raze-gles/polymer/eduke32/source/android/android-jni.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2015 EDuke32 developers and contributors
Copyright (C) 2015 Voidpoint, LLC
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <jni.h>
#include <android/log.h>
#include "SDL_scancode.h"
#include "SDL_main.h"
#include "TouchControlsContainer.h"
#include "JNITouchControlsUtils.h"
#ifdef GP_LIC
#include "s-setup/s-setup.h"
#endif
extern "C" {
#define DEFAULT_FADE_FRAMES 10
extern void SDL_Android_Init(JNIEnv *env, jclass cls);
extern char const *G_GetStringFromSavegame(const char *filename, int type);
extern int32_t G_GetScreenshotFromSavegame(const char *filename, char *pal, char *data);
#include "in_android.h"
#include "../function.h"
#include "../GL/gl.h"
// Copied from build.h, which didnt include here
enum rendmode_t
{
REND_CLASSIC,
REND_POLYMOST = 3,
REND_POLYMER
};
enum dukeinv_t
{
GET_STEROIDS, // 0
GET_SHIELD,
GET_SCUBA,
GET_HOLODUKE,
GET_JETPACK,
GET_DUMMY1, // 5
GET_ACCESS,
GET_HEATS,
GET_DUMMY2,
GET_FIRSTAID,
GET_BOOTS, // 10
GET_MAX
};
#ifndef LOGI
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "DUKE", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "DUKE", __VA_ARGS__))
#endif
#define REND_SOFT 0
#define REND_GL 1
droidsysinfo_t droidinfo;
static int curRenderer;
static bool hideTouchControls = true;
static int weaponWheelVisible = false;
static int controlsCreated = 0;
touchcontrols::TouchControlsContainer controlsContainer;
touchcontrols::TouchControls *tcBlankTap;
touchcontrols::TouchControls *tcYesNo;
touchcontrols::TouchControls *tcMenuMain;
touchcontrols::TouchControls *tcGameMain;
touchcontrols::TouchControls *tcGameWeapons;
// touchcontrols::TouchControls *tcInventory;
touchcontrols::TouchControls *tcAutomap;
touchcontrols::TouchJoy *touchJoyLeft;
touchcontrols::WheelSelect *weaponWheel;
extern JNIEnv *env_;
JavaVM *jvm_;
touchcontrols::Button *inv_buttons[GET_MAX];
std::string obbPath, gamePath;
void openGLStart()
{
if (curRenderer == REND_GL)
{
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1);
// glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT);
// LOGI("openGLStart");
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
// nanoPushState();
}
/*
else // software mode
{
glDisable(GL_ALPHA_TEST);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
}
*/
}
void openGLEnd()
{
if (curRenderer == REND_GL)
{
// glPopMatrix();
// nanoPopState();
glPopMatrix();
}
/*
else // Software mode
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
}
*/
}
void gameSettingsButton(int state)
{
if (state == 1)
{
showTouchSettings();
}
}
// This is a bit of a hack, if the weapon wheel was selected, then an inv chosen instead, we need to cancel the weapon
// selection
// NOT needed actually, weapon wheel disabled before is get finger up anyway
// static bool invWasSelected = false;
void showWeaponsInventory(bool show)
{
if (show)
{
for (int n = 0; n < 10; n++)
weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
// Show inventory buttons
tcGameWeapons->setAllButtonsEnable(true);
tcGameWeapons->fade(touchcontrols::FADE_IN, 5); // fade in
weaponWheelVisible = true;
}
else // hide
{
tcGameWeapons->setAllButtonsEnable(false);
weaponWheel->setTapMode(false);
weaponWheelVisible = false;
}
}
void gameButton(int state, int code)
{
switch (code)
{
case gamefunc_Fire:
if (state && PortableRead(READ_SOMETHINGONPLAYER))
{
PortableAction(1, gamefunc_Quick_Kick);
PortableAction(0, gamefunc_Quick_Kick);
}
else PortableAction(state, code);
break;
case KEY_SHOW_KBRD:
if (state)
toggleKeyboard();
PortableKeyEvent(state, SDL_SCANCODE_GRAVE, 0);
break;
case KEY_QUICK_CMD:
if (state == 1)
showCustomCommands();
break;
case KEY_SHOW_INVEN:
if (state)
{
if (!weaponWheelVisible)
{
weaponWheel->setTapMode(true);
showWeaponsInventory(true);
PortableTimer(30);
}
else
{
showWeaponsInventory(false);
PortableTimer(120);
}
}
break;
case KEY_QUICK_SAVE:
LOGI("QUICK SAVE");
PortableKeyEvent(state, SDL_SCANCODE_F6, 0);
break;
case KEY_QUICK_LOAD:
LOGI("QUICK LOAD");
PortableKeyEvent(state, SDL_SCANCODE_F9, 0);
break;
default: PortableAction(state, code); break;
}
}
void automapButton(int state, int code) { PortableAction(state, code); }
void inventoryButton(int state, int code)
{
PortableAction(state, code);
if (state == 0)
{
// Inventory chosen, hide them and wheel
showWeaponsInventory(false);
PortableTimer(120);
}
}
void menuButton(int state, int code) { PortableKeyEvent(state, code, code); }
void menuMouse(int action, float x, float y, float dx, float dy)
{
// PortableMouse(dx,dy);
PortableMouseMenu(x * droidinfo.screen_width, y * droidinfo.screen_height);
if (action == MULTITOUCHMOUSE_DOWN || action == MULTITOUCHMOUSE_UP)
PortableMouseMenuButton(action == MULTITOUCHMOUSE_DOWN, 0);
}
void blankTapButton(int state, int code)
{
if (PortableRead(READ_IS_DEAD)) // if the player is dead we need to send a 'open' button
{
if (state)
{
PortableAction(1, gamefunc_Open);
PortableAction(0, gamefunc_Open);
}
}
else // everything else send a return key
PortableKeyEvent(state, SDL_SCANCODE_RETURN, 0);
}
void weaponWheelSelected(int enabled) {
showWeaponsInventory(enabled ? true : false);
PortableTimer(enabled ? 30 : 120);
}
void weaponWheelChosen(int segment)
{
// LOGI("weaponWheel %d",segment);
if (segment == -1 && droidinput.quickSelectWeapon)
segment = PortableRead(READ_LASTWEAPON);
if (segment != -1)
PortableAction(2, gamefunc_Weapon_1 + segment);
}
void left_double_tap(int state)
{
// LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
if (droidinput.left_double_action != -1)
PortableAction(state, droidinput.left_double_action);
}
void right_double_tap(int state)
{
// LOGTOUCH("R double %d",state);
if (droidinput.right_double_action != -1)
PortableAction(state, droidinput.right_double_action);
}
void mouseMove(int action, float x, float y, float dx, float dy)
{
// LOGI(" mouse dx = %f, dy = %f",dx,dy);
if (weaponWheelVisible)
return;
float const scale = .1f;
PortableLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (droidinput.invertLook ? -1.f : 1.f));
}
void automap_multitouch_mouse_move(int action, float x, float y, float dx, float dy)
{
if (action == MULTITOUCHMOUSE_MOVE)
PortableAutomapControl(0, dx, dy);
else if (action == MULTITOUCHMOUSE_ZOOM)
PortableAutomapControl(x, 0, 0);
}
void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
{
// LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
PortableMove(joy_y * droidinput.forward_sens, -joy_x * droidinput.strafe_sens);
}
void setHideSticks(bool v)
{
if (touchJoyLeft)
touchJoyLeft->setHideGraphics(v);
}
void touchSettingsButton(int state)
{
/*
int32_t paused = PortableRead(READ_PAUSED);
//We wanna pause the game when doing settings
if (state && !paused || !state && paused)
{
PortableKeyEvent(2, SDL_SCANCODE_PAUSE, 0);
}
*/
}
void initControls(int width, int height, const char *graphics_path)
{
touchcontrols::GLScaleWidth = (float)width;
touchcontrols::GLScaleHeight = (float)-height;
LOGI("initControls %d x %d,x path = %s", width, height, graphics_path);
if (controlsCreated)
return;
LOGI("creating controls");
touchcontrols::setGraphicsBasePath(graphics_path);
controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart));
controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));
tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
tcMenuMain = new touchcontrols::TouchControls("menu", false, false);
tcGameMain = new touchcontrols::TouchControls("game", false, true, 1, true);
tcGameWeapons = new touchcontrols::TouchControls("weapons", false, true, 1, false);
tcAutomap = new touchcontrols::TouchControls("automap", false, false);
// tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false);
///////////////////////// BLANK TAP SCREEN //////////////////////
// One button on whole screen with no graphic, send a return key
tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0, 0, 26, 16),
"" /*std::string("test")*/, SDL_SCANCODE_RETURN));
tcBlankTap->signal_button.connect(sigc::ptr_fun(&blankTapButton)); // Just reuse the menuButton function
///////////////////////// YES NO SCREEN /////////////////////
tcYesNo->addControl(
new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN));
tcYesNo->addControl(
new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE));
tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton)); // Just reuse the menuButton function
///////////////////////// MAIN MENU SCREEN /////////////////////
tcMenuMain->addControl(
new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", SDL_SCANCODE_ESCAPE));
tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton));
touchcontrols::MultitouchMouse *mouseMenu =
new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), "");
mouseMenu->setHideGraphics(true);
tcMenuMain->addControl(mouseMenu);
mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse));
touchcontrols::Button *console_button = new touchcontrols::Button(
"keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true);
tcMenuMain->addControl(console_button);
//////////////////////////// GAME SCREEN /////////////////////
tcGameMain->setAlpha(droidinput.gameControlsAlpha);
controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
tcGameMain->addControl(
new touchcontrols::Button("game_menu", touchcontrols::RectF(0, 0, 2, 2), "settings_bars", MENU_BACK));
tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open));
tcGameMain->addControl(
new touchcontrols::Button("attack", touchcontrols::RectF(20, 7, 23, 10), "fire2", gamefunc_Fire));
tcGameMain->addControl(
new touchcontrols::Button("jump", touchcontrols::RectF(23, 6, 26, 9), "jump", gamefunc_Jump));
tcGameMain->addControl(
new touchcontrols::Button("crouch", touchcontrols::RectF(24, 12, 26, 14), "crouch", gamefunc_Crouch));
tcGameMain->addControl(new touchcontrols::Button("kick", "Mighty Foot", touchcontrols::RectF(23, 3, 26, 6), "boot",
gamefunc_Quick_Kick, false, true));
touchcontrols::Button *map_button = new touchcontrols::Button(
"map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true);
tcGameMain->addControl(map_button);
tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory", touchcontrols::RectF(24, 0, 26, 2),
"inv", KEY_SHOW_INVEN));
tcGameMain->addControl(new touchcontrols::Button("next_weapon", "Next weapon", touchcontrols::RectF(0, 3, 3, 5),
"next_weap", gamefunc_Next_Weapon, false, true));
tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon", touchcontrols::RectF(0, 5, 3, 7),
"prev_weap", gamefunc_Previous_Weapon, false, true));
tcGameMain->addControl(new touchcontrols::Button("quick_save", "Save game", touchcontrols::RectF(22, 0, 24, 2),
"save", KEY_QUICK_SAVE, false, true));
tcGameMain->addControl(new touchcontrols::Button("quick_load", "Load game", touchcontrols::RectF(20, 0, 22, 2),
"load", KEY_QUICK_LOAD, false, true));
tcGameMain->addControl(console_button);
/*
//quick actions binds
tcGameMain->addControl(new
touchcontrols::Button("quick_key_1",touchcontrols::RectF(4,3,6,5),"quick_key_1",KEY_QUICK_KEY1,false,true));
tcGameMain->addControl(new
touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true));
tcGameMain->addControl(new
touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true));
tcGameMain->addControl(new
touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true));
*/
// Left stick
touchJoyLeft = new touchcontrols::TouchJoy("stick", touchcontrols::RectF(0, 7, 8, 16), "strafe_arrow");
tcGameMain->addControl(touchJoyLeft);
touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick));
touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap));
// Mouse look for whole screen
touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse", touchcontrols::RectF(3, 0, 26, 16), "");
mouse->signal_action.connect(sigc::ptr_fun(&mouseMove));
mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap));
mouse->setHideGraphics(true);
tcGameMain->addControl(mouse);
tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton));
tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton));
///////////////////////// AUTO MAP SCREEN ///////////////////////
// Automap
touchcontrols::MultitouchMouse *multimouse =
new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), "");
multimouse->setHideGraphics(true);
tcAutomap->addControl(multimouse);
multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move));
tcAutomap->addControl(map_button);
tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton));
tcAutomap->setAlpha(0.5);
// Now inventory in the weapons control group!
inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack",
gamefunc_Jetpack, false, false, true);
inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit",
gamefunc_MedKit, false, false, true);
inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision",
gamefunc_NightVision, false, false, true);
inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke",
gamefunc_Holo_Duke, false, false, true);
inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), "steroids",
gamefunc_Steroids, false, false, true);
tcGameWeapons->addControl(inv_buttons[GET_JETPACK]);
tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]);
tcGameWeapons->addControl(inv_buttons[GET_HEATS]);
tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]);
tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]);
// Inventory are the only buttons so safe to do this
tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton));
// Weapons
weaponWheel =
new touchcontrols::WheelSelect("weapon_wheel", touchcontrols::RectF(7, 2, 19, 14), "weapon_wheel_orange_blank", 10);
weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen));
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
tcGameWeapons->addControl(weaponWheel);
tcGameWeapons->setAlpha(0.9);
/////////////////////////////////////////////////////////////
controlsContainer.addControlGroup(tcMenuMain);
controlsContainer.addControlGroup(tcGameMain);
// controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
controlsContainer.addControlGroup(tcGameWeapons);
controlsContainer.addControlGroup(tcAutomap);
controlsContainer.addControlGroup(tcYesNo);
controlsContainer.addControlGroup(tcBlankTap);
controlsCreated = 1;
tcGameMain->setAlpha(droidinput.gameControlsAlpha);
controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);
tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml");
tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml");
tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml");
// tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
setControlsContainer(&controlsContainer);
// controlsContainer.initGL();
}
void updateTouchScreenMode(touchscreemode_t mode)
{
// LOGI("updateTouchScreenModeA %d",mode);
static touchscreemode_t lastMode = TOUCH_SCREEN_BLANK;
if (mode != lastMode)
{
// first disable the last screen and fade out is necessary
switch (lastMode)
{
case TOUCH_SCREEN_BLANK: // Does not exist yet break;
case TOUCH_SCREEN_BLANK_TAP:
tcBlankTap->resetOutput();
tcBlankTap->setEnabled(false); // Dont fade out as no graphics
break;
case TOUCH_SCREEN_YES_NO:
tcYesNo->resetOutput();
tcYesNo->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_MENU:
tcMenuMain->resetOutput();
tcMenuMain->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_GAME:
tcGameMain->resetOutput();
tcGameMain->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
tcGameWeapons->setEnabled(false);
break;
case TOUCH_SCREEN_AUTOMAP:
tcAutomap->resetOutput();
tcAutomap->fade(touchcontrols::FADE_OUT, DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_CONSOLE: break;
}
// Enable the current new screen
switch (mode)
{
case TOUCH_SCREEN_BLANK: // Does not exist yet break;
case TOUCH_SCREEN_BLANK_TAP: tcBlankTap->setEnabled(true); break;
case TOUCH_SCREEN_YES_NO:
tcYesNo->setEnabled(true);
tcYesNo->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_MENU:
tcMenuMain->setEnabled(true);
tcMenuMain->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
// This is a bit of a hack, we need to enable the inventory buttons so they can be edited, they will not
// be seen anyway
showWeaponsInventory(true);
break;
case TOUCH_SCREEN_GAME:
tcGameMain->setEnabled(true);
tcGameMain->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
tcGameWeapons->setEnabled(true);
showWeaponsInventory(false);
break;
case TOUCH_SCREEN_AUTOMAP:
tcAutomap->setEnabled(true);
tcAutomap->fade(touchcontrols::FADE_IN, DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_CONSOLE: break;
}
lastMode = mode;
}
int inv = PortableRead(READ_INVENTORY);
for (int i = 0; i < GET_MAX; ++i)
if (inv_buttons[i])
inv_buttons[i]->setAlpha(tcGameWeapons->getFadedAlpha() * ((inv & (1 << i)) ? 1.f : 0.3f));
}
#ifdef GP_LIC
#define GP_LIC_INC 1
#include "s-setup/gp_lic_include.h"
#endif
extern char videomodereset;
void frameControls()
{
static int loadedGLImages = 0;
if (videomodereset)
{
loadedGLImages = -1;
return;
}
// We need to do this here now because duke loads a new gl context
if (loadedGLImages <= 0)
{
controlsContainer.initGL(loadedGLImages == -1);
loadedGLImages = 1;
}
// LOGI("frameControls");
curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC);
updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE));
setHideSticks(droidinput.hideStick);
if (tcGameMain)
{
tcGameMain->setAlpha(droidinput.gameControlsAlpha);
controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
if (tcGameWeapons)
tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);
if (tcMenuMain)
tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
}
controlsContainer.draw();
#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 2
#include "s-setup/gp_lic_include.h"
#endif
}
void setTouchSettings(int other)
{
// TODO: defined names for these values
hideTouchControls = other & 0x80000000 ? true : false;
// keep in sync with Duke3d/res/values/strings.xml
int doubletap_options[5] = { -1, gamefunc_Quick_Kick, gamefunc_AutoRun, gamefunc_MedKit, gamefunc_Jetpack };
droidinput.left_double_action = doubletap_options[((other >> 4) & 0xF)];
droidinput.right_double_action = doubletap_options[((other >> 8) & 0xF)];
LOGI("setTouchSettings left_double_action = %d", droidinput.left_double_action);
}
#define EXPORT_ME __NDK_FPABI__ __attribute__((visibility("default")))
JNIEnv *env_;
int argc = 1;
const char *argv[32];
static inline const char *getGamePath() { return gamePath.c_str(); }
jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_init(JNIEnv *env, jobject thiz, jstring graphics_dir,
jint audio_rate, jint audio_buffer_size,
jobjectArray argsArray, jint renderer,
jstring jduke3d_path)
{
env_ = env;
#ifdef GP_LIC
getGlobalClasses(env_);
#endif
droidinfo.audio_sample_rate = audio_rate;
droidinfo.audio_buffer_size = audio_buffer_size;
// curRenderer = renderer;
curRenderer = REND_GL;
argv[0] = "eduke32";
int argCount = (env)->GetArrayLength(argsArray);
LOGI("argCount = %d", argCount);
for (int i = 0; i < argCount; i++)
{
jstring string = (jstring)(env)->GetObjectArrayElement(argsArray, i);
argv[argc] = (char *)(env)->GetStringUTFChars(string, 0);
LOGI("arg = %s", argv[argc]);
argc++;
}
gamePath = std::string(env->GetStringUTFChars(jduke3d_path, NULL));
// Change working dir, save games etc
// FIXME: potentially conflicts with chdirs in -game_dir support
chdir(getGamePath());
char timidity_env[512];
sprintf(timidity_env, "TIMIDITY_CFG=%s/../timidity.cfg", getGamePath());
putenv(timidity_env);
LOGI("duke3d_path = %s", getGamePath());
const char *p = env->GetStringUTFChars(graphics_dir, NULL);
obbPath = std::string(p);
LOGI("obbPath = %s", obbPath.c_str());
initControls(droidinfo.screen_width, droidinfo.screen_height, (obbPath + "/assets/").c_str());
PortableInit(argc, argv);
return 0;
}
/*
jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_frame(JNIEnv *env, jobject thiz)
{
LOGI("Java_com_voidpoint_duke3d_engine_NativeLib_frame");
// frameControls();
return 0;
}
*/
__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM *vm, void *reserved)
{
LOGI("JNI_OnLoad");
setTCJNIEnv(vm);
jvm_ = vm;
return JNI_VERSION_1_4;
}
void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_keyPress(JNIEnv *env, jobject obj, jint down, jint keycode, jint unicode)
{
LOGI("keypress %d", keycode);
if (controlsContainer.isEditing())
{
if (down && (keycode == SDL_SCANCODE_ESCAPE))
controlsContainer.finishEditing();
return;
}
PortableKeyEvent(down, keycode, unicode);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj, jint action, jint pid,
jfloat x, jfloat y)
{
// LOGI("TOUCHED");
controlsContainer.processPointer(action, pid, x, y);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_doAction(JNIEnv *env, jobject obj, jint state, jint action)
{
LOGI("doAction %d %d", state, action);
// gamepadButtonPressed();
if (hideTouchControls && tcGameMain)
{
if (tcGameMain->isEnabled())
tcGameMain->animateOut(30);
if (tcGameWeapons && tcGameWeapons->isEnabled())
tcGameWeapons->animateOut(30);
}
PortableAction(state, action);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj, jfloat v)
{
PortableMove(v, NAN);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogSide(JNIEnv *env, jobject obj, jfloat v)
{
PortableMove(NAN, v);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj, jint mode, jfloat v)
{
PortableLookJoystick(NAN, v);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj, jint mode, jfloat v)
{
PortableLookJoystick(v, NAN);
}
void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj, int other)
{
setTouchSettings(other);
}
void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj)
{
controlsContainer.resetDefaults();
}
std::string quickCommandString;
jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj, jstring command)
{
const char *p = env->GetStringUTFChars(command, NULL);
quickCommandString = std::string(p) + "\n";
env->ReleaseStringUTFChars(command, p);
PortableCommand(quickCommandString.c_str());
}
void EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_setScreenSize(JNIEnv *env, jobject thiz, jint width, jint height)
{
droidinfo.screen_width = width;
droidinfo.screen_height = height;
}
void EXPORT_ME Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv *env, jclass cls)
{
/* This interface could expand with ABI negotiation, calbacks, etc. */
SDL_Android_Init(env, cls);
SDL_SetMainReady();
// SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
}
jstring EXPORT_ME
Java_com_voidpoint_duke3d_engine_NativeLib_getSaveText(JNIEnv *env, jobject obj, jstring jfile, jint type)
{
const char *p = env->GetStringUTFChars(jfile, NULL);
jstring ret = env->NewStringUTF(G_GetStringFromSavegame(p, type));
env->ReleaseStringUTFChars(jfile, p);
return ret;
}
jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_getScreenshot(JNIEnv *env, jobject obj, jstring jfile,
jobject jpal, jobject jdataOut)
{
const char *p = env->GetStringUTFChars(jfile, NULL);
jbyte *bb = (jbyte *)env->GetDirectBufferAddress(jdataOut);
jbyte *pb = (jbyte *)env->GetDirectBufferAddress(jpal);
int ret = G_GetScreenshotFromSavegame(p, (char *)pb, (char *)bb);
env->ReleaseStringUTFChars(jfile, p);
return ret;
}
#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 3
#include "s-setup/gp_lic_include.h"
#endif
}