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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:
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4846c838d5
commit
311086da3e
3 changed files with 200 additions and 154 deletions
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@ -1,8 +1,25 @@
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//-------------------------------------------------------------------------
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/*
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*
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* Designed by Emile Belanger
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*
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Copyright (C) 2015 EDuke32 developers and contributors
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Copyright (C) 2015 Voidpoint, LLC
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include <stdlib.h>
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#include <stdio.h>
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@ -231,9 +248,13 @@ void gameButton(int state, int code)
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{
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weaponWheel->setTapMode(true);
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showWeaponsInventory(true);
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PortableTimer(30);
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}
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else
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{
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showWeaponsInventory(false);
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PortableTimer(120);
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}
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}
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break;
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@ -260,6 +281,7 @@ void inventoryButton(int state, int code)
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{
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// Inventory chosen, hide them and wheel
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showWeaponsInventory(false);
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PortableTimer(120);
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}
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}
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@ -288,7 +310,10 @@ void blankTapButton(int state, int code)
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PortableKeyEvent(state, SDL_SCANCODE_RETURN, 0);
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}
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void weaponWheelSelected(int enabled) { showWeaponsInventory(enabled ? true : false); }
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void weaponWheelSelected(int enabled) {
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showWeaponsInventory(enabled ? true : false);
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PortableTimer(enabled ? 30 : 120);
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}
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void weaponWheelChosen(int segment)
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{
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@ -365,8 +390,9 @@ void initControls(int width, int height, const char *graphics_path)
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LOGI("initControls %d x %d,x path = %s", width, height, graphics_path);
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if (!controlsCreated)
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{
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if (controlsCreated)
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return;
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LOGI("creating controls");
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touchcontrols::setGraphicsBasePath(graphics_path);
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@ -402,8 +428,8 @@ void initControls(int width, int height, const char *graphics_path)
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///////////////////////// MAIN MENU SCREEN /////////////////////
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tcMenuMain->addControl(new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left",
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SDL_SCANCODE_ESCAPE));
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tcMenuMain->addControl(
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new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", SDL_SCANCODE_ESCAPE));
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tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton));
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touchcontrols::MultitouchMouse *mouseMenu =
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@ -424,27 +450,25 @@ void initControls(int width, int height, const char *graphics_path)
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tcGameMain->addControl(
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new touchcontrols::Button("game_menu", touchcontrols::RectF(0, 0, 2, 2), "settings_bars", MENU_BACK));
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tcGameMain->addControl(
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new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open));
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tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "use", gamefunc_Open));
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tcGameMain->addControl(
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new touchcontrols::Button("attack", touchcontrols::RectF(20, 7, 23, 10), "fire2", gamefunc_Fire));
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tcGameMain->addControl(
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new touchcontrols::Button("jump", touchcontrols::RectF(23, 6, 26, 9), "jump", gamefunc_Jump));
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tcGameMain->addControl(
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new touchcontrols::Button("crouch", touchcontrols::RectF(24, 12, 26, 14), "crouch", gamefunc_Crouch));
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tcGameMain->addControl(new touchcontrols::Button("kick", "Mighty Foot", touchcontrols::RectF(23, 3, 26, 6),
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"boot", gamefunc_Quick_Kick, false, true));
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tcGameMain->addControl(new touchcontrols::Button("kick", "Mighty Foot", touchcontrols::RectF(23, 3, 26, 6), "boot",
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gamefunc_Quick_Kick, false, true));
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touchcontrols::Button *map_button = new touchcontrols::Button(
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"map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true);
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tcGameMain->addControl(map_button);
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tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory",
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touchcontrols::RectF(24, 0, 26, 2), "inv", KEY_SHOW_INVEN));
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tcGameMain->addControl(new touchcontrols::Button("show_inventory", "Inventory", touchcontrols::RectF(24, 0, 26, 2),
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"inv", KEY_SHOW_INVEN));
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tcGameMain->addControl(new touchcontrols::Button("next_weapon", "Next weapon", touchcontrols::RectF(0, 3, 3, 5),
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"next_weap", gamefunc_Next_Weapon, false, true));
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tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon",
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touchcontrols::RectF(0, 5, 3, 7), "prev_weap",
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gamefunc_Previous_Weapon, false, true));
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tcGameMain->addControl(new touchcontrols::Button("prev_weapon", "Previous weapon", touchcontrols::RectF(0, 5, 3, 7),
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"prev_weap", gamefunc_Previous_Weapon, false, true));
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tcGameMain->addControl(new touchcontrols::Button("quick_save", "Save game", touchcontrols::RectF(22, 0, 24, 2),
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"save", KEY_QUICK_SAVE, false, true));
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tcGameMain->addControl(new touchcontrols::Button("quick_load", "Load game", touchcontrols::RectF(20, 0, 22, 2),
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@ -502,8 +526,8 @@ void initControls(int width, int height, const char *graphics_path)
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gamefunc_NightVision, false, false, true);
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inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke",
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gamefunc_Holo_Duke, false, false, true);
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inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13),
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"steroids", gamefunc_Steroids, false, false, true);
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inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), "steroids",
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gamefunc_Steroids, false, false, true);
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tcGameWeapons->addControl(inv_buttons[GET_JETPACK]);
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tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]);
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@ -514,8 +538,8 @@ void initControls(int width, int height, const char *graphics_path)
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tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton));
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// Weapons
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weaponWheel = new touchcontrols::WheelSelect("weapon_wheel", touchcontrols::RectF(7, 2, 19, 14),
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"weapon_wheel_orange_blank", 10);
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weaponWheel =
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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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// tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
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setControlsContainer(&controlsContainer);
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}
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else
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LOGI("NOT creating controls");
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// controlsContainer.initGL();
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}
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@ -1,3 +1,26 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2015 EDuke32 developers and contributors
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Copyright (C) 2015 Voidpoint, LLC
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "compat.h"
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#include "sdl_inc.h"
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#include "baselayer.h"
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@ -40,6 +63,8 @@ static char sdl_text[2];
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droidinput_t droidinput;
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int PortableTimer(int tics) { G_InitTimer(tics); }
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int PortableKeyEvent(int state, int code,int unicode)
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{
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LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode);
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@ -100,7 +100,7 @@ typedef struct
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extern droidinput_t droidinput;
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extern droidsysinfo_t droidinfo;
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int PortableTimer(int tics);
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int PortableKeyEvent(int state, int code, int unicode);
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int PortableRead(portableread_t r);
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