mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-02-02 20:01:23 +00:00
Android code updates, pay no attention. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4434 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
5645858a64
commit
2293aa5f59
3 changed files with 561 additions and 629 deletions
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@ -11,11 +11,15 @@
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#include <android/log.h>
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#include "SDL_scancode.h"
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#include "SDL_main.h"
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#include "TouchControlsContainer.h"
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#include "JNITouchControlsUtils.h"
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extern "C"
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{
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extern void SDL_Android_Init(JNIEnv* env, jclass cls);
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//This is a new function I put into SDL2, file SDL_androidgl.c
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extern void SDL_SetSwapBufferCallBack(void (*pt2Func)(void));
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@ -38,7 +42,8 @@ static int curRenderer;
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int android_screen_width;
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int android_screen_height;
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int android_sample_rate;
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int android_audio_buffer_size;
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#define KEY_QUICK_CMD 0x1005
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#define KEY_SHOW_KBRD 0x1008
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@ -51,14 +56,13 @@ int android_screen_height;
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#define KEY_QUICK_KEY3 0x1013
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#define KEY_QUICK_KEY4 0x1014
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float gameControlsAlpha = 0.5;
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bool showWeaponCycle = false;
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bool turnMouseMode = true;
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bool invertLook = false;
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bool precisionShoot = false;
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bool showSticks = true;
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bool hideTouchControls = true;
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bool toggleCrouch = true;
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bool shooting = false;
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@ -78,10 +82,10 @@ touchcontrols::TouchJoy *touchJoyRight;
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touchcontrols::WheelSelect *weaponWheel;
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extern JNIEnv* env_;
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JavaVM* jvm_;
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void openGLStart()
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{
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if (curRenderer == REND_GL)
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{
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glPushMatrix();
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@ -117,7 +121,6 @@ void openGLStart()
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}
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else //software mode
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{
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glDisable(GL_ALPHA_TEST);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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@ -128,14 +131,12 @@ void openGLStart()
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void openGLEnd()
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{
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if (curRenderer == REND_GL)
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{
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//glPopMatrix();
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@ -146,50 +147,22 @@ void openGLEnd()
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void gameSettingsButton(int state)
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{
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//LOGTOUCH("gameSettingsButton %d",state);
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if (state == 1)
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{
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/QuakeTouchControlsSettings");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "showSettings", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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showTouchSettings();
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}
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}
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void showCustomCommands()
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{
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/QuakeCustomCommands");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "showCommands", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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}
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void toggleKeyboard()
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{
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LOGI("toggleKeyboard");
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/ShowKeyboard");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "toggleKeyboard", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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}
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//Because there is no Frame(), we need to check back to java each frame to see if the app hase paused
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static jclass NativeLibClass = 0;
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static jmethodID checkPauseMethod = 0;
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void swapBuffers()
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{
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if (NativeLibClass == 0)
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@ -200,7 +173,6 @@ void swapBuffers()
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env_->CallStaticVoidMethod(NativeLibClass, checkPauseMethod);
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}
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void gameButton(int state, int code)
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{
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switch (code)
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@ -306,16 +278,12 @@ void weaponWheelChosen(int segment)
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int32_t lw = PortableRead(READ_LASTWEAPON);
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if (lw != -1)
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{
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PortableAction(1, gamefunc_Weapon_1 + lw);
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PortableAction(0, gamefunc_Weapon_1 + lw);
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}
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PortableAction(2, gamefunc_Weapon_1 + lw);
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return;
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}
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PortableAction(1, gamefunc_Weapon_1 + segment);
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PortableAction(0, gamefunc_Weapon_1 + segment);
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PortableAction(2, gamefunc_Weapon_1 + segment);
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}
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@ -341,6 +309,19 @@ void right_double_tap(int state)
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float strafe_sens,forward_sens;
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float pitch_sens,yaw_sens;
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void mouseMove(int action, float x, float y, float dx, float dy)
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{
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//LOGI(" mouse dx = %f",dx);
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if (weaponWheelVisible)
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return;
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double scale = (shooting && precisionShoot) ? PRECISIONSHOOTFACTOR : 1.f;
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PortableLook(dx * 2 * yaw_sens * scale,
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-dy * pitch_sens * scale * invertLook ? -1 : 1);
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}
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void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
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{
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joy_x *=10;
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@ -355,31 +336,8 @@ void left_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
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void right_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
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{
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//LOGI(" mouse x = %f",mouse_x);
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int invert = invertLook?-1:1;
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float scale = (shooting && precisionShoot) ? 0.3f : 1.f;
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PortableLookPitch(LOOK_MODE_MOUSE,-mouse_y * pitch_sens * invert * scale);
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if (turnMouseMode)
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PortableLookYaw(LOOK_MODE_MOUSE,mouse_x*2*yaw_sens * scale);
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else
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PortableLookYaw(LOOK_MODE_JOYSTICK,joy_x*6*yaw_sens * scale);
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}
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void mouseMove(int action,float x, float y,float dx, float dy)
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{
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LOGI(" mouse dx = %f",dx);
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if (weaponWheelVisible)
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return;
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int invert = invertLook? -1 : 1;
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float scale = (shooting && precisionShoot) ? 0.2f : 1.f;
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PortableLookPitch(LOOK_MODE_MOUSE, -dy * pitch_sens * invert * scale);
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PortableLookYaw(LOOK_MODE_MOUSE, dx * 2 * yaw_sens * scale);
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mouseMove(0, joy_x, joy_y, mouse_x, mouse_y);
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}
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void setHideSticks(bool v)
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@ -395,8 +353,7 @@ void touchSettingsButton(int state)
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//We wanna pause the game when doing settings
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if (state && !paused || !state && paused)
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{
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PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(2,SDL_SCANCODE_PAUSE,0);
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}
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}
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@ -424,7 +381,7 @@ void initControls(int width, int height,const char * graphics_path,const char *s
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tcAutomap = new touchcontrols::TouchControls("automap",false,true,1,false);
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tcInventory = new touchcontrols::TouchControls("inventory",false,true,1,false);
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tcGameLook = new touchcontrols::TouchControls("mouse",true,false);
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controlsContainer.dukeHack = 1;
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//controlsContainer.dukeHack = 1;
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tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
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@ -433,8 +390,8 @@ void initControls(int width, int height,const char * graphics_path,const char *s
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tcMenuMain->addControl(new touchcontrols::Button("up_arrow",touchcontrols::RectF(20,10,23,13),"arrow_up",SDL_SCANCODE_UP,true));
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tcMenuMain->addControl(new touchcontrols::Button("left_arrow",touchcontrols::RectF(17,13,20,16),"arrow_left",SDL_SCANCODE_LEFT,true));
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tcMenuMain->addControl(new touchcontrols::Button("right_arrow",touchcontrols::RectF(23,13,26,16),"arrow_right",SDL_SCANCODE_RIGHT,true));
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tcMenuMain->addControl(new touchcontrols::Button("enter",touchcontrols::RectF(0,12,4,16),"enter",SDL_SCANCODE_RETURN));
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tcMenuMain->addControl(new touchcontrols::Button("esc",touchcontrols::RectF(0,9,4,12),"esc",SDL_SCANCODE_ESCAPE));
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tcMenuMain->addControl(new touchcontrols::Button("enter",touchcontrols::RectF(0,12,3,15),"enter",SDL_SCANCODE_RETURN));
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tcMenuMain->addControl(new touchcontrols::Button("esc",touchcontrols::RectF(0,8,3,11),"esc",SDL_SCANCODE_ESCAPE));
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tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) );
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tcGameMain->addControl(new touchcontrols::Button("use",touchcontrols::RectF(23,4,26,7),"use",gamefunc_Open));
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tcGameMain->addControl(new touchcontrols::Button("attack",touchcontrols::RectF(20,7,23,10),"fire2",gamefunc_Fire));
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tcGameMain->addControl(new touchcontrols::Button("jump",touchcontrols::RectF(23,7,26,10),"jump",gamefunc_Jump));
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tcGameMain->addControl(new touchcontrols::Button("crouch",touchcontrols::RectF(24,14,26,16),"crouch",gamefunc_Crouch));
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tcGameMain->addControl(new touchcontrols::Button("kick",touchcontrols::RectF(20,4,23,7),"boot",gamefunc_Quick_Kick));
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tcGameMain->addControl(new touchcontrols::Button("crouch",touchcontrols::RectF(24,12,26,14),"crouch",gamefunc_Crouch));
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tcGameMain->addControl(new touchcontrols::Button("kick",touchcontrols::RectF(20,4,23,7),"boot",gamefunc_Quick_Kick,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_save",touchcontrols::RectF(24,0,26,2),"save",KEY_QUICK_SAVE));
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tcGameMain->addControl(new touchcontrols::Button("quick_load",touchcontrols::RectF(20,0,22,2),"load",KEY_QUICK_LOAD));
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tcGameMain->addControl(new touchcontrols::Button("map",touchcontrols::RectF(4,0,6,2),"map",gamefunc_Map));
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tcGameMain->addControl(new touchcontrols::Button("keyboard",touchcontrols::RectF(8,0,10,2),"keyboard",KEY_SHOW_KBRD));
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tcGameMain->addControl(new touchcontrols::Button("map",touchcontrols::RectF(4,0,6,2),"map",gamefunc_Map,false,true));
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tcGameMain->addControl(new touchcontrols::Button("keyboard",touchcontrols::RectF(8,0,10,2),"keyboard",KEY_SHOW_KBRD,false,true));
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tcGameMain->addControl(new touchcontrols::Button("show_inventory",touchcontrols::RectF(0,0,2,3),"inv",KEY_SHOW_INVEN));
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tcGameMain->addControl(new touchcontrols::Button("show_inventory",touchcontrols::RectF(2,0,4,2),"inv",KEY_SHOW_INVEN));
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tcGameMain->addControl(new touchcontrols::Button("next_weapon",touchcontrols::RectF(0,3,3,5),"next_weap",gamefunc_Next_Weapon));
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tcGameMain->addControl(new touchcontrols::Button("prev_weapon",touchcontrols::RectF(0,7,3,9),"prev_weap",gamefunc_Previous_Weapon));
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//tcGameMain->addControl(new touchcontrols::Button("sniper",touchcontrols::RectF(0,5,3,7),"sniper",KEY_SNIPER));
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/*
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//quick actions binds
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tcGameMain->addControl(new touchcontrols::Button("quick_key_1",touchcontrols::RectF(4,3,6,5),"quick_key_1",KEY_QUICK_KEY1,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true));
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*/
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//Left stick
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touchJoyLeft = new touchcontrols::TouchJoy("stick",touchcontrols::RectF(0,7,8,16),"strafe_arrow");
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tcGameMain->addControl(touchJoyLeft);
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@ -512,12 +469,13 @@ void initControls(int width, int height,const char * graphics_path,const char *s
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mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap) );
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mouse->setHideGraphics(true);
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tcGameLook->addControl(mouse);
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tcGameMain->addControl(mouse);
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//tcGameLook->addControl(mouse);
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//Weapons
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weaponWheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel",10);
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weaponWheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel_orange_blank",10);
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weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen) );
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weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
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tcGameWeapons->addControl(weaponWheel);
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@ -527,11 +485,12 @@ void initControls(int width, int height,const char * graphics_path,const char *s
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controlsContainer.addControlGroup(tcMenuMain);
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controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
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controlsContainer.addControlGroup(tcGameMain);
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controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
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controlsContainer.addControlGroup(tcGameWeapons);
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//controlsContainer.addControlGroup(tcAutomap);
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controlsContainer.addControlGroup(tcGameLook);
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//controlsContainer.addControlGroup(tcGameLook);
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controlsCreated = 1;
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tcGameMain->setXMLFile((std::string)graphics_path + "/game.xml");
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@ -564,10 +523,7 @@ void frameControls()
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}
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//LOGI("frameControls");
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if (PortableRead(READ_RENDERER) == REND_CLASSIC)
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curRenderer = REND_SOFT;
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else
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curRenderer = REND_GL;
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curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC);
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int inMenuNew = PortableRead(READ_MENU);
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if (inMenuLast != inMenuNew)
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@ -608,16 +564,17 @@ void frameControls()
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void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
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{
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gameControlsAlpha = 0.25 + (alpha * 0.75);
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gameControlsAlpha = alpha;
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if (tcGameMain)
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{
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tcGameMain->setAlpha(gameControlsAlpha);
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controlsContainer.editButtonAlpha = gameControlsAlpha;
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tcGameWeapons->setAlpha(gameControlsAlpha);
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tcInventory->setAlpha(gameControlsAlpha);
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}
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showWeaponCycle = other & 0x1?true:false;
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turnMouseMode = other & 0x2?true:false;
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toggleCrouch = other & 0x2?true:false;
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invertLook = other & 0x4?true:false;
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precisionShoot = other & 0x8?true:false;
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showSticks = other & 0x1000?true:false;
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@ -653,11 +610,8 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
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forward_sens = fwd;
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pitch_sens = pitch;
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yaw_sens = yaw;
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}
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int quit_now = 0;
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#define EXPORT_ME __attribute__ ((visibility("default")))
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JNIEnv* env_;
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@ -665,20 +619,22 @@ JNIEnv* env_;
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int argc=1;
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const char * argv[32];
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std::string graphicpath;
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std::string doom_path;
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const char * getDoomPath()
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static const char * getGamePath()
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{
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return doom_path.c_str();
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}
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jint EXPORT_ME
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Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
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jobject thiz,jstring graphics_dir,jint mem_mb,jobjectArray argsArray,jint renderer,jstring doom_path_ )
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jobject thiz,jstring graphics_dir,jint audio_rate,jint audio_buffer_size,jobjectArray argsArray,jint renderer,jstring doom_path_ )
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{
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env_ = env;
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android_sample_rate = audio_rate;
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android_audio_buffer_size = audio_buffer_size;
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curRenderer = renderer;
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//curRenderer = REND_SOFT;
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curRenderer = REND_GL;
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@ -698,11 +654,15 @@ Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
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doom_path = (char *)(env)->GetStringUTFChars( doom_path_, 0);
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//Change working dir, save games etc
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// FIXME: potentially conflicts with chdirs in -game_dir support
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chdir(getGamePath());
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char timidity_env[512];
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chdir(getDoomPath());
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putenv("TIMIDITY_CFG=../timidity.cfg");
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sprintf(timidity_env,"TIMIDITY_CFG=%s/../timidity.cfg",getGamePath());
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//putenv("TIMIDITY_CFG=../timidity.cfg");
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putenv(timidity_env);
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LOGI("doom_path = %s",getDoomPath());
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LOGI("doom_path = %s",getGamePath());
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//argv[0] = "vavoom";
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//argv[1] = "-basedir";
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//argv[2] = "/sdcard/Beloko/Quake/FULL";
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@ -715,7 +675,6 @@ Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
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|
||||
initControls(android_screen_width,-android_screen_height,graphicpath.c_str(),(graphicpath + "/touch_controls.xml").c_str());
|
||||
//initControls(2,-2,graphicpath.c_str(),(graphicpath + "/prdoom.xml").c_str());
|
||||
|
||||
/*
|
||||
if (renderer != REND_SOFT)
|
||||
|
@ -746,8 +705,6 @@ Java_com_beloko_duke_engine_NativeLib_frame( JNIEnv* env,
|
|||
|
||||
LOGI("Java_com_beloko_duke_engine_NativeLib_frame");
|
||||
|
||||
PortableFrame();
|
||||
|
||||
frameControls();
|
||||
|
||||
return 0;
|
||||
|
@ -756,6 +713,8 @@ Java_com_beloko_duke_engine_NativeLib_frame( JNIEnv* env,
|
|||
__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM* vm, void* reserved)
|
||||
{
|
||||
LOGI("JNI_OnLoad");
|
||||
setTCJNIEnv(vm);
|
||||
jvm_ = vm;
|
||||
|
||||
return JNI_VERSION_1_4;
|
||||
}
|
||||
|
@ -770,11 +729,9 @@ Java_com_beloko_duke_engine_NativeLib_keypress(JNIEnv *env, jobject obj,
|
|||
{
|
||||
if (down && (keycode == SDL_SCANCODE_ESCAPE ))
|
||||
controlsContainer.finishEditing();
|
||||
|
||||
}
|
||||
else
|
||||
PortableKeyEvent(down,keycode,unicode);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -790,36 +747,43 @@ Java_com_beloko_duke_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj,
|
|||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_doAction(JNIEnv *env, jobject obj,
|
||||
jint state, jint action)
|
||||
{
|
||||
LOGI("doAction %d %d",state,action);
|
||||
|
||||
//gamepadButtonPressed();
|
||||
if (hideTouchControls)
|
||||
if (hideTouchControls && tcGameMain)
|
||||
{
|
||||
if (tcGameMain->isEnabled())
|
||||
tcGameMain->animateOut(30);
|
||||
LOGI("doAction %d %d",state,action);
|
||||
|
||||
if (tcGameWeapons->isEnabled())
|
||||
tcGameWeapons->animateOut(30);
|
||||
}
|
||||
|
||||
PortableAction(state,action);
|
||||
}
|
||||
|
||||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj,
|
||||
jfloat v)
|
||||
{
|
||||
PortableMoveFwd(v);
|
||||
PortableMove(v, 0.f);
|
||||
}
|
||||
|
||||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogSide(JNIEnv *env, jobject obj,
|
||||
jfloat v)
|
||||
{
|
||||
PortableMoveSide(v);
|
||||
PortableMove(0.f, v);
|
||||
}
|
||||
|
||||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj,
|
||||
jint mode,jfloat v)
|
||||
{
|
||||
PortableLookPitch(mode, v);
|
||||
PortableLook(0.f, v);
|
||||
}
|
||||
|
||||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj,
|
||||
jint mode,jfloat v)
|
||||
{
|
||||
PortableLookYaw(mode, v);
|
||||
PortableLook(v, 0.f);
|
||||
}
|
||||
|
||||
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj,
|
||||
|
@ -844,9 +808,6 @@ Java_com_beloko_duke_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj,
|
|||
PortableCommand(quickCommandString.c_str());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void EXPORT_ME
|
||||
Java_com_beloko_duke_engine_NativeLib_setScreenSize( JNIEnv* env,
|
||||
jobject thiz, jint width, jint height)
|
||||
|
@ -855,11 +816,7 @@ Java_com_beloko_duke_engine_NativeLib_setScreenSize( JNIEnv* env,
|
|||
android_screen_height = height;
|
||||
}
|
||||
|
||||
|
||||
#include "SDL_main.h"
|
||||
extern void SDL_Android_Init(JNIEnv* env, jclass cls);
|
||||
|
||||
void Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls)
|
||||
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);
|
||||
|
@ -867,5 +824,4 @@ void Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls)
|
|||
// SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -21,15 +21,13 @@
|
|||
|
||||
extern int32_t main(int32_t argc, char *argv []);
|
||||
|
||||
#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
|
||||
#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
|
||||
|
||||
extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
|
||||
extern int SDL_SendKeyboardText(const char *text);
|
||||
|
||||
static float forwardmove, sidemove; //Joystick mode
|
||||
static char sdl_text[2];
|
||||
|
||||
static droidinput_t droidinput;
|
||||
|
||||
int PortableKeyEvent(int state, int code,int unicode)
|
||||
{
|
||||
LOGI("PortableKeyEvent %d %d %d",state,code,unicode);
|
||||
|
@ -50,118 +48,117 @@ int PortableKeyEvent(int state, int code,int unicode)
|
|||
int posted = SDL_SendKeyboardText((const char*)sdl_text);
|
||||
LOGI("posted = %d",posted);
|
||||
}
|
||||
|
||||
if (state == 2)
|
||||
PortableKeyEvent(0, code, unicode);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void changeActionState(int state, int action)
|
||||
{
|
||||
if (state)
|
||||
{
|
||||
//BUTTONSET(action,1);
|
||||
droidplayer.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
|
||||
droidplayer.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
|
||||
droidinput.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
|
||||
droidinput.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//BUTTONCLEAR(action);
|
||||
droidplayer.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
|
||||
droidinput.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
|
||||
}
|
||||
|
||||
void PortableAction(int state, int action)
|
||||
{
|
||||
LOGI("PortableAction action = %d, state = %d", action, state);
|
||||
|
||||
//Action is for the menu
|
||||
if (action >= MENU_UP)
|
||||
{
|
||||
if (PortableRead(READ_MENU))
|
||||
{
|
||||
int sdl_code = 0;
|
||||
switch (action)
|
||||
{
|
||||
case MENU_UP:
|
||||
sdl_code = SDL_SCANCODE_UP;
|
||||
break;
|
||||
case MENU_DOWN:
|
||||
sdl_code = SDL_SCANCODE_DOWN;
|
||||
break;
|
||||
case MENU_LEFT:
|
||||
sdl_code = SDL_SCANCODE_LEFT;
|
||||
break;
|
||||
case MENU_RIGHT:
|
||||
sdl_code = SDL_SCANCODE_RIGHT;
|
||||
break;
|
||||
case MENU_SELECT:
|
||||
sdl_code = SDL_SCANCODE_RETURN;
|
||||
break;
|
||||
case MENU_BACK:
|
||||
sdl_code = SDL_SCANCODE_ESCAPE;
|
||||
break;
|
||||
}
|
||||
|
||||
PortableKeyEvent(state, sdl_code, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PortableRead(READ_MENU)) //If in the menu, dont do any game actions
|
||||
return;
|
||||
|
||||
//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 != ST_2_UNDERWATER))
|
||||
{
|
||||
|
||||
if (toggleCrouch)
|
||||
{
|
||||
if (action == gamefunc_Crouch)
|
||||
{
|
||||
if (state)
|
||||
droidplayer.crouchToggleState = !droidplayer.crouchToggleState;
|
||||
droidinput.crouchToggleState = !droidinput.crouchToggleState;
|
||||
|
||||
state = droidplayer.crouchToggleState;
|
||||
state = droidinput.crouchToggleState;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Check if jumping while crouched
|
||||
if (action == gamefunc_Jump)
|
||||
{
|
||||
droidplayer.crouchToggleState = 0;
|
||||
crouchToggleState = 0;
|
||||
changeActionState(0, gamefunc_Crouch);
|
||||
}
|
||||
|
||||
changeActionState(state, action);
|
||||
|
||||
LOGI("PortableAction state = 0x%016llX", CONTROL_ButtonState);
|
||||
}
|
||||
|
||||
}
|
||||
// =================== FORWARD and SIDE MOVMENT ==============
|
||||
|
||||
void PortableMoveFwd(float fwd)
|
||||
{
|
||||
forwardmove = fclamp2(fwd, -1.f, 1.f);
|
||||
}
|
||||
|
||||
void PortableMoveSide(float strafe)
|
||||
{
|
||||
sidemove = fclamp2(strafe, -1.f, 1.f);
|
||||
}
|
||||
|
||||
void PortableMove(float fwd, float strafe)
|
||||
{
|
||||
PortableMoveFwd(fwd);
|
||||
PortableMoveSide(strafe);
|
||||
droidinput.forwardmove = fclamp2(fwd + droidinput.forwardmove, -1.f, 1.f);
|
||||
droidinput.sidemove = fclamp2(strafe + droidinput.sidemove, -1.f, 1.f);
|
||||
}
|
||||
|
||||
//======================================================================
|
||||
|
||||
//Look up and down
|
||||
int look_pitch_mode;
|
||||
float look_pitch_mouse,look_pitch_abs,look_pitch_joy;
|
||||
void PortableLookPitch(int mode, float pitch)
|
||||
void PortableLook(double yaw, double 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;
|
||||
droidinput.pitch += pitch;
|
||||
droidinput.yaw += yaw;
|
||||
}
|
||||
}
|
||||
|
||||
//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)
|
||||
{
|
||||
|
@ -173,12 +170,6 @@ void PortableInit(int argc,const char ** argv)
|
|||
main(argc, argv);
|
||||
}
|
||||
|
||||
|
||||
void PortableFrame()
|
||||
{
|
||||
//NOT USED for DUKE
|
||||
}
|
||||
|
||||
int32_t PortableRead(portableread_t r)
|
||||
{
|
||||
switch (r)
|
||||
|
@ -194,7 +185,7 @@ int32_t PortableRead(portableread_t r)
|
|||
case READ_RENDERER:
|
||||
return getrendermode();
|
||||
case READ_LASTWEAPON:
|
||||
return droidplayer.lastWeapon;
|
||||
return droidinput.lastWeapon;
|
||||
case READ_PAUSED:
|
||||
return ud.pause_on != 0;
|
||||
default:
|
||||
|
@ -207,51 +198,32 @@ int32_t PortableRead(portableread_t r)
|
|||
void CONTROL_Android_SetLastWeapon(int w)
|
||||
{
|
||||
LOGI("setLastWeapon %d",w);
|
||||
droidplayer.lastWeapon = w;
|
||||
droidinput.lastWeapon = w;
|
||||
}
|
||||
|
||||
void CONTROL_Android_ClearButton(int32_t whichbutton)
|
||||
{
|
||||
BUTTONCLEAR(whichbutton);
|
||||
droidplayer.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
|
||||
droidinput.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;
|
||||
info->dz = -droidinput.forwardmove * 5000;
|
||||
info->dx = droidinput.sidemove * 200;
|
||||
info->dpitch = droidinput.pitch * 100000;
|
||||
info->dyaw = -droidinput.yaw * 80000;
|
||||
|
||||
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;
|
||||
}
|
||||
droidinput.forwardmove = droidinput.sidemove = 0.f;
|
||||
droidinput.pitch = droidinput.yaw = 0.f;
|
||||
|
||||
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 |= droidplayer.functionSticky;
|
||||
CONTROL_ButtonState |= droidplayer.functionHeld;
|
||||
CONTROL_ButtonState |= droidinput.functionSticky;
|
||||
CONTROL_ButtonState |= droidinput.functionHeld;
|
||||
|
||||
droidplayer.functionSticky = 0;
|
||||
droidinput.functionSticky = 0;
|
||||
|
||||
//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
|
||||
}
|
||||
|
|
|
@ -1,17 +1,23 @@
|
|||
#include "function.h"
|
||||
#include "compat.h"
|
||||
|
||||
enum {
|
||||
LOOK_MODE_MOUSE = 0,
|
||||
LOOK_MODE_ABSOLUTE,
|
||||
LOOK_MODE_JOYSTICK
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C"
|
||||
{
|
||||
#endif
|
||||
|
||||
#define MENU_UP 0x200
|
||||
#define MENU_DOWN 0x201
|
||||
#define MENU_LEFT 0x202
|
||||
#define MENU_RIGHT 0x203
|
||||
#define MENU_SELECT 0x204
|
||||
#define MENU_BACK 0x205
|
||||
|
||||
#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
|
||||
#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
|
||||
|
||||
#define PRECISIONSHOOTFACTOR 0.3f
|
||||
|
||||
typedef enum {
|
||||
READ_MENU,
|
||||
READ_WEAPONS,
|
||||
|
@ -22,30 +28,28 @@ extern "C"
|
|||
READ_PAUSED
|
||||
} portableread_t;
|
||||
|
||||
int32_t PortableRead(portableread_t r);
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int32_t crouchToggleState;
|
||||
int32_t lastWeapon;
|
||||
|
||||
uint64_t functionSticky; //To let at least one tick
|
||||
uint64_t functionHeld;
|
||||
} androidplayer_t;
|
||||
|
||||
extern androidplayer_t droidplayer;
|
||||
double pitch, yaw;
|
||||
float forwardmove, sidemove;
|
||||
} droidinput_t;
|
||||
|
||||
int PortableKeyEvent(int state, int code, int unicode);
|
||||
int PortableRead(portableread_t r);
|
||||
|
||||
void PortableAction(int state, int action);
|
||||
|
||||
void PortableMove(float fwd, float strafe);
|
||||
void PortableMoveFwd(float fwd);
|
||||
void PortableMoveSide(float strafe);
|
||||
void PortableLookPitch(int mode, float pitch);
|
||||
void PortableLookYaw(int mode, float pitch);
|
||||
void PortableLook(double yaw, double pitch);
|
||||
void PortableCommand(const char * cmd);
|
||||
|
||||
void PortableInit(int argc, const char ** argv);
|
||||
void PortableFrame();
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue