Minor Android changes. Barf. DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@5276 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2015-07-08 03:34:24 +00:00
parent 4846c838d5
commit 311086da3e
3 changed files with 200 additions and 154 deletions

View file

@ -1,8 +1,25 @@
//-------------------------------------------------------------------------
/* /*
* Copyright (C) 2015 EDuke32 developers and contributors
* Designed by Emile Belanger 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 <stdlib.h>
#include <stdio.h> #include <stdio.h>
@ -231,9 +248,13 @@ void gameButton(int state, int code)
{ {
weaponWheel->setTapMode(true); weaponWheel->setTapMode(true);
showWeaponsInventory(true); showWeaponsInventory(true);
PortableTimer(30);
} }
else else
{
showWeaponsInventory(false); showWeaponsInventory(false);
PortableTimer(120);
}
} }
break; break;
@ -260,6 +281,7 @@ void inventoryButton(int state, int code)
{ {
// Inventory chosen, hide them and wheel // Inventory chosen, hide them and wheel
showWeaponsInventory(false); showWeaponsInventory(false);
PortableTimer(120);
} }
} }
@ -288,7 +310,10 @@ void blankTapButton(int state, int code)
PortableKeyEvent(state, SDL_SCANCODE_RETURN, 0); PortableKeyEvent(state, SDL_SCANCODE_RETURN, 0);
} }
void weaponWheelSelected(int enabled) { showWeaponsInventory(enabled ? true : false); } void weaponWheelSelected(int enabled) {
showWeaponsInventory(enabled ? true : false);
PortableTimer(enabled ? 30 : 120);
}
void weaponWheelChosen(int segment) void weaponWheelChosen(int segment)
{ {
@ -365,188 +390,184 @@ void initControls(int width, int height, const char *graphics_path)
LOGI("initControls %d x %d,x path = %s", width, height, graphics_path); LOGI("initControls %d x %d,x path = %s", width, height, graphics_path);
if (!controlsCreated) if (controlsCreated)
{ return;
LOGI("creating controls");
touchcontrols::setGraphicsBasePath(graphics_path); LOGI("creating controls");
controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart)); touchcontrols::setGraphicsBasePath(graphics_path);
controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));
tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false); controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart));
tcYesNo = new touchcontrols::TouchControls("yes_no", false, false); controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
tcMenuMain = new touchcontrols::TouchControls("menu", false, false); controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));
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 ////////////////////// 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);
// One button on whole screen with no graphic, send a return key ///////////////////////// BLANK TAP SCREEN //////////////////////
tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0, 0, 26, 16),
"" /*std::string("test")*/, SDL_SCANCODE_RETURN)); // One button on whole screen with no graphic, send a return key
tcBlankTap->signal_button.connect(sigc::ptr_fun(&blankTapButton)); // Just reuse the menuButton function 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 ///////////////////// ///////////////////////// YES NO SCREEN /////////////////////
tcYesNo->addControl( tcYesNo->addControl(
new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN)); new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN));
tcYesNo->addControl( tcYesNo->addControl(
new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE)); 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 tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton)); // Just reuse the menuButton function
///////////////////////// MAIN MENU SCREEN ///////////////////// ///////////////////////// MAIN MENU SCREEN /////////////////////
tcMenuMain->addControl(new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", tcMenuMain->addControl(
SDL_SCANCODE_ESCAPE)); new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", SDL_SCANCODE_ESCAPE));
tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton)); tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton));
touchcontrols::MultitouchMouse *mouseMenu = touchcontrols::MultitouchMouse *mouseMenu =
new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), ""); new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), "");
mouseMenu->setHideGraphics(true); mouseMenu->setHideGraphics(true);
tcMenuMain->addControl(mouseMenu); tcMenuMain->addControl(mouseMenu);
mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse)); mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse));
touchcontrols::Button *console_button = new touchcontrols::Button( touchcontrols::Button *console_button = new touchcontrols::Button(
"keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true); "keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true);
tcMenuMain->addControl(console_button); tcMenuMain->addControl(console_button);
//////////////////////////// GAME SCREEN ///////////////////// //////////////////////////// GAME SCREEN /////////////////////
tcGameMain->setAlpha(droidinput.gameControlsAlpha); tcGameMain->setAlpha(droidinput.gameControlsAlpha);
controlsContainer.editButtonAlpha = 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( tcGameMain->addControl(
new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open)); new touchcontrols::Button("game_menu", touchcontrols::RectF(0, 0, 2, 2), "settings_bars", MENU_BACK));
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( tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open));
"map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true); tcGameMain->addControl(
tcGameMain->addControl(map_button); new touchcontrols::Button("attack", touchcontrols::RectF(20, 7, 23, 10), "fire2", gamefunc_Fire));
tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory", tcGameMain->addControl(
touchcontrols::RectF(24, 0, 26, 2), "inv", KEY_SHOW_INVEN)); new touchcontrols::Button("jump", touchcontrols::RectF(23, 6, 26, 9), "jump", gamefunc_Jump));
tcGameMain->addControl(new touchcontrols::Button("next_weapon", "Next weapon", touchcontrols::RectF(0, 3, 3, 5), tcGameMain->addControl(
"next_weap", gamefunc_Next_Weapon, false, true)); new touchcontrols::Button("crouch", touchcontrols::RectF(24, 12, 26, 14), "crouch", gamefunc_Crouch));
tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon", tcGameMain->addControl(new touchcontrols::Button("kick", "Mighty Foot", touchcontrols::RectF(23, 3, 26, 6), "boot",
touchcontrols::RectF(0, 5, 3, 7), "prev_weap", gamefunc_Quick_Kick, false, true));
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); touchcontrols::Button *map_button = new touchcontrols::Button(
/* "map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true);
//quick actions binds tcGameMain->addControl(map_button);
tcGameMain->addControl(new tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory", touchcontrols::RectF(24, 0, 26, 2),
touchcontrols::Button("quick_key_1",touchcontrols::RectF(4,3,6,5),"quick_key_1",KEY_QUICK_KEY1,false,true)); "inv", KEY_SHOW_INVEN));
tcGameMain->addControl(new tcGameMain->addControl(new touchcontrols::Button("next_weapon", "Next weapon", touchcontrols::RectF(0, 3, 3, 5),
touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true)); "next_weap", gamefunc_Next_Weapon, false, true));
tcGameMain->addControl(new tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon", touchcontrols::RectF(0, 5, 3, 7),
touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true)); "prev_weap", gamefunc_Previous_Weapon, false, true));
tcGameMain->addControl(new tcGameMain->addControl(new touchcontrols::Button("quick_save", "Save game", touchcontrols::RectF(22, 0, 24, 2),
touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true)); "save", KEY_QUICK_SAVE, false, true));
*/ tcGameMain->addControl(new touchcontrols::Button("quick_load", "Load game", touchcontrols::RectF(20, 0, 22, 2),
// Left stick "load", KEY_QUICK_LOAD, false, true));
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 tcGameMain->addControl(console_button);
touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse", touchcontrols::RectF(3, 0, 26, 16), ""); /*
mouse->signal_action.connect(sigc::ptr_fun(&mouseMove)); //quick actions binds
mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap)); 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->setHideGraphics(true); // Mouse look for whole screen
tcGameMain->addControl(mouse); 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));
tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton)); mouse->setHideGraphics(true);
tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton)); tcGameMain->addControl(mouse);
///////////////////////// AUTO MAP SCREEN /////////////////////// tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton));
tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton));
///////////////////////// AUTO MAP SCREEN ///////////////////////
// Automap // Automap
touchcontrols::MultitouchMouse *multimouse = touchcontrols::MultitouchMouse *multimouse =
new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), ""); new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), "");
multimouse->setHideGraphics(true); multimouse->setHideGraphics(true);
tcAutomap->addControl(multimouse); tcAutomap->addControl(multimouse);
multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move)); multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move));
tcAutomap->addControl(map_button); tcAutomap->addControl(map_button);
tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton)); tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton));
tcAutomap->setAlpha(0.5); tcAutomap->setAlpha(0.5);
// Now inventory in the weapons control group! // Now inventory in the weapons control group!
inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack", inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack",
gamefunc_Jetpack, false, false, true); gamefunc_Jetpack, false, false, true);
inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit", inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit",
gamefunc_MedKit, false, false, true); gamefunc_MedKit, false, false, true);
inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision", inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision",
gamefunc_NightVision, false, false, true); gamefunc_NightVision, false, false, true);
inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke", inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke",
gamefunc_Holo_Duke, false, false, true); gamefunc_Holo_Duke, false, false, true);
inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), "steroids",
"steroids", gamefunc_Steroids, false, false, true); gamefunc_Steroids, false, false, true);
tcGameWeapons->addControl(inv_buttons[GET_JETPACK]); tcGameWeapons->addControl(inv_buttons[GET_JETPACK]);
tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]); tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]);
tcGameWeapons->addControl(inv_buttons[GET_HEATS]); tcGameWeapons->addControl(inv_buttons[GET_HEATS]);
tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]); tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]);
tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]); tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]);
// Inventory are the only buttons so safe to do this // Inventory are the only buttons so safe to do this
tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton)); tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton));
// Weapons // Weapons
weaponWheel = new touchcontrols::WheelSelect("weapon_wheel", touchcontrols::RectF(7, 2, 19, 14), weaponWheel =
"weapon_wheel_orange_blank", 10); 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_selected.connect(sigc::ptr_fun(&weaponWheelChosen));
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected)); weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
tcGameWeapons->addControl(weaponWheel); tcGameWeapons->addControl(weaponWheel);
tcGameWeapons->setAlpha(0.9); tcGameWeapons->setAlpha(0.9);
///////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////
controlsContainer.addControlGroup(tcMenuMain); controlsContainer.addControlGroup(tcMenuMain);
controlsContainer.addControlGroup(tcGameMain); controlsContainer.addControlGroup(tcGameMain);
// controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick // controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
controlsContainer.addControlGroup(tcGameWeapons); controlsContainer.addControlGroup(tcGameWeapons);
controlsContainer.addControlGroup(tcAutomap); controlsContainer.addControlGroup(tcAutomap);
controlsContainer.addControlGroup(tcYesNo); controlsContainer.addControlGroup(tcYesNo);
controlsContainer.addControlGroup(tcBlankTap); controlsContainer.addControlGroup(tcBlankTap);
controlsCreated = 1; controlsCreated = 1;
tcGameMain->setAlpha(droidinput.gameControlsAlpha); tcGameMain->setAlpha(droidinput.gameControlsAlpha);
controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha; controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
tcGameWeapons->setAlpha(droidinput.gameControlsAlpha); tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);
tcMenuMain->setAlpha(droidinput.gameControlsAlpha); tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml"); tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml");
tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml"); tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml");
tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml"); tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml");
// tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml"); // tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
setControlsContainer(&controlsContainer); setControlsContainer(&controlsContainer);
}
else
LOGI("NOT creating controls");
// controlsContainer.initGL(); // controlsContainer.initGL();
} }

View file

@ -1,3 +1,26 @@
//-------------------------------------------------------------------------
/*
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 "compat.h" #include "compat.h"
#include "sdl_inc.h" #include "sdl_inc.h"
#include "baselayer.h" #include "baselayer.h"
@ -40,6 +63,8 @@ static char sdl_text[2];
droidinput_t droidinput; droidinput_t droidinput;
int PortableTimer(int tics) { G_InitTimer(tics); }
int PortableKeyEvent(int state, int code,int unicode) int PortableKeyEvent(int state, int code,int unicode)
{ {
LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode); LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode);

View file

@ -100,7 +100,7 @@ typedef struct
extern droidinput_t droidinput; extern droidinput_t droidinput;
extern droidsysinfo_t droidinfo; extern droidsysinfo_t droidinfo;
int PortableTimer(int tics);
int PortableKeyEvent(int state, int code, int unicode); int PortableKeyEvent(int state, int code, int unicode);
int PortableRead(portableread_t r); int PortableRead(portableread_t r);