mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Partial Android support cleanup. I actually have no idea if this even compiles ;)
git-svn-id: https://svn.eduke32.com/eduke32@4433 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
45dec87cf0
commit
5645858a64
7 changed files with 210 additions and 252 deletions
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@ -32,7 +32,7 @@ extern int android_screen_height;
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extern void CONTROL_Android_ClearButton(int32_t whichbutton);
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extern void CONTROL_Android_PollDevices(ControlInfo *info);
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extern void setLastWeapon(int w);
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extern void CONTROL_Android_SetLastWeapon(int w);
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#endif
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#endif
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@ -20,6 +20,7 @@ extern "C"
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extern void SDL_SetSwapBufferCallBack(void (*pt2Func)(void));
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#include "in_android.h"
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#include "../function.h"
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#include "../GL/gl.h"
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#include "../GL/nano_gl.h"
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@ -44,7 +45,6 @@ int android_screen_height;
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#define KEY_SHOW_INVEN 0x1009
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#define KEY_QUICK_SAVE 0x100A
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#define KEY_QUICK_LOAD 0x100B
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#define KEY_SNIPER 0x100C
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#define KEY_QUICK_KEY1 0x1011
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#define KEY_QUICK_KEY2 0x1012
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@ -61,7 +61,6 @@ bool showSticks = true;
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bool hideTouchControls = true;
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bool shooting = false;
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bool sniperMode = false;
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static int controlsCreated = 0;
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touchcontrols::TouchControlsContainer controlsContainer;
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@ -202,55 +201,60 @@ void swapBuffers()
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}
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void gameButton(int state,int code)
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void gameButton(int state, int code)
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{
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if (code == gamefunc_Fire)
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{
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shooting = state;
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PortableAction(state, code);
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}
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if (code == KEY_SNIPER)
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{
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sniperMode = state;
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}
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else if (code == KEY_SHOW_KBRD)
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{
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if (state)
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toggleKeyboard();
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switch (code)
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{
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case gamefunc_Fire:
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shooting = state;
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PortableAction(state, code);
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break;
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PortableKeyEvent(state, SDL_SCANCODE_GRAVE,0);
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}
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else if (code == KEY_QUICK_CMD){
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if (state == 1)
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showCustomCommands();
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}
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else if (code == KEY_SHOW_INVEN){
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if (state == 1)
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{
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if (!tcInventory->isEnabled())
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{
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tcInventory->setEnabled(true);
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tcInventory->fade(0,5);
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//disable weapon wheel so it does not show, enabled again after inventory cleared
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tcGameWeapons->setEnabled(false);
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}
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else
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{
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tcInventory->setEnabled(false);
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tcGameWeapons->setEnabled(true);
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}
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}
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}
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else if (code == KEY_QUICK_SAVE){
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LOGI("QUICK SAVE");
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PortableKeyEvent(state, SDL_SCANCODE_F6,0);
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}
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else if (code == KEY_QUICK_LOAD){
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LOGI("QUICK LOAD");
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PortableKeyEvent(state, SDL_SCANCODE_F9,0);
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}
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else
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PortableAction(state, code);
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case KEY_SHOW_KBRD:
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if (state)
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toggleKeyboard();
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PortableKeyEvent(state, SDL_SCANCODE_GRAVE, 0);
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break;
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case KEY_QUICK_CMD:
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if (state == 1)
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showCustomCommands();
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break;
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case KEY_SHOW_INVEN:
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if (state != 1)
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break;
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if (!tcInventory->isEnabled())
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{
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tcInventory->setEnabled(true);
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tcInventory->fade(0, 5);
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//disable weapon wheel so it does not show, enabled again after inventory cleared
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tcGameWeapons->setEnabled(false);
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}
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else
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{
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tcInventory->setEnabled(false);
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tcGameWeapons->setEnabled(true);
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}
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break;
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case KEY_QUICK_SAVE:
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LOGI("QUICK SAVE");
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PortableKeyEvent(state, SDL_SCANCODE_F6, 0);
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break;
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case KEY_QUICK_LOAD:
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LOGI("QUICK LOAD");
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PortableKeyEvent(state, SDL_SCANCODE_F9, 0);
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break;
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default:
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PortableAction(state, code);
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break;
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}
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}
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void automapButton(int state,int code)
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@ -266,7 +270,6 @@ void inventoryButton(int state,int code)
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tcGameWeapons->setEnabled(true);
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tcInventory->setEnabled(false);
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}
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}
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void menuButton(int state,int code)
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@ -275,40 +278,44 @@ void menuButton(int state,int code)
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}
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static int weaponWheelVisible = false;
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void weaponWheelSelected(int enabled)
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{
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if (enabled)
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{
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for (int n=0;n<10;n++)
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{
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weaponWheel->setSegmentEnabled(n,(PortableGetWeapons() >> n) & 0x1);
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}
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if (!enabled)
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{
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tcGameWeapons->fade(1, 5);
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weaponWheelVisible = false;
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return;
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}
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tcGameWeapons->fade(0,5); //fade in
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weaponWheelVisible = true;
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}
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else
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{
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tcGameWeapons->fade(1,5);
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weaponWheelVisible = false;
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}
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for (int n=0; n<10; n++)
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{
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weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
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}
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tcGameWeapons->fade(0, 5); //fade in
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weaponWheelVisible = true;
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}
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void weaponWheelChosen(int segment)
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{
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LOGI("weaponWheel %d",segment);
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if (segment != -1)
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{
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PortableAction(1, gamefunc_Weapon_1 + segment);
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PortableAction(0, gamefunc_Weapon_1 + segment);
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}
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else //Nothing was selected
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{
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if (getLastWeapon() != -1)
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{
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PortableAction(1, gamefunc_Weapon_1 + getLastWeapon());
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PortableAction(0, gamefunc_Weapon_1 + getLastWeapon());
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}
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}
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if (segment == -1) //Nothing was selected
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{
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int32_t lw = PortableRead(READ_LASTWEAPON);
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if (lw != -1)
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{
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PortableAction(1, gamefunc_Weapon_1 + lw);
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PortableAction(0, gamefunc_Weapon_1 + lw);
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}
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return;
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}
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PortableAction(1, gamefunc_Weapon_1 + segment);
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PortableAction(0, gamefunc_Weapon_1 + segment);
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}
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@ -345,14 +352,12 @@ void left_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
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PortableMove(joy_y * 15 * forward_sens,-strafe * strafe_sens);
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}
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extern int crouchToggleState; //Set in anroid_in.c
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void right_stick(float joy_x, float joy_y,float mouse_x, float mouse_y)
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{
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//LOGI(" mouse x = %f",mouse_x);
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int invert = invertLook?-1:1;
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float scale = ((shooting && precisionShoot) || crouchToggleState)?0.3:1;
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float scale = (shooting && precisionShoot) ? 0.3f : 1.f;
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PortableLookPitch(LOOK_MODE_MOUSE,-mouse_y * pitch_sens * invert * scale);
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@ -368,24 +373,13 @@ void mouseMove(int action,float x, float y,float dx, float dy)
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if (weaponWheelVisible)
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return;
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/*
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if (abs(dx) < 0.001)
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{
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dx * 0.1;
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}
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*/
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int invert = invertLook?-1:1;
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float scale;
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if (sniperMode)
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scale = 0.2;
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else
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scale = ((shooting && precisionShoot) || crouchToggleState)?0.2:1;
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int invert = invertLook? -1 : 1;
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float scale = (shooting && precisionShoot) ? 0.2f : 1.f;
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PortableLookPitch(LOOK_MODE_MOUSE, -dy * pitch_sens * invert * scale);
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PortableLookPitch(LOOK_MODE_MOUSE,-dy * pitch_sens * invert * scale);
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PortableLookYaw(LOOK_MODE_MOUSE,dx*2*yaw_sens * scale);
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PortableLookYaw(LOOK_MODE_MOUSE, dx * 2 * yaw_sens * scale);
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}
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void setHideSticks(bool v)
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@ -396,13 +390,10 @@ void setHideSticks(bool v)
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void touchSettingsButton(int state)
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{
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//We wanna pause the game when doign settings
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if (state && !isPaused())
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{
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PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
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}
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else if (!state && isPaused())
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int32_t paused = PortableRead(READ_PAUSED);
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//We wanna pause the game when doing settings
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if (state && !paused || !state && paused)
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{
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PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
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@ -555,12 +546,12 @@ void initControls(int width, int height,const char * graphics_path,const char *s
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//controlsContainer.initGL();
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}
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int loadedGLImages=0;
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int inMenuLast = 1;
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int inAutomapLast = 0;
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void frameControls()
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{
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static int loadedGLImages = 0;
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static int inMenuLast = 1;
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static int inAutomapLast = 0;
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//LOGI("frameControls");
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//We need to do this here now because duke loads a new gl context
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if (!loadedGLImages)
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@ -573,12 +564,12 @@ void frameControls()
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}
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//LOGI("frameControls");
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if (PortableIsSoftwareMode())
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if (PortableRead(READ_RENDERER) == REND_CLASSIC)
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curRenderer = REND_SOFT;
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else
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curRenderer = REND_GL;
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int inMenuNew = PortableInMenu();
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int inMenuNew = PortableRead(READ_MENU);
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if (inMenuLast != inMenuNew)
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{
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inMenuLast = inMenuNew;
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@ -597,7 +588,7 @@ void frameControls()
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}
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}
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int inAutomapNew = PortableInAutomap() && !inMenuLast; //Dont show if menu comes up
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int inAutomapNew = PortableRead(READ_AUTOMAP) && !inMenuLast; //Dont show if menu comes up
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if (inAutomapLast != inAutomapNew)
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{
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inAutomapLast = inAutomapNew;
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@ -615,7 +606,6 @@ void frameControls()
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controlsContainer.draw();
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}
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void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
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{
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@ -5,11 +5,13 @@
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#include "common_game.h"
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#include "osd.h"
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#include "player.h"
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#include "game.h"
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#include "build.h"
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#include "jmact/keyboard.h"
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#include "jmact/control.h"
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#include "../src/video/android/SDL_androidkeyboard.h"
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#include "../src/video/android/SDL_androidkeyboard.h" // FIXME: include header locally if necessary
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#include "in_android.h"
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@ -17,30 +19,23 @@
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
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extern int32_t main(int32_t argc, char *argv []);
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#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
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#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
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extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
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extern int SDL_SendKeyboardText(const char *text);
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char sdl_text[2];
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int PortableKeyEvent(int state, int code,int unicode){
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static float forwardmove, sidemove; //Joystick mode
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static char sdl_text[2];
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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,code,unicode);
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/*
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if (state)
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Android_OnKeyDown(code);
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else
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Android_OnKeyUp(code);
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return;
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*/
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if (state)
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SDL_SendKeyboardKey(SDL_PRESSED, code);
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else
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SDL_SendKeyboardKey(SDL_RELEASED, code);
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SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE);
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SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, code);
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SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
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if (code == 42)
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unicode = 42;
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@ -62,27 +57,20 @@ int PortableKeyEvent(int state, int code,int unicode){
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}
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int crouchToggleState=0;
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#define BUTTONSET(x,value) (CONTROL_ButtonState |= ((uint64_t)value<<((uint64_t)(x))))
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#define BUTTONCLEAR(x) (CONTROL_ButtonState &= ~((uint64_t)1<<((uint64_t)(x))))
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uint64_t functionSticky = 0; //To let at least one tick
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uint64_t functionHeld = 0;
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void changeActionState(int state, int action)
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{
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if (state)
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{
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//BUTTONSET(action,1);
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functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
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functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
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}
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else
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{
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//BUTTONCLEAR(action);
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functionHeld &= ~((uint64_t)1<<((uint64_t)(action)));
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}
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droidplayer.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
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droidplayer.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
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return;
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}
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//BUTTONCLEAR(action);
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droidplayer.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
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}
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void PortableAction(int state, int action)
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@ -92,28 +80,24 @@ void PortableAction(int state, int action)
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//Special toggle for crouch, NOT when using jetpack or in water
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if (!g_player[myconnectindex].ps->jetpack_on &&
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g_player[myconnectindex].ps->on_ground &&
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(sector[g_player[myconnectindex].ps->cursectnum].lotag != 2))// This means underwater!
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(sector[g_player[myconnectindex].ps->cursectnum].lotag != ST_2_UNDERWATER))
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{
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if (action == gamefunc_Crouch)
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{
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if (state)
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{
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crouchToggleState =!crouchToggleState;
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}
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state = crouchToggleState;
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droidplayer.crouchToggleState = !droidplayer.crouchToggleState;
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state = droidplayer.crouchToggleState;
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}
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}
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//Check if jumping while crouched
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if (action == gamefunc_Jump)
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{
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if (crouchToggleState)
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{
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crouchToggleState = 0;
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changeActionState(0,gamefunc_Crouch);
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}
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}
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//Check if jumping while crouched
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if (action == gamefunc_Jump)
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{
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droidplayer.crouchToggleState = 0;
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changeActionState(0, gamefunc_Crouch);
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}
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changeActionState(state,action);
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LOGI("PortableAction state = 0x%016llX",CONTROL_ButtonState);
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@ -121,26 +105,14 @@ void PortableAction(int state, int action)
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// =================== FORWARD and SIDE MOVMENT ==============
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float forwardmove, sidemove; //Joystick mode
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void PortableMoveFwd(float fwd)
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{
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if (fwd > 1)
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fwd = 1;
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else if (fwd < -1)
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fwd = -1;
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forwardmove = fwd;
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forwardmove = fclamp2(fwd, -1.f, 1.f);
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}
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void PortableMoveSide(float strafe)
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{
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if (strafe > 1)
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strafe = 1;
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else if (strafe < -1)
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strafe = -1;
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sidemove = strafe;
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sidemove = fclamp2(strafe, -1.f, 1.f);
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}
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void PortableMove(float fwd, float strafe)
|
||||
|
@ -191,72 +163,57 @@ void PortableLookYaw(int mode, float yaw)
|
|||
|
||||
|
||||
|
||||
void PortableCommand(const char * cmd){}
|
||||
void PortableCommand(const char * cmd)
|
||||
{
|
||||
OSD_Dispatch(cmd);
|
||||
}
|
||||
|
||||
extern int32_t main(int32_t argc, char *argv[]);
|
||||
void PortableInit(int argc,const char ** argv){
|
||||
|
||||
main(argc,argv);
|
||||
void PortableInit(int argc,const char ** argv)
|
||||
{
|
||||
main(argc, argv);
|
||||
}
|
||||
|
||||
|
||||
void PortableFrame(){
|
||||
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()
|
||||
int32_t PortableRead(portableread_t r)
|
||||
{
|
||||
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;
|
||||
switch (r)
|
||||
{
|
||||
case READ_MENU:
|
||||
return (g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU || (g_player[myconnectindex].ps->gm & MODE_GAME) != MODE_GAME;
|
||||
case READ_WEAPONS:
|
||||
return g_player[myconnectindex].ps->gotweapon;
|
||||
case READ_AUTOMAP:
|
||||
return ud.overhead_on != 0;
|
||||
case READ_KEYBOARD:
|
||||
return 0;
|
||||
case READ_RENDERER:
|
||||
return getrendermode();
|
||||
case READ_LASTWEAPON:
|
||||
return droidplayer.lastWeapon;
|
||||
case READ_PAUSED:
|
||||
return ud.pause_on != 0;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
///This stuff is called from the game/engine
|
||||
|
||||
void setLastWeapon(int w)
|
||||
void CONTROL_Android_SetLastWeapon(int w)
|
||||
{
|
||||
LOGI("setLastWeapon %d",w);
|
||||
lastWeapon = w;
|
||||
droidplayer.lastWeapon = w;
|
||||
}
|
||||
|
||||
|
||||
void CONTROL_Android_ClearButton(int32_t whichbutton)
|
||||
{
|
||||
BUTTONCLEAR(whichbutton);
|
||||
functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
|
||||
droidplayer.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
|
||||
}
|
||||
|
||||
void CONTROL_Android_PollDevices(ControlInfo *info)
|
||||
|
@ -280,7 +237,6 @@ void CONTROL_Android_PollDevices(ControlInfo *info)
|
|||
break;
|
||||
}
|
||||
|
||||
|
||||
switch(look_yaw_mode)
|
||||
{
|
||||
case LOOK_MODE_MOUSE:
|
||||
|
@ -292,10 +248,10 @@ void CONTROL_Android_PollDevices(ControlInfo *info)
|
|||
break;
|
||||
}
|
||||
CONTROL_ButtonState = 0;
|
||||
CONTROL_ButtonState |= functionSticky;
|
||||
CONTROL_ButtonState |= functionHeld;
|
||||
CONTROL_ButtonState |= droidplayer.functionSticky;
|
||||
CONTROL_ButtonState |= droidplayer.functionHeld;
|
||||
|
||||
functionSticky = 0;
|
||||
droidplayer.functionSticky = 0;
|
||||
|
||||
//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
|
||||
}
|
||||
|
|
|
@ -1,45 +1,51 @@
|
|||
#include "function.h"
|
||||
#include "compat.h"
|
||||
|
||||
|
||||
|
||||
|
||||
#define LOOK_MODE_MOUSE 0
|
||||
#define LOOK_MODE_ABSOLUTE 1
|
||||
#define LOOK_MODE_JOYSTICK 2
|
||||
|
||||
|
||||
enum {
|
||||
LOOK_MODE_MOUSE = 0,
|
||||
LOOK_MODE_ABSOLUTE,
|
||||
LOOK_MODE_JOYSTICK
|
||||
};
|
||||
|
||||
#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);
|
||||
typedef enum {
|
||||
READ_MENU,
|
||||
READ_WEAPONS,
|
||||
READ_AUTOMAP,
|
||||
READ_KEYBOARD,
|
||||
READ_RENDERER,
|
||||
READ_LASTWEAPON,
|
||||
READ_PAUSED
|
||||
} portableread_t;
|
||||
|
||||
void PortableInit(int argc,const char ** argv);
|
||||
void PortableFrame();
|
||||
int32_t PortableRead(portableread_t r);
|
||||
|
||||
int PortableInMenu();
|
||||
int PortableShowKeyboard();
|
||||
int PortableInAutomap();
|
||||
typedef struct
|
||||
{
|
||||
int32_t crouchToggleState;
|
||||
int32_t lastWeapon;
|
||||
uint64_t functionSticky; //To let at least one tick
|
||||
uint64_t functionHeld;
|
||||
} androidplayer_t;
|
||||
|
||||
unsigned int PortableGetWeapons();
|
||||
extern androidplayer_t droidplayer;
|
||||
|
||||
int getLastWeapon();
|
||||
int PortableKeyEvent(int state, int code, int unicode);
|
||||
void PortableAction(int state, int action);
|
||||
|
||||
int isPaused();
|
||||
|
||||
|
||||
//check mode, so touch graphcics can adapt
|
||||
int PortableIsSoftwareMode();
|
||||
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();
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
|
@ -2688,6 +2688,8 @@ void G_PrintGameQuotes(int32_t snum)
|
|||
{
|
||||
#ifdef GEKKO
|
||||
k = 16;
|
||||
#elif defined(__ANDROID__)
|
||||
k = 24;
|
||||
#else
|
||||
k = 0;
|
||||
#endif
|
||||
|
|
|
@ -29,7 +29,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#include "premap.h"
|
||||
|
||||
int32_t osdhightile = 0;
|
||||
#ifdef __ANDROID__
|
||||
double osdscale = 2.0f;
|
||||
#else
|
||||
double osdscale = 1.0f;
|
||||
#endif
|
||||
|
||||
#define OSD_SCALE(x) (int32_t)(osdscale != 1.f ? nearbyintf(osdscale*(double)(x)) : x)
|
||||
|
||||
|
|
|
@ -3238,7 +3238,7 @@ static void P_ChangeWeapon(DukePlayer_t *p, int32_t weapon)
|
|||
if (p->holster_weapon)
|
||||
{
|
||||
#ifdef __ANDROID__
|
||||
setLastWeapon(p->last_weapon);
|
||||
CONTROL_Android_SetLastWeapon(p->last_weapon);
|
||||
#endif
|
||||
|
||||
p->weapon_pos = WEAPON_POS_RAISE;
|
||||
|
|
Loading…
Reference in a new issue