diff --git a/polymer/eduke32/Android.mk b/polymer/eduke32/Android.mk
new file mode 100644
index 000000000..56152406e
--- /dev/null
+++ b/polymer/eduke32/Android.mk
@@ -0,0 +1,143 @@
+# Copyright (C) 2009 The Android Open Source Project
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.crg/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+#
+LOCAL_PATH := $(call my-dir)
+
+
+
+include $(CLEAR_VARS)
+
+
+LOCAL_MODULE := duke
+
+
+LOCAL_CFLAGS := -fPIC -Wimplicit -Wdeclaration-after-statement -O2 -funswitch-loops -fomit-frame-pointer -DNDEBUG -DUSING_LTO -flto -fno-stack-protector -W -Werror-implicit-function-declaration -Wpointer-arith -Wextra -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS -D_FORTIFY_SOURCE=2 -fjump-tables -Wno-unused-result -Wno-char-subscripts -DUSE_LIBPNG -pthread -I/usr/lib/i386-linux-gnu/gtk-2.0/include -I/usr/include/atk-1.0 -I/usr/include/cairo -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/pango-1.0 -I/usr/include/gio-unix-2.0/ -I/usr/include/glib-2.0 -I/usr/lib/i386-linux-gnu/glib-2.0/include -I/usr/include/pixman-1 -DHAVE_INTTYPES -D_GNU_SOURCE=1 -D_REENTRANT -DRENDERTYPESDL=1 -Wno-strict-overflow -DUSE_OPENGL -Wno-attributes
+
+#Needed my jaudiolib
+LOCAL_CFLAGS += -DHAVE_SDL
+
+LOCAL_LDLIBS += -lGLESv1_CM -lEGL
+
+LOCAL_LDLIBS += -llog
+
+LOCAL_CFLAGS += -march=armv7-a -mfloat-abi=softfp
+LOCAL_LDLIBS += -Wl,--fix-cortex-a8
+
+
+LOCAL_C_INCLUDES := $(LOCAL_PATH)/source $(LOCAL_PATH)/source/jmact $(LOCAL_PATH)/source/jaudiolib/include $(LOCAL_PATH)/source/enet/include $(LOCAL_PATH)/build/include $(TOP_DIR)/SDL2/include $(TOP_DIR)/SDL2_mixer $(IDTECH_DIR)/libpng $(IDTECH_DIR)/TinyXML $(IDTECH_DIR)/TouchControls $(IDTECH_DIR)/
+
+ANDROID_SRC = \
+ source/android/android-jni.cpp \
+ source/android/in_android.c
+
+BUILD_SRC = \
+ build/src/a-c.c \
+ build/src/baselayer.c \
+ build/src/cache1d.c \
+ build/src/compat.c \
+ build/src/crc32.c \
+ build/src/defs.c \
+ build/src/engine.c \
+ build/src/polymost.c \
+ build/src/texcache.c \
+ build/src/dxtfilter.c \
+ build/src/hightile.c \
+ build/src/textfont.c \
+ build/src/smalltextfont.c \
+ build/src/kplib.c \
+ build/src/lz4.c \
+ build/src/osd.c \
+ build/src/pragmas.c \
+ build/src/scriptfile.c \
+ build/src/mutex.c
+
+GL_SRC = \
+ build/src/mdsprite.c \
+ build/src/glbuild_android.c \
+
+SDL_SRC = \
+ build/src/sdlayer.c \
+
+JMACT_SRC=source/jmact/file_lib.c \
+ source/jmact//control.c \
+ source/jmact//keyboard.c \
+ source/jmact//mouse.c \
+ source/jmact//joystick.c \
+ source/jmact//mathutil.c \
+ source/jmact//scriplib.c \
+ source/jmact//animlib.c
+
+GAME_SRC=source/game.c \
+ source/actors.c \
+ source/anim.c \
+ source/common.c \
+ source/config.c \
+ source/demo.c \
+ source/gamedef.c \
+ source/gameexec.c \
+ source/gamevars.c \
+ source/global.c \
+ source/input.c \
+ source/menus.c \
+ source/namesdyn.c \
+ source/net.c \
+ source/player.c \
+ source/premap.c \
+ source/savegame.c \
+ source/sector.c \
+ source/rts.c \
+ source/osdfuncs.c \
+ source/osdcmds.c \
+ source/grpscan.c \
+ source/sounds.c \
+ source/soundsdyn.c \
+ source/sdlmusic.c \
+
+ JAUDIO_SRC=source/jaudiolib/src/drivers.c \
+ source/jaudiolib/src//fx_man.c \
+ source/jaudiolib/src//multivoc.c \
+ source/jaudiolib/src//mix.c \
+ source/jaudiolib/src//mixst.c \
+ source/jaudiolib/src//pitch.c \
+ source/jaudiolib/src//formats.c \
+ source/jaudiolib/src//vorbis.c \
+ source/jaudiolib/src//flac.c \
+ source/jaudiolib/src//xa.c \
+ source/jaudiolib/src//driver_nosound.c \
+ source/jaudiolib/src//driver_sdl.c
+
+
+ ENET_SRC=source/enet/src/callbacks.c \
+ source/enet/src/host.c \
+ source/enet/src/list.c \
+ source/enet/src/packet.c \
+ source/enet/src/peer.c \
+ source/enet/src/protocol.c \
+ source/enet/src/compress.c \
+ source/enet/src/unix.c
+
+LOCAL_SRC_FILES = $(ANDROID_SRC) $(ENET_SRC) $(JAUDIO_SRC) $(JMACT_SRC) $(GAME_SRC) $(BUILD_SRC) $(GL_SRC) $(SDL_SRC)
+
+
+LOCAL_LDLIBS := -lGLESv1_CM -ldl -llog -lOpenSLES -lz
+LOCAL_STATIC_LIBRARIES := nanogl SDL2_net libjpeg libpng
+LOCAL_SHARED_LIBRARIES := touchcontrols openal SDL2 SDL2_mixer SDL2_image
+
+include $(BUILD_SHARED_LIBRARY)
+
+
+
+
+
+
diff --git a/polymer/eduke32/eduke32.vcxproj b/polymer/eduke32/eduke32.vcxproj
index efbd574a1..fbb293de1 100644
--- a/polymer/eduke32/eduke32.vcxproj
+++ b/polymer/eduke32/eduke32.vcxproj
@@ -282,6 +282,8 @@
+
+
@@ -392,6 +394,8 @@
+
+
diff --git a/polymer/eduke32/eduke32.vcxproj.filters b/polymer/eduke32/eduke32.vcxproj.filters
index 0524265d5..b40b9531f 100644
--- a/polymer/eduke32/eduke32.vcxproj.filters
+++ b/polymer/eduke32/eduke32.vcxproj.filters
@@ -67,6 +67,12 @@
{f1025787-c43f-43de-8b46-143ea0462fc1}
+
+ {52ce6149-4982-41a4-9adf-c7a9468421fd}
+
+
+ {d3b67b4f-6b78-43e0-88ab-f081b977499a}
+
@@ -417,6 +423,12 @@
eduke32\source\lunatic\headers
+
+ eduke32\headers\android
+
+
+ eduke32\headers
+
@@ -734,6 +746,12 @@
eduke32\source\lunatic\source
+
+ eduke32\source\android
+
+
+ eduke32\source\android
+
diff --git a/polymer/eduke32/source/android.h b/polymer/eduke32/source/android.h
new file mode 100644
index 000000000..cbbbb66e0
--- /dev/null
+++ b/polymer/eduke32/source/android.h
@@ -0,0 +1,38 @@
+//-------------------------------------------------------------------------
+/*
+Copyright (C) 2010 EDuke32 developers and contributors
+
+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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+//-------------------------------------------------------------------------
+
+#ifndef __android_h__
+#define __android_h__
+
+#ifdef __ANDROID__
+#include "compat.h"
+#include "control.h"
+
+extern int android_screen_width;
+extern int android_screen_height;
+
+extern void CONTROL_Android_ClearButton(int32_t whichbutton);
+extern void CONTROL_Android_PollDevices(ControlInfo *info);
+extern void setLastWeapon(int w);
+#endif
+
+#endif
diff --git a/polymer/eduke32/source/android/android-jni.cpp b/polymer/eduke32/source/android/android-jni.cpp
new file mode 100644
index 000000000..f00e81d45
--- /dev/null
+++ b/polymer/eduke32/source/android/android-jni.cpp
@@ -0,0 +1,881 @@
+/*
+ *
+ * Designed by Emile Belanger
+ *
+ */
+
+#include
+#include
+#include
+#include
+#include
+
+#include "SDL_scancode.h"
+
+#include "TouchControlsContainer.h"
+extern "C"
+{
+
+//This is a new function I put into SDL2, file SDL_androidgl.c
+extern void SDL_SetSwapBufferCallBack(void (*pt2Func)(void));
+
+#include "in_android.h"
+
+#include "../GL/gl.h"
+#include "../GL/nano_gl.h"
+
+#ifndef LOGI
+#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
+#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__))
+#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR,"DUKE", __VA_ARGS__))
+#endif
+
+#define REND_SOFT 0
+#define REND_GL 1
+
+static int curRenderer;
+
+int android_screen_width;
+int android_screen_height;
+
+
+#define KEY_QUICK_CMD 0x1005
+#define KEY_SHOW_KBRD 0x1008
+#define KEY_SHOW_INVEN 0x1009
+#define KEY_QUICK_SAVE 0x100A
+#define KEY_QUICK_LOAD 0x100B
+#define KEY_SNIPER 0x100C
+
+#define KEY_QUICK_KEY1 0x1011
+#define KEY_QUICK_KEY2 0x1012
+#define KEY_QUICK_KEY3 0x1013
+#define KEY_QUICK_KEY4 0x1014
+
+
+float gameControlsAlpha = 0.5;
+bool showWeaponCycle = false;
+bool turnMouseMode = true;
+bool invertLook = false;
+bool precisionShoot = false;
+bool showSticks = true;
+bool hideTouchControls = true;
+
+bool shooting = false;
+bool sniperMode = false;
+
+static int controlsCreated = 0;
+touchcontrols::TouchControlsContainer controlsContainer;
+
+touchcontrols::TouchControls *tcMenuMain=0;
+touchcontrols::TouchControls *tcGameMain=0;
+touchcontrols::TouchControls *tcGameWeapons=0;
+touchcontrols::TouchControls *tcAutomap=0;
+touchcontrols::TouchControls *tcInventory=0;
+touchcontrols::TouchControls *tcGameLook=0; //Just used for whole screen look mode
+
+
+touchcontrols::TouchJoy *touchJoyLeft;
+touchcontrols::TouchJoy *touchJoyRight;
+touchcontrols::WheelSelect *weaponWheel;
+
+extern JNIEnv* env_;
+
+void openGLStart()
+{
+
+ if (curRenderer == REND_GL)
+ {
+ glPushMatrix();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrthof (0, android_screen_width, android_screen_height, 0, 0, 1);
+
+ //glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ //glClear(GL_COLOR_BUFFER_BIT);
+ //LOGI("openGLStart");
+ glDisable(GL_ALPHA_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_FOG);
+ glEnable(GL_TEXTURE_2D);
+ glEnable (GL_BLEND);
+
+ glColor4f(1,1,1,1);
+
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY );
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glDisable(GL_CULL_FACE);
+
+ glMatrixMode(GL_MODELVIEW);
+
+ nanoPushState();
+ }
+ else //software mode
+ {
+
+ glDisable(GL_ALPHA_TEST);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY );
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glEnable (GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_CULL_FACE);
+ glMatrixMode(GL_MODELVIEW);
+
+ }
+
+}
+
+void openGLEnd()
+{
+
+ if (curRenderer == REND_GL)
+ {
+ //glPopMatrix();
+ nanoPopState();
+ glPopMatrix();
+ }
+ else// Software mode
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glMatrixMode(GL_MODELVIEW);
+
+ }
+}
+
+void gameSettingsButton(int state)
+{
+
+ //LOGTOUCH("gameSettingsButton %d",state);
+ if (state == 1)
+ {
+ jclass helloWorldClass;
+ jmethodID mainMethod;
+
+ helloWorldClass = env_->FindClass("com/beloko/duke/QuakeTouchControlsSettings");
+ mainMethod = env_->GetStaticMethodID(helloWorldClass, "showSettings", "()V");
+ env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
+ }
+}
+
+
+void showCustomCommands()
+{
+
+ jclass helloWorldClass;
+ jmethodID mainMethod;
+ helloWorldClass = env_->FindClass("com/beloko/duke/QuakeCustomCommands");
+ mainMethod = env_->GetStaticMethodID(helloWorldClass, "showCommands", "()V");
+ env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
+}
+
+void toggleKeyboard()
+{
+ LOGI("toggleKeyboard");
+ jclass helloWorldClass;
+ jmethodID mainMethod;
+ helloWorldClass = env_->FindClass("com/beloko/duke/ShowKeyboard");
+ mainMethod = env_->GetStaticMethodID(helloWorldClass, "toggleKeyboard", "()V");
+ env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
+}
+
+//Because there is no Frame(), we need to check back to java each frame to see if the app hase paused
+
+static jclass NativeLibClass = 0;
+static jmethodID checkPauseMethod = 0;
+void swapBuffers()
+{
+ if (NativeLibClass == 0)
+ {
+ NativeLibClass = env_->FindClass("com/beloko/duke/engine/NativeLib");
+ checkPauseMethod = env_->GetStaticMethodID(NativeLibClass, "swapBuffers", "()V");
+ }
+ env_->CallStaticVoidMethod(NativeLibClass, checkPauseMethod);
+}
+
+
+void gameButton(int state,int code)
+{
+ if (code == gamefunc_Fire)
+ {
+ shooting = state;
+ PortableAction(state, code);
+ }
+ if (code == KEY_SNIPER)
+ {
+ sniperMode = state;
+ }
+ else if (code == KEY_SHOW_KBRD)
+ {
+ if (state)
+ toggleKeyboard();
+
+ PortableKeyEvent(state, SDL_SCANCODE_GRAVE,0);
+ }
+ else if (code == KEY_QUICK_CMD){
+ if (state == 1)
+ showCustomCommands();
+ }
+ else if (code == KEY_SHOW_INVEN){
+ if (state == 1)
+ {
+ if (!tcInventory->isEnabled())
+ {
+ tcInventory->setEnabled(true);
+ tcInventory->fade(0,5);
+ //disable weapon wheel so it does not show, enabled again after inventory cleared
+ tcGameWeapons->setEnabled(false);
+ }
+ else
+ {
+ tcInventory->setEnabled(false);
+ tcGameWeapons->setEnabled(true);
+ }
+ }
+ }
+ else if (code == KEY_QUICK_SAVE){
+ LOGI("QUICK SAVE");
+ PortableKeyEvent(state, SDL_SCANCODE_F6,0);
+ }
+ else if (code == KEY_QUICK_LOAD){
+ LOGI("QUICK LOAD");
+ PortableKeyEvent(state, SDL_SCANCODE_F9,0);
+ }
+ else
+ PortableAction(state, code);
+}
+
+void automapButton(int state,int code)
+{
+ PortableAction(state,code);
+}
+
+void inventoryButton(int state,int code)
+{
+ PortableAction(state,code);
+ if (state == 0)
+ {
+ tcGameWeapons->setEnabled(true);
+ tcInventory->setEnabled(false);
+ }
+
+}
+
+void menuButton(int state,int code)
+{
+ PortableKeyEvent(state, code,code);
+}
+
+static int weaponWheelVisible = false;
+void weaponWheelSelected(int enabled)
+{
+ if (enabled)
+ {
+ for (int n=0;n<10;n++)
+ {
+ weaponWheel->setSegmentEnabled(n,(PortableGetWeapons() >> n) & 0x1);
+ }
+
+ tcGameWeapons->fade(0,5); //fade in
+ weaponWheelVisible = true;
+ }
+ else
+ {
+ tcGameWeapons->fade(1,5);
+ weaponWheelVisible = false;
+ }
+}
+void weaponWheelChosen(int segment)
+{
+ LOGI("weaponWheel %d",segment);
+ if (segment != -1)
+ {
+ PortableAction(1, gamefunc_Weapon_1 + segment);
+ PortableAction(0, gamefunc_Weapon_1 + segment);
+ }
+ else //Nothing was selected
+ {
+ if (getLastWeapon() != -1)
+ {
+ PortableAction(1, gamefunc_Weapon_1 + getLastWeapon());
+ PortableAction(0, gamefunc_Weapon_1 + getLastWeapon());
+ }
+ }
+}
+
+
+int left_double_action;
+int right_double_action;
+
+void left_double_tap(int state)
+{
+ //LOGTOUCH("L double %d",state);
+ if (left_double_action)
+ PortableAction(state,left_double_action);
+}
+
+void right_double_tap(int state)
+{
+ //LOGTOUCH("R double %d",state);
+ if (right_double_action)
+ PortableAction(state,right_double_action);
+}
+
+
+//To be set by android
+float strafe_sens,forward_sens;
+float pitch_sens,yaw_sens;
+
+void left_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
+{
+ joy_x *=10;
+ float strafe = joy_x*joy_x;
+ //float strafe = joy_x;
+ if (joy_x < 0)
+ strafe *= -1;
+
+ PortableMove(joy_y * 15 * forward_sens,-strafe * strafe_sens);
+}
+
+extern int crouchToggleState; //Set in anroid_in.c
+
+void right_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
+{
+ //LOGI(" mouse x = %f",mouse_x);
+ int invert = invertLook?-1:1;
+
+ float scale = ((shooting && precisionShoot) || crouchToggleState)?0.3:1;
+
+ PortableLookPitch(LOOK_MODE_MOUSE,-mouse_y * pitch_sens * invert * scale);
+
+ if (turnMouseMode)
+ PortableLookYaw(LOOK_MODE_MOUSE,mouse_x*2*yaw_sens * scale);
+ else
+ PortableLookYaw(LOOK_MODE_JOYSTICK,joy_x*6*yaw_sens * scale);
+}
+
+void mouseMove(int action,float x, float y,float dx, float dy)
+{
+ LOGI(" mouse dx = %f",dx);
+
+ if (weaponWheelVisible)
+ return;
+ /*
+ if (abs(dx) < 0.001)
+ {
+ dx * 0.1;
+ }
+ */
+ int invert = invertLook?-1:1;
+ float scale;
+
+ if (sniperMode)
+ scale = 0.2;
+ else
+ scale = ((shooting && precisionShoot) || crouchToggleState)?0.2:1;
+
+
+ PortableLookPitch(LOOK_MODE_MOUSE,-dy * pitch_sens * invert * scale);
+
+ PortableLookYaw(LOOK_MODE_MOUSE,dx*2*yaw_sens * scale);
+}
+
+void setHideSticks(bool v)
+{
+ if (touchJoyLeft) touchJoyLeft->setHideGraphics(v);
+ if (touchJoyRight) touchJoyRight->setHideGraphics(v);
+}
+
+void touchSettingsButton(int state)
+{
+ //We wanna pause the game when doign settings
+ if (state && !isPaused())
+ {
+ PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
+ PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
+ }
+ else if (!state && isPaused())
+ {
+ PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
+ PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
+ }
+}
+
+void initControls(int width, int height,const char * graphics_path,const char *settings_file)
+{
+ touchcontrols::GLScaleWidth = (float)width;
+ touchcontrols::GLScaleHeight = (float)height;
+
+ LOGI("initControls %d x %d,x path = %s, settings = %s",width,height,graphics_path,settings_file);
+
+ if (!controlsCreated)
+ {
+ LOGI("creating controls");
+
+ touchcontrols::setGraphicsBasePath(graphics_path);
+
+ controlsContainer.openGL_start.connect( sigc::ptr_fun(&openGLStart));
+ controlsContainer.openGL_end.connect( sigc::ptr_fun(&openGLEnd));
+ controlsContainer.signal_settings.connect( sigc::ptr_fun(&touchSettingsButton));
+
+
+ tcMenuMain = new touchcontrols::TouchControls("menu",true,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,true,1,false);
+ tcInventory = new touchcontrols::TouchControls("inventory",false,true,1,false);
+ tcGameLook = new touchcontrols::TouchControls("mouse",true,false);
+ controlsContainer.dukeHack = 1;
+
+ tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
+
+ //Menu
+ tcMenuMain->addControl(new touchcontrols::Button("down_arrow",touchcontrols::RectF(20,13,23,16),"arrow_down",SDL_SCANCODE_DOWN,true)); //Repeating buttons
+ tcMenuMain->addControl(new touchcontrols::Button("up_arrow",touchcontrols::RectF(20,10,23,13),"arrow_up",SDL_SCANCODE_UP,true));
+ tcMenuMain->addControl(new touchcontrols::Button("left_arrow",touchcontrols::RectF(17,13,20,16),"arrow_left",SDL_SCANCODE_LEFT,true));
+ tcMenuMain->addControl(new touchcontrols::Button("right_arrow",touchcontrols::RectF(23,13,26,16),"arrow_right",SDL_SCANCODE_RIGHT,true));
+ tcMenuMain->addControl(new touchcontrols::Button("enter",touchcontrols::RectF(0,12,4,16),"enter",SDL_SCANCODE_RETURN));
+ tcMenuMain->addControl(new touchcontrols::Button("esc",touchcontrols::RectF(0,9,4,12),"esc",SDL_SCANCODE_ESCAPE));
+
+
+ tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) );
+ tcMenuMain->setAlpha(0.5);
+
+
+ tcInventory->addControl(new touchcontrols::Button("jetpack", touchcontrols::RectF(4,3,7,6),"jetpack",gamefunc_Jetpack));
+ tcInventory->addControl(new touchcontrols::Button("medkit", touchcontrols::RectF(7,3,10,6),"medkit",gamefunc_MedKit));
+ tcInventory->addControl(new touchcontrols::Button("nightv", touchcontrols::RectF(4,6,7,9),"nightvision",gamefunc_NightVision));
+ tcInventory->addControl(new touchcontrols::Button("holoduke",touchcontrols::RectF(7,6,10,9),"holoduke",gamefunc_Holo_Duke));
+ tcInventory->addControl(new touchcontrols::Button("steroids",touchcontrols::RectF(4,9,7,12),"steroids",gamefunc_Steroids));
+ tcMenuMain->setAlpha(1);
+
+
+ tcInventory->signal_button.connect( sigc::ptr_fun(&inventoryButton));
+
+ /*
+ //Automap
+ tcAutomap->addControl(new touchcontrols::Button("down_arrow",touchcontrols::RectF(2,14,4,16),"arrow_down",PORT_ACT_MAP_DOWN));
+ tcAutomap->addControl(new touchcontrols::Button("up_arrow",touchcontrols::RectF(2,10,4,12),"arrow_up",PORT_ACT_MAP_UP));
+ tcAutomap->addControl(new touchcontrols::Button("left_arrow",touchcontrols::RectF(0,12,2,14),"arrow_left",PORT_ACT_MAP_LEFT));
+ tcAutomap->addControl(new touchcontrols::Button("right_arrow",touchcontrols::RectF(4,12,6,14),"arrow_right",PORT_ACT_MAP_RIGHT));
+ tcAutomap->addControl(new touchcontrols::Button("zoom_in",touchcontrols::RectF(4,10,6,12),"zoom_in",PORT_ACT_MAP_ZOOM_IN));
+ tcAutomap->addControl(new touchcontrols::Button("zoom_out",touchcontrols::RectF(4,14,6,16),"zoom_out",PORT_ACT_MAP_ZOOM_OUT));
+
+ tcAutomap->signal_button.connect( sigc::ptr_fun(&automapButton) );
+ tcAutomap->setAlpha(0.5);
+ */
+
+ //Game
+ tcGameMain->setAlpha(gameControlsAlpha);
+ controlsContainer.editButtonAlpha = gameControlsAlpha;
+ tcGameMain->addControl(new touchcontrols::Button("use",touchcontrols::RectF(23,4,26,7),"use",gamefunc_Open));
+ tcGameMain->addControl(new touchcontrols::Button("attack",touchcontrols::RectF(20,7,23,10),"fire2",gamefunc_Fire));
+ tcGameMain->addControl(new touchcontrols::Button("jump",touchcontrols::RectF(23,7,26,10),"jump",gamefunc_Jump));
+ tcGameMain->addControl(new touchcontrols::Button("crouch",touchcontrols::RectF(24,14,26,16),"crouch",gamefunc_Crouch));
+ tcGameMain->addControl(new touchcontrols::Button("kick",touchcontrols::RectF(20,4,23,7),"boot",gamefunc_Quick_Kick));
+
+ tcGameMain->addControl(new touchcontrols::Button("quick_save",touchcontrols::RectF(24,0,26,2),"save",KEY_QUICK_SAVE));
+ tcGameMain->addControl(new touchcontrols::Button("quick_load",touchcontrols::RectF(20,0,22,2),"load",KEY_QUICK_LOAD));
+ tcGameMain->addControl(new touchcontrols::Button("map",touchcontrols::RectF(4,0,6,2),"map",gamefunc_Map));
+ tcGameMain->addControl(new touchcontrols::Button("keyboard",touchcontrols::RectF(8,0,10,2),"keyboard",KEY_SHOW_KBRD));
+
+ tcGameMain->addControl(new touchcontrols::Button("show_inventory",touchcontrols::RectF(0,0,2,3),"inv",KEY_SHOW_INVEN));
+
+ tcGameMain->addControl(new touchcontrols::Button("next_weapon",touchcontrols::RectF(0,3,3,5),"next_weap",gamefunc_Next_Weapon));
+ tcGameMain->addControl(new touchcontrols::Button("prev_weapon",touchcontrols::RectF(0,7,3,9),"prev_weap",gamefunc_Previous_Weapon));
+ //tcGameMain->addControl(new touchcontrols::Button("sniper",touchcontrols::RectF(0,5,3,7),"sniper",KEY_SNIPER));
+
+ //quick actions binds
+ tcGameMain->addControl(new touchcontrols::Button("quick_key_1",touchcontrols::RectF(4,3,6,5),"quick_key_1",KEY_QUICK_KEY1,false,true));
+ tcGameMain->addControl(new touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true));
+ tcGameMain->addControl(new touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true));
+ tcGameMain->addControl(new touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true));
+
+ //Left stick
+ touchJoyLeft = new touchcontrols::TouchJoy("stick",touchcontrols::RectF(0,7,8,16),"strafe_arrow");
+ tcGameMain->addControl(touchJoyLeft);
+ touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick) );
+ touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap) );
+
+ //Right stick
+ touchJoyRight = new touchcontrols::TouchJoy("touch",touchcontrols::RectF(17,7,26,16),"look_arrow");
+ tcGameMain->addControl(touchJoyRight);
+ touchJoyRight->signal_move.connect(sigc::ptr_fun(&right_stick) );
+ touchJoyRight->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap) );
+ touchJoyRight->setEnabled(false);
+
+ tcGameMain->signal_button.connect( sigc::ptr_fun(&gameButton) );
+
+
+ //Mouse look for whole screen
+ touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse",touchcontrols::RectF(3,0,26,16),"");
+ mouse->signal_action.connect(sigc::ptr_fun(&mouseMove));
+ mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap) );
+
+ mouse->setHideGraphics(true);
+ tcGameLook->addControl(mouse);
+
+
+
+ //Weapons
+ weaponWheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel",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(tcInventory);//Need to be above tcGameMain incase buttons over stick
+ controlsContainer.addControlGroup(tcGameMain);
+ controlsContainer.addControlGroup(tcGameWeapons);
+ //controlsContainer.addControlGroup(tcAutomap);
+ controlsContainer.addControlGroup(tcGameLook);
+ controlsCreated = 1;
+
+ tcGameMain->setXMLFile((std::string)graphics_path + "/game.xml");
+ tcGameWeapons->setXMLFile((std::string)graphics_path + "/weapons.xml");
+ tcAutomap->setXMLFile((std::string)graphics_path + "/automap.xml");
+ tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
+
+ }
+ else
+ LOGI("NOT creating controls");
+
+ //controlsContainer.initGL();
+}
+
+int loadedGLImages=0;
+
+int inMenuLast = 1;
+int inAutomapLast = 0;
+void frameControls()
+{
+ //LOGI("frameControls");
+ //We need to do this here now because duke loads a new gl context
+ if (!loadedGLImages)
+ {
+ touchJoyRight->setEnabled(false);
+
+ controlsContainer.initGL();
+ loadedGLImages = 1;
+
+ }
+
+ //LOGI("frameControls");
+ if (PortableIsSoftwareMode())
+ curRenderer = REND_SOFT;
+ else
+ curRenderer = REND_GL;
+
+ int inMenuNew = PortableInMenu();
+ if (inMenuLast != inMenuNew)
+ {
+ inMenuLast = inMenuNew;
+ if (!inMenuNew)
+ {
+ tcGameMain->setEnabled(true);
+ tcGameWeapons->setEnabled(true);
+ tcGameWeapons->fade(1,5);
+ tcMenuMain->setEnabled(false);
+ }
+ else
+ {
+ tcGameMain->setEnabled(false);
+ tcGameWeapons->setEnabled(false);
+ tcMenuMain->setEnabled(true);
+ }
+ }
+
+ int inAutomapNew = PortableInAutomap() && !inMenuLast; //Dont show if menu comes up
+ if (inAutomapLast != inAutomapNew)
+ {
+ inAutomapLast = inAutomapNew;
+ if (inAutomapNew)
+ {
+ tcAutomap->animateIn(5);
+ }
+ else
+ {
+ tcAutomap->animateOut(5);
+ }
+ }
+
+ setHideSticks(!showSticks);
+ controlsContainer.draw();
+}
+
+
+void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
+{
+
+ gameControlsAlpha = alpha;
+ if (tcGameMain)
+ {
+ tcGameMain->setAlpha(gameControlsAlpha);
+ controlsContainer.editButtonAlpha = gameControlsAlpha;
+ }
+
+ showWeaponCycle = other & 0x1?true:false;
+ turnMouseMode = other & 0x2?true:false;
+ invertLook = other & 0x4?true:false;
+ precisionShoot = other & 0x8?true:false;
+ showSticks = other & 0x1000?true:false;
+
+ hideTouchControls = other & 0x80000000?true:false;
+
+
+ switch ((other>>4) & 0xF)
+ {
+ case 1:
+ left_double_action = gamefunc_Fire;
+ break;
+ case 2:
+ left_double_action = gamefunc_Jump;
+ break;
+ default:
+ left_double_action = 0;
+ }
+
+ switch ((other>>8) & 0xF)
+ {
+ case 1:
+ right_double_action = gamefunc_Fire;
+ break;
+ case 2:
+ right_double_action = gamefunc_Jump;
+ break;
+ default:
+ right_double_action = 0;
+ }
+
+ strafe_sens = strafe;
+ forward_sens = fwd;
+ pitch_sens = pitch;
+ yaw_sens = yaw;
+
+}
+
+int quit_now = 0;
+
+#define EXPORT_ME __attribute__ ((visibility("default")))
+
+JNIEnv* env_;
+
+int argc=1;
+const char * argv[32];
+std::string graphicpath;
+
+
+std::string doom_path;
+
+const char * getDoomPath()
+{
+ return doom_path.c_str();
+}
+
+jint EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
+ jobject thiz,jstring graphics_dir,jint mem_mb,jobjectArray argsArray,jint renderer,jstring doom_path_ )
+{
+ env_ = env;
+ curRenderer = renderer;
+ //curRenderer = REND_SOFT;
+ curRenderer = REND_GL;
+
+ argv[0] = "eduke32";
+ int argCount = (env)->GetArrayLength( argsArray);
+ LOGI("argCount = %d",argCount);
+ for (int i=0; iGetObjectArrayElement( argsArray, i);
+ argv[argc] = (char *)(env)->GetStringUTFChars( string, 0);
+ LOGI("arg = %s",argv[argc]);
+ argc++;
+ }
+
+
+
+ doom_path = (char *)(env)->GetStringUTFChars( doom_path_, 0);
+
+ //Change working dir, save games etc
+
+ chdir(getDoomPath());
+ putenv("TIMIDITY_CFG=../timidity.cfg");
+
+ LOGI("doom_path = %s",getDoomPath());
+ //argv[0] = "vavoom";
+ //argv[1] = "-basedir";
+ //argv[2] = "/sdcard/Beloko/Quake/FULL";
+ //args[3] = "-doom";
+
+
+ const char * p = env->GetStringUTFChars(graphics_dir,NULL);
+ graphicpath = std::string(p);
+
+
+
+ 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)
+ SDL_SetSwapBufferCallBack(frameControls);
+
+ if (renderer == REND_SOFT)// In soft mode SDL calls swap buffer, disable so it does not flicker
+ SDL_SwapBufferPerformsSwap(false);
+ */
+
+
+ SDL_SetSwapBufferCallBack(frameControls);
+
+ //Now doen in java to keep context etc
+ //SDL_SwapBufferPerformsSwap(false);
+
+
+ PortableInit(argc,argv);
+
+
+ return 0;
+}
+
+
+jint EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_frame( JNIEnv* env,
+ jobject thiz )
+{
+
+ LOGI("Java_com_beloko_duke_engine_NativeLib_frame");
+
+ PortableFrame();
+
+ frameControls();
+
+ return 0;
+}
+
+__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM* vm, void* reserved)
+{
+ LOGI("JNI_OnLoad");
+
+ return JNI_VERSION_1_4;
+}
+
+
+void EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_keypress(JNIEnv *env, jobject obj,
+ jint down, jint keycode, jint unicode)
+{
+ LOGI("keypress %d",keycode);
+ if (controlsContainer.isEditing())
+ {
+ if (down && (keycode == SDL_SCANCODE_ESCAPE ))
+ controlsContainer.finishEditing();
+
+ }
+ else
+ PortableKeyEvent(down,keycode,unicode);
+
+}
+
+
+void EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj,
+ jint action, jint pid, jfloat x, jfloat y)
+{
+ //LOGI("TOUCHED");
+ controlsContainer.processPointer(action,pid,x,y);
+}
+
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_doAction(JNIEnv *env, jobject obj,
+ jint state, jint action)
+{
+ //gamepadButtonPressed();
+ if (hideTouchControls)
+ if (tcGameMain->isEnabled())
+ tcGameMain->animateOut(30);
+ LOGI("doAction %d %d",state,action);
+ PortableAction(state,action);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj,
+ jfloat v)
+{
+ PortableMoveFwd(v);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogSide(JNIEnv *env, jobject obj,
+ jfloat v)
+{
+ PortableMoveSide(v);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj,
+ jint mode,jfloat v)
+{
+ PortableLookPitch(mode, v);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj,
+ jint mode,jfloat v)
+{
+ PortableLookYaw(mode, v);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj,
+ jfloat alpha,jfloat strafe,jfloat fwd,jfloat pitch,jfloat yaw,int other)
+{
+ setTouchSettings(alpha,strafe,fwd,pitch,yaw,other);
+}
+
+void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj)
+{
+ controlsContainer.resetDefaults();
+}
+
+std::string quickCommandString;
+jint EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj,
+ jstring command)
+{
+ const char * p = env->GetStringUTFChars(command,NULL);
+ quickCommandString = std::string(p) + "\n";
+ env->ReleaseStringUTFChars(command, p);
+ PortableCommand(quickCommandString.c_str());
+}
+
+
+
+
+void EXPORT_ME
+Java_com_beloko_duke_engine_NativeLib_setScreenSize( JNIEnv* env,
+ jobject thiz, jint width, jint height)
+{
+ android_screen_width = width;
+ 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)
+{
+ /* This interface could expand with ABI negotiation, calbacks, etc. */
+ SDL_Android_Init(env, cls);
+ SDL_SetMainReady();
+ // SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
+}
+
+
+}
diff --git a/polymer/eduke32/source/android/in_android.c b/polymer/eduke32/source/android/in_android.c
new file mode 100644
index 000000000..1a26a5ff0
--- /dev/null
+++ b/polymer/eduke32/source/android/in_android.c
@@ -0,0 +1,303 @@
+#include "sdl_inc.h"
+#include "baselayer.h"
+#include "keys.h"
+#include "duke3d.h"
+#include "common_game.h"
+#include "osd.h"
+#include "player.h"
+
+#include "jmact/keyboard.h"
+#include "jmact/control.h"
+
+#include "../src/video/android/SDL_androidkeyboard.h"
+
+#include "in_android.h"
+
+#include
+
+#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
+
+
+extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
+extern int SDL_SendKeyboardText(const char *text);
+
+char sdl_text[2];
+int PortableKeyEvent(int state, int code,int unicode){
+
+ LOGI("PortableKeyEvent %d %d %d",state,code,unicode);
+
+ /*
+ if (state)
+ Android_OnKeyDown(code);
+ else
+ Android_OnKeyUp(code);
+
+ return;
+ */
+
+ if (state)
+ SDL_SendKeyboardKey(SDL_PRESSED, code);
+ else
+ SDL_SendKeyboardKey(SDL_RELEASED, code);
+
+ SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
+
+ if (code == 42)
+ unicode = 42;
+
+ if (state)
+ {
+ //if (unicode < 128)
+ {
+ sdl_text[0] = unicode;
+ sdl_text[1] = 0;
+
+ int posted = SDL_SendKeyboardText((const char*)sdl_text);
+ LOGI("posted = %d",posted);
+ }
+ }
+
+ return 0;
+
+}
+
+
+int crouchToggleState=0;
+
+#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
+#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
+
+uint64_t functionSticky = 0; //To let at least one tick
+uint64_t functionHeld = 0;
+
+void changeActionState(int state, int action)
+{
+ if (state)
+ {
+ //BUTTONSET(action,1);
+ functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
+ functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
+ }
+ else
+ {
+ //BUTTONCLEAR(action);
+ functionHeld &= ~((uint64_t)1<<((uint64_t)(action)));
+ }
+}
+
+void PortableAction(int state, int action)
+{
+ LOGI("PortableAction action = %d, state = %d",action,state);
+
+ //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 != 2))// This means underwater!
+ {
+
+ if (action == gamefunc_Crouch)
+ {
+ if (state)
+ {
+ crouchToggleState =!crouchToggleState;
+ }
+ state = crouchToggleState;
+ }
+ }
+
+ //Check if jumping while crouched
+ if (action == gamefunc_Jump)
+ {
+ if (crouchToggleState)
+ {
+ crouchToggleState = 0;
+ changeActionState(0,gamefunc_Crouch);
+ }
+ }
+
+ changeActionState(state,action);
+ LOGI("PortableAction state = 0x%016llX",CONTROL_ButtonState);
+}
+
+// =================== FORWARD and SIDE MOVMENT ==============
+
+float forwardmove, sidemove; //Joystick mode
+
+void PortableMoveFwd(float fwd)
+{
+ if (fwd > 1)
+ fwd = 1;
+ else if (fwd < -1)
+ fwd = -1;
+
+ forwardmove = fwd;
+}
+
+void PortableMoveSide(float strafe)
+{
+ if (strafe > 1)
+ strafe = 1;
+ else if (strafe < -1)
+ strafe = -1;
+
+ sidemove = strafe;
+}
+
+void PortableMove(float fwd, float strafe)
+{
+ PortableMoveFwd(fwd);
+ PortableMoveSide(strafe);
+}
+
+//======================================================================
+
+//Look up and down
+int look_pitch_mode;
+float look_pitch_mouse,look_pitch_abs,look_pitch_joy;
+void PortableLookPitch(int mode, float 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;
+ }
+}
+
+//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){}
+
+extern int32_t main(int32_t argc, char *argv[]);
+void PortableInit(int argc,const char ** argv){
+
+ main(argc,argv);
+}
+
+
+void PortableFrame(){
+ //NOT USED for DUKE
+}
+
+int PortableInMenu(){
+ return ( (g_player[myconnectindex].ps->gm & MODE_MENU) || !(g_player[myconnectindex].ps->gm & MODE_GAME))?1:0;
+}
+
+unsigned int PortableGetWeapons()
+{
+ return g_player[myconnectindex].ps->gotweapon;
+}
+int PortableInAutomap()
+{
+ return 0;
+}
+
+int PortableShowKeyboard(){
+
+ return 0;
+}
+
+int PortableIsSoftwareMode()
+{
+ if (getrendermode() >= REND_POLYMOST)
+ return 0;
+ else
+ return 1;
+
+}
+
+
+static int lastWeapon = -1;
+int getLastWeapon(){
+ return lastWeapon;
+}
+
+extern user_defs ud;
+
+int isPaused()
+{
+ return ud.pause_on;
+}
+
+///This stuff is called from the game/engine
+
+void setLastWeapon(int w)
+{
+ LOGI("setLastWeapon %d",w);
+ lastWeapon = w;
+}
+
+
+void CONTROL_Android_ClearButton(int32_t whichbutton)
+{
+ BUTTONCLEAR(whichbutton);
+ 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;
+
+ 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;
+ }
+
+
+ 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 |= functionSticky;
+ CONTROL_ButtonState |= functionHeld;
+
+ functionSticky = 0;
+
+ //LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
+}
+
+
diff --git a/polymer/eduke32/source/android/in_android.h b/polymer/eduke32/source/android/in_android.h
new file mode 100644
index 000000000..be8eb44b8
--- /dev/null
+++ b/polymer/eduke32/source/android/in_android.h
@@ -0,0 +1,46 @@
+#include "function.h"
+
+
+
+
+#define LOOK_MODE_MOUSE 0
+#define LOOK_MODE_ABSOLUTE 1
+#define LOOK_MODE_JOYSTICK 2
+
+
+
+#ifdef __cplusplus
+extern "C"
+{
+#endif
+int PortableKeyEvent(int state, int code, int unicode);
+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 PortableCommand(const char * cmd);
+
+void PortableInit(int argc,const char ** argv);
+void PortableFrame();
+
+int PortableInMenu();
+int PortableShowKeyboard();
+int PortableInAutomap();
+
+unsigned int PortableGetWeapons();
+
+int getLastWeapon();
+
+int isPaused();
+
+
+//check mode, so touch graphcics can adapt
+int PortableIsSoftwareMode();
+
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/polymer/eduke32/source/config.c b/polymer/eduke32/source/config.c
index 660d32580..fd8a2ebee 100644
--- a/polymer/eduke32/source/config.c
+++ b/polymer/eduke32/source/config.c
@@ -174,9 +174,16 @@ void CONFIG_SetDefaults(void)
int32_t i;
ud.config.scripthandle = -1;
+#ifdef __ANDROID__
+ ud.config.ScreenWidth = android_screen_width;
+ ud.config.ScreenHeight = android_screen_height;
+#else
ud.config.ScreenWidth = 1024;
ud.config.ScreenHeight = 768;
+#endif
+
ud.config.ScreenMode = 0;
+
#ifdef USE_OPENGL
ud.config.ScreenBPP = 32;
#else
diff --git a/polymer/eduke32/source/jmact/control.c b/polymer/eduke32/source/jmact/control.c
index 13f588dc6..e2794146c 100644
--- a/polymer/eduke32/source/jmact/control.c
+++ b/polymer/eduke32/source/jmact/control.c
@@ -18,6 +18,10 @@
#include "osd.h"
#include "pragmas.h"
+#ifdef __ANDROID__
+#include "android.h"
+#endif
+
int32_t CONTROL_JoyPresent = FALSE;
int32_t CONTROL_JoystickEnabled = FALSE;
int32_t CONTROL_MousePresent = FALSE;
@@ -606,6 +610,10 @@ static void CONTROL_PollDevices(ControlInfo *info)
{
memset(info, 0, sizeof(ControlInfo));
+#ifdef __ANDROID__
+ CONTROL_Android_PollDevices(info);
+#endif
+
if (CONTROL_MouseEnabled)
{
int32_t i = MAXMOUSEAXES-1;
diff --git a/polymer/eduke32/source/player.c b/polymer/eduke32/source/player.c
index c22e39fcc..2413a0f6b 100644
--- a/polymer/eduke32/source/player.c
+++ b/polymer/eduke32/source/player.c
@@ -3241,6 +3241,10 @@ static void P_ChangeWeapon(DukePlayer_t *p, int32_t weapon)
if (p->holster_weapon)
{
+#ifdef __ANDROID__
+ setLastWeapon(p->last_weapon);
+#endif
+
p->weapon_pos = WEAPON_POS_RAISE;
p->holster_weapon = 0;
p->last_weapon = -1;
diff --git a/polymer/eduke32/source/sdlmusic.c b/polymer/eduke32/source/sdlmusic.c
index 6503c2cf9..8199d3122 100644
--- a/polymer/eduke32/source/sdlmusic.c
+++ b/polymer/eduke32/source/sdlmusic.c
@@ -56,7 +56,13 @@ static char **external_midi_argv;
static pid_t external_midi_pid=-1;
static int8_t external_midi_restart=0;
#endif
+
+#ifdef __ANDROID__ //TODO fix
+static char *external_midi_tempfn = "/sdcard/eduke32-music.mid";
+#else
static char *external_midi_tempfn = "/tmp/eduke32-music.mid";
+#endif
+
static int32_t external_midi = 0;
int32_t MUSIC_ErrorCode = MUSIC_Ok;