mirror of
https://github.com/ZDoom/raze-gles.git
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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:
parent
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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*/
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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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@ -365,188 +390,184 @@ 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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LOGI("creating controls");
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if (controlsCreated)
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return;
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touchcontrols::setGraphicsBasePath(graphics_path);
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LOGI("creating controls");
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controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart));
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controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
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controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));
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touchcontrols::setGraphicsBasePath(graphics_path);
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tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
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tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
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tcMenuMain = new touchcontrols::TouchControls("menu", false, false);
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tcGameMain = new touchcontrols::TouchControls("game", false, true, 1, true);
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tcGameWeapons = new touchcontrols::TouchControls("weapons", false, true, 1, false);
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tcAutomap = new touchcontrols::TouchControls("automap", false, false);
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// tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false);
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controlsContainer.openGL_start.connect(sigc::ptr_fun(&openGLStart));
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controlsContainer.openGL_end.connect(sigc::ptr_fun(&openGLEnd));
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controlsContainer.signal_settings.connect(sigc::ptr_fun(&touchSettingsButton));
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///////////////////////// BLANK TAP SCREEN //////////////////////
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tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
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tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
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tcMenuMain = new touchcontrols::TouchControls("menu", false, false);
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tcGameMain = new touchcontrols::TouchControls("game", false, true, 1, true);
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tcGameWeapons = new touchcontrols::TouchControls("weapons", false, true, 1, false);
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tcAutomap = new touchcontrols::TouchControls("automap", false, false);
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// tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false);
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// One button on whole screen with no graphic, send a return key
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tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0, 0, 26, 16),
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"" /*std::string("test")*/, SDL_SCANCODE_RETURN));
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tcBlankTap->signal_button.connect(sigc::ptr_fun(&blankTapButton)); // Just reuse the menuButton function
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///////////////////////// BLANK TAP SCREEN //////////////////////
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// One button on whole screen with no graphic, send a return key
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tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0, 0, 26, 16),
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"" /*std::string("test")*/, SDL_SCANCODE_RETURN));
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tcBlankTap->signal_button.connect(sigc::ptr_fun(&blankTapButton)); // Just reuse the menuButton function
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///////////////////////// YES NO SCREEN /////////////////////
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///////////////////////// YES NO SCREEN /////////////////////
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tcYesNo->addControl(
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new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN));
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tcYesNo->addControl(
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new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE));
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tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton)); // Just reuse the menuButton function
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tcYesNo->addControl(
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new touchcontrols::Button("enter", touchcontrols::RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN));
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tcYesNo->addControl(
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new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE));
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tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton)); // Just reuse the menuButton function
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///////////////////////// MAIN MENU SCREEN /////////////////////
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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->signal_button.connect(sigc::ptr_fun(&menuButton));
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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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new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), "");
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mouseMenu->setHideGraphics(true);
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tcMenuMain->addControl(mouseMenu);
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mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse));
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touchcontrols::MultitouchMouse *mouseMenu =
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new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), "");
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mouseMenu->setHideGraphics(true);
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tcMenuMain->addControl(mouseMenu);
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mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse));
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touchcontrols::Button *console_button = new touchcontrols::Button(
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"keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true);
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touchcontrols::Button *console_button = new touchcontrols::Button(
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"keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true);
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tcMenuMain->addControl(console_button);
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tcMenuMain->addControl(console_button);
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//////////////////////////// GAME SCREEN /////////////////////
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tcGameMain->setAlpha(droidinput.gameControlsAlpha);
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controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
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//////////////////////////// GAME SCREEN /////////////////////
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tcGameMain->setAlpha(droidinput.gameControlsAlpha);
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controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha;
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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("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(
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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("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), "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("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("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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"load", KEY_QUICK_LOAD, 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", 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", 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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"load", KEY_QUICK_LOAD, false, true));
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tcGameMain->addControl(console_button);
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/*
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//quick actions binds
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tcGameMain->addControl(new
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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
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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
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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
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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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touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick));
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touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap));
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tcGameMain->addControl(console_button);
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/*
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//quick actions binds
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tcGameMain->addControl(new
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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
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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
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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
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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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touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick));
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touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap));
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// Mouse look for whole screen
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touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse", touchcontrols::RectF(3, 0, 26, 16), "");
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mouse->signal_action.connect(sigc::ptr_fun(&mouseMove));
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mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap));
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// Mouse look for whole screen
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touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse", touchcontrols::RectF(3, 0, 26, 16), "");
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mouse->signal_action.connect(sigc::ptr_fun(&mouseMove));
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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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tcGameMain->addControl(mouse);
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mouse->setHideGraphics(true);
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tcGameMain->addControl(mouse);
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tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton));
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tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton));
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tcGameMain->signal_button.connect(sigc::ptr_fun(&gameButton));
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tcGameMain->signal_settingsButton.connect(sigc::ptr_fun(&gameSettingsButton));
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///////////////////////// AUTO MAP SCREEN ///////////////////////
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///////////////////////// AUTO MAP SCREEN ///////////////////////
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// Automap
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touchcontrols::MultitouchMouse *multimouse =
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new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), "");
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multimouse->setHideGraphics(true);
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tcAutomap->addControl(multimouse);
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multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move));
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tcAutomap->addControl(map_button);
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tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton));
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tcAutomap->setAlpha(0.5);
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// Automap
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touchcontrols::MultitouchMouse *multimouse =
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new touchcontrols::MultitouchMouse("gamemouse", touchcontrols::RectF(0, 0, 26, 16), "");
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multimouse->setHideGraphics(true);
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tcAutomap->addControl(multimouse);
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multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move));
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tcAutomap->addControl(map_button);
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tcAutomap->signal_button.connect(sigc::ptr_fun(&gameButton));
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tcAutomap->setAlpha(0.5);
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// Now inventory in the weapons control group!
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// Now inventory in the weapons control group!
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inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack",
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gamefunc_Jetpack, false, false, true);
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inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit",
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gamefunc_MedKit, false, false, true);
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inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision",
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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_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack",
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gamefunc_Jetpack, false, false, true);
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inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit",
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gamefunc_MedKit, false, false, true);
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inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision",
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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), "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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tcGameWeapons->addControl(inv_buttons[GET_HEATS]);
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tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]);
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tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]);
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// Inventory are the only buttons so safe to do this
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tcGameWeapons->signal_button.connect(sigc::ptr_fun(&inventoryButton));
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tcGameWeapons->addControl(inv_buttons[GET_JETPACK]);
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tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]);
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tcGameWeapons->addControl(inv_buttons[GET_HEATS]);
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tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]);
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tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]);
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// Inventory are the only buttons so safe to do this
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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);
|
||||
weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen));
|
||||
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
|
||||
tcGameWeapons->addControl(weaponWheel);
|
||||
tcGameWeapons->setAlpha(0.9);
|
||||
// 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;
|
||||
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->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");
|
||||
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);
|
||||
}
|
||||
else
|
||||
LOGI("NOT creating controls");
|
||||
setControlsContainer(&controlsContainer);
|
||||
|
||||
// controlsContainer.initGL();
|
||||
}
|
||||
|
|
|
@ -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 "sdl_inc.h"
|
||||
#include "baselayer.h"
|
||||
|
@ -40,6 +63,8 @@ static char sdl_text[2];
|
|||
|
||||
droidinput_t droidinput;
|
||||
|
||||
int PortableTimer(int tics) { G_InitTimer(tics); }
|
||||
|
||||
int PortableKeyEvent(int state, int code,int unicode)
|
||||
{
|
||||
LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode);
|
||||
|
|
|
@ -100,7 +100,7 @@ typedef struct
|
|||
extern droidinput_t droidinput;
|
||||
extern droidsysinfo_t droidinfo;
|
||||
|
||||
|
||||
int PortableTimer(int tics);
|
||||
int PortableKeyEvent(int state, int code, int unicode);
|
||||
int PortableRead(portableread_t r);
|
||||
|
||||
|
|
Loading…
Reference in a new issue