
{
//LOGI("PortableLookPitch %d %f",mode, pitch);
look_pitch_mode = mode;
switch(mode)
{
case LOOK_MODE_MOUSE:
look_pitch_mouse += pitch;
break;
case LOOK_MODE_ABSOLUTE:
look_pitch_abs = pitch;
break;
case LOOK_MODE_JOYSTICK:
look_pitch_joy = pitch;
break;
}
}
//left right
int look_yaw_mode;
float look_yaw_mouse,look_yaw_joy;
void PortableLookYaw(int mode, float yaw)
{
look_yaw_mode = mode;
switch(mode)
{
case LOOK_MODE_MOUSE:
look_yaw_mouse += yaw;
break;
case LOOK_MODE_JOYSTICK:
look_yaw_joy = yaw;
break;
}
}
void PortableCommand(const char * cmd){}
extern int32_t main(int32_t argc, char *argv[]);
void PortableInit(int argc,const char ** argv){
main(argc,argv);
}
void PortableFrame(){
//NOT USED for DUKE
}
int PortableInMenu(){
return ( (g_player[myconnectindex].ps->gm & MODE_MENU) || !(g_player[myconnectindex].ps->gm & MODE_GAME))?1:0;
}
unsigned int PortableGetWeapons()
{
return g_player[myconnectindex].ps->gotweapon;
}
int PortableInAutomap()
{
return 0;
}
int PortableShowKeyboard(){
return 0;
}
int PortableIsSoftwareMode()
{
if (getrendermode() >= REND_POLYMOST)
return 0;
else
return 1;
}
static int lastWeapon = -1;
int getLastWeapon(){
return lastWeapon;
}
extern user_defs ud;
int isPaused()
{
return ud.pause_on;
}
///This stuff is called from the game/engine
void setLastWeapon(int w)
{
LOGI("setLastWeapon %d",w);
lastWeapon = w;
}
void CONTROL_Android_ClearButton(int32_t whichbutton)
{
BUTTONCLEAR(whichbutton);
functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
}
void CONTROL_Android_PollDevices(ControlInfo *info)
{
//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
info->dz = -forwardmove * 5000;
info->dx = sidemove * 200;
switch(look_pitch_mode)
{
case LOOK_MODE_MOUSE:
info->dpitch = look_pitch_mouse * 100000;
look_pitch_mouse = 0;
break;
case LOOK_MODE_ABSOLUTE:
//cl.viewangles[0] = look_pitch_abs * 80;
break;
case LOOK_MODE_JOYSTICK:
info->dpitch = look_pitch_joy * 2000;
break;
}
switch(look_yaw_mode)
{
case LOOK_MODE_MOUSE:
info->dyaw = -look_yaw_mouse * 80000;
look_yaw_mouse = 0;
break;
case LOOK_MODE_JOYSTICK:
info->dyaw = -look_yaw_joy * 4000;
break;
}
CONTROL_ButtonState = 0;
CONTROL_ButtonState |= functionSticky;
CONTROL_ButtonState |= functionHeld;
functionSticky = 0;
//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
}