Android updates from Emile

git-svn-id: https://svn.eduke32.com/eduke32@4529 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2014-07-06 00:10:33 +00:00
parent b81a28b334
commit 9eb8efa442
3 changed files with 236 additions and 59 deletions

View file

@ -23,6 +23,8 @@
extern "C"
{
#define DEFAULT_FADE_FRAMES 10
extern void SDL_Android_Init(JNIEnv* env, jclass cls);
//This is a new function I put into SDL2, file SDL_androidgl.c
extern void SDL_SetSwapBufferCallBack(void (*pt2Func)(void));
@ -66,12 +68,13 @@ bool shooting = false;
static int controlsCreated = 0;
touchcontrols::TouchControlsContainer controlsContainer;
touchcontrols::TouchControls *tcBlankTap=0;
touchcontrols::TouchControls *tcYesNo=0;
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::TouchControls *tcAutomap=0;
touchcontrols::TouchJoy *touchJoyLeft;
@ -197,7 +200,7 @@ void gameButton(int state, int code)
if (!tcInventory->isEnabled())
{
tcInventory->setEnabled(true);
tcInventory->fade(0, 5);
tcInventory->fade(touchcontrols::FADE_IN, 5);
//disable weapon wheel so it does not show, enabled again after inventory cleared
tcGameWeapons->setEnabled(false);
}
@ -251,18 +254,33 @@ void weaponWheelSelected(int enabled)
{
if (!enabled)
{
tcGameWeapons->fade(1, 5);
//tcGameWeapons->fade(touchcontrols::FADE_OUT, 5);
weaponWheelVisible = false;
return;
}
for (int n=0; n<10; n++)
else
{
weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
for (int n=0; n<10; n++)
{
weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
}
tcGameWeapons->fade(touchcontrols::FADE_IN, 5); //fade in
weaponWheelVisible = true;
}
if (enabled)
{
tcInventory->setEnabled(true);
tcInventory->fade(touchcontrols::FADE_IN, 5);
//disable weapon wheel so it does not show, enabled again after inventory cleared
// tcGameWeapons->setEnabled(false);
}
else
{
tcInventory->setEnabled(false);
// tcGameWeapons->setEnabled(true);
}
tcGameWeapons->fade(0, 5); //fade in
weaponWheelVisible = true;
}
void weaponWheelChosen(int segment)
@ -284,7 +302,7 @@ void weaponWheelChosen(int segment)
void left_double_tap(int state)
{
//LOGTOUCH("L double %d",state);
LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
if (droidinput.left_double_action != -1)
PortableAction(state, droidinput.left_double_action);
}
@ -306,12 +324,12 @@ void mouseMove(int action, float x, float y, float dx, float dy)
double scale = (shooting && precisionShoot) ? PRECISIONSHOOTFACTOR : 1.f;
PortableLook(dx * droidinput.yaw_sens * scale,
-dy * droidinput.pitch_sens * scale * (invertLook ? -1.f : 1.f));
-dy * droidinput.pitch_sens * scale * (invertLook ? -1.f : 1.f));
}
void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
{
//LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
//LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
joy_x *=10;
float strafe = joy_x*joy_x;
@ -337,6 +355,7 @@ void setHideSticks(bool v)
void touchSettingsButton(int state)
{
/*
int32_t paused = PortableRead(READ_PAUSED);
//We wanna pause the game when doing settings
@ -344,6 +363,7 @@ void touchSettingsButton(int state)
{
PortableKeyEvent(2, SDL_SCANCODE_PAUSE, 0);
}
*/
}
void initControls(int width, int height, const char * graphics_path, const char *settings_file)
@ -363,17 +383,31 @@ void initControls(int width, int height, const char * graphics_path, const char
controlsContainer.openGL_end.connect( sigc::ptr_fun(&openGLEnd));
controlsContainer.signal_settings.connect( sigc::ptr_fun(&touchSettingsButton));
tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
tcMenuMain = new touchcontrols::TouchControls("menu", false, true,1,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);
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;
///////////////////////// BLANK TAP SCREEN //////////////////////
tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
//tcMenuMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
//One button on whole screen with no graphic, send a return key
tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0,0,26,16), "", SDL_SCANCODE_RETURN));
tcBlankTap->signal_button.connect( sigc::ptr_fun(&menuButton) ); //Just reuse the menuButton function
///////////////////////// YES NO SCREEN /////////////////////
tcYesNo->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(8,10,11,13), "enter", SDL_SCANCODE_RETURN));
tcYesNo->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(14,10,17,13), "esc", SDL_SCANCODE_ESCAPE));
tcYesNo->signal_button.connect( sigc::ptr_fun(&menuButton) ); //Just reuse the menuButton function
///////////////////////// MAIN MENU SCREEN /////////////////////
//Menu
tcMenuMain->addControl(new touchcontrols::Button("down_arrow", touchcontrols::RectF(20,13,23,16), "arrow_down", SDL_SCANCODE_DOWN, true)); //Repeating buttons
@ -385,18 +419,9 @@ void initControls(int width, int height, const char * graphics_path, const char
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));
///////////////////////// AUTO MAP SCREEN ///////////////////////
/* FIXME: definitely hook this up
//Automap
@ -409,9 +434,9 @@ void initControls(int width, int height, const char * graphics_path, const char
tcAutomap->signal_button.connect( sigc::ptr_fun(&automapButton) );
tcAutomap->setAlpha(0.5);
*/
*/
//Game
//////////////////////////// GAME SCREEN /////////////////////
tcGameMain->setAlpha(gameControlsAlpha);
controlsContainer.editButtonAlpha = gameControlsAlpha;
tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(23,3,26,6), "use", gamefunc_Open));
@ -435,7 +460,7 @@ void initControls(int width, int height, const char * graphics_path, const char
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);
@ -449,7 +474,6 @@ void initControls(int width, int height, const char * graphics_path, const char
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
@ -459,8 +483,9 @@ void initControls(int width, int height, const char * graphics_path, const char
mouse->setHideGraphics(true);
tcGameMain->addControl(mouse);
//tcGameLook->addControl(mouse);
tcGameMain->signal_button.connect( sigc::ptr_fun(&gameButton) );
tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
//Weapons
@ -468,18 +493,35 @@ void initControls(int width, int height, const char * graphics_path, const char
weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen) );
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
tcGameWeapons->addControl(weaponWheel);
tcGameWeapons->setAlpha(0.9);
tcInventory->addControl(new touchcontrols::Button("jetpack", touchcontrols::RectF(0,3,2,5),"jetpack",gamefunc_Jetpack));
tcInventory->addControl(new touchcontrols::Button("medkit", touchcontrols::RectF(0,5,2,7),"medkit",gamefunc_MedKit));
tcInventory->addControl(new touchcontrols::Button("nightv", touchcontrols::RectF(0,7,2,9),"nightvision",gamefunc_NightVision));
tcInventory->addControl(new touchcontrols::Button("holoduke",touchcontrols::RectF(0,9,2,11),"holoduke",gamefunc_Holo_Duke));
tcInventory->addControl(new touchcontrols::Button("steroids",touchcontrols::RectF(0,11,2,13),"steroids",gamefunc_Steroids));
tcInventory->setAlpha(1);
tcInventory->signal_button.connect( sigc::ptr_fun(&inventoryButton));
/////////////////////////////////////////////////////////////
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(tcGameLook);
controlsContainer.addControlGroup(tcYesNo);
controlsContainer.addControlGroup(tcBlankTap);
controlsCreated = 1;
tcGameMain->setAlpha(gameControlsAlpha);
controlsContainer.editButtonAlpha = gameControlsAlpha;
tcGameWeapons->setAlpha(gameControlsAlpha);
tcMenuMain->setAlpha(gameControlsAlpha);
tcGameMain->setXMLFile((std::string)graphics_path + "/game.xml");
tcGameWeapons->setXMLFile((std::string)graphics_path + "/weapons.xml");
tcAutomap->setXMLFile((std::string)graphics_path + "/automap.xml");
@ -492,19 +534,92 @@ void initControls(int width, int height, const char * graphics_path, const char
//controlsContainer.initGL();
}
void updateTouchScreenMode(touchscreemode_t mode)
{
// LOGI("updateTouchScreenModeA %d",mode);
static touchscreemode_t lastMode = TOUCH_SCREEN_BLANK;
if (mode != lastMode){
//first disable the last screen and fade out is necessary
switch(lastMode){
case TOUCH_SCREEN_BLANK:
//Does not exist yet
break;
case TOUCH_SCREEN_BLANK_TAP:
tcBlankTap->resetOutput();
tcBlankTap->setEnabled(false); //Dont fade out as no graphics
break;
case TOUCH_SCREEN_YES_NO:
tcYesNo->resetOutput();
tcYesNo->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_MENU:
tcMenuMain->resetOutput();
tcMenuMain->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_GAME:
tcGameMain->resetOutput();
tcGameMain->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES);
tcGameWeapons->setEnabled(false);
tcInventory->setEnabled(false);
break;
case TOUCH_SCREEN_AUTOMAP:
break;
case TOUCH_SCREEN_CONSOLE:
break;
}
//Enable the current new screen
switch(mode){
case TOUCH_SCREEN_BLANK:
//Does not exist yet
break;
case TOUCH_SCREEN_BLANK_TAP:
tcBlankTap->setEnabled(true);
break;
case TOUCH_SCREEN_YES_NO:
tcYesNo->setEnabled(true);
tcYesNo->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_MENU:
tcMenuMain->setEnabled(true);
tcMenuMain->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
break;
case TOUCH_SCREEN_GAME:
tcGameMain->setEnabled(true);
tcGameMain->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
tcGameWeapons->setEnabled(true);
tcInventory->setEnabled(false);
break;
case TOUCH_SCREEN_AUTOMAP:
break;
case TOUCH_SCREEN_CONSOLE:
break;
}
lastMode = mode;
}
}
#ifdef GP_LIC
#define GP_LIC_INC 1
#include "s-setup/gp_lic_include.h"
#endif
extern int clearCtrl;
void frameControls()
{
static int loadedGLImages = 0;
static int inMenuLast = 1;
static int inAutomapLast = 0;
//LOGI("frameControls");
clearCtrl ++;
//We need to do this here now because duke loads a new gl context
if (!loadedGLImages)
{
@ -517,6 +632,9 @@ void frameControls()
//LOGI("frameControls");
curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC);
updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE));
/*
int inMenuNew = PortableRead(READ_MENU);
if (inMenuLast != inMenuNew)
{
@ -525,7 +643,7 @@ void frameControls()
{
tcGameMain->setEnabled(true);
tcGameWeapons->setEnabled(true);
tcGameWeapons->fade(1,5);
tcGameWeapons->fade(1,DEFAULT_FADE_FRAMES);
tcMenuMain->setEnabled(false);
}
else
@ -549,11 +667,13 @@ void frameControls()
tcAutomap->animateOut(5);
}
}
*/
setHideSticks(!showSticks);
controlsContainer.draw();
#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 2
#include "s-setup/gp_lic_include.h"
#endif
@ -562,6 +682,7 @@ void frameControls()
void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
{
gameControlsAlpha = MINCONTROLALPHA + (alpha * (1.0f - MINCONTROLALPHA));
if (tcGameMain)
@ -569,7 +690,8 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
tcGameMain->setAlpha(gameControlsAlpha);
controlsContainer.editButtonAlpha = gameControlsAlpha;
tcGameWeapons->setAlpha(gameControlsAlpha);
tcInventory->setAlpha(gameControlsAlpha);
tcMenuMain->setAlpha(gameControlsAlpha);
// tcInventory->setAlpha(gameControlsAlpha);
}
// TODO: defined names for these values
@ -579,7 +701,7 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
showSticks = other & 0x1000 ? true : false;
hideTouchControls = other & 0x80000000 ? true : false;
switch ((other>>4) & 0xF)
{
case 1:
@ -608,6 +730,8 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
droidinput.forward_sens = fwd;
droidinput.pitch_sens = pitch;
droidinput.yaw_sens = yaw;
LOGI("setTouchSettings alpha = %f, left_double_action = %d",alpha,droidinput.left_double_action);
}
#define EXPORT_ME __attribute__ ((visibility("default")))
@ -631,7 +755,7 @@ Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
env_ = env;
#ifdef GP_LIC
getGlobalClasses(env_);
getGlobalClasses(env_);
#endif
droidinfo.audio_sample_rate = audio_rate;
@ -668,7 +792,7 @@ Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
graphicpath = std::string(p);
initControls(droidinfo.screen_width, -droidinfo.screen_height,
graphicpath.c_str(),(graphicpath + "/touch_controls.xml").c_str());
graphicpath.c_str(),(graphicpath + "/touch_controls.xml").c_str());
/*
if (renderer != REND_SOFT)
@ -676,16 +800,16 @@ Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
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;
}
@ -815,6 +939,7 @@ void EXPORT_ME Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass c
}
#ifdef GP_LIC
#undef GP_LIC_INC
#define GP_LIC_INC 3
#include "s-setup/gp_lic_include.h"
#endif

View file

@ -11,6 +11,8 @@
#include "jmact/keyboard.h"
#include "jmact/control.h"
#include "menus.h"
#include "../src/video/android/SDL_androidkeyboard.h" // FIXME: include header locally if necessary
#include "in_android.h"
@ -81,7 +83,7 @@ void PortableAction(int state, int action)
if (action >= MENU_UP && action <= MENU_BACK)
{
if (PortableRead(READ_MENU))
if (PortableRead(READ_SCREEN_MODE) == TOUCH_SCREEN_MENU)
{
int sdl_code [] = { SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT,
SDL_SCANCODE_RIGHT, SDL_SCANCODE_RETURN, SDL_SCANCODE_ESCAPE };
@ -91,8 +93,8 @@ void PortableAction(int state, int action)
}
else
{
if (PortableRead(READ_MENU)) //If in the menu, dont do any game actions
return;
//if (PortableRead(READ_SCREEN_MODE) != TOUCH_SCREEN_GAME) //If not in game don't do any of this
/// return;
#ifdef GP_LIC
#define GP_LIC_INC 5
@ -165,18 +167,45 @@ void PortableCommand(const char * cmd)
void PortableInit(int argc, const char ** argv)
{
droidinput.left_double_action = -1;
droidinput.right_double_action = -1;
//droidinput.left_double_action = -1;
//droidinput.right_double_action = -1;
main(argc, argv);
}
extern int animation_playing;
int32_t PortableRead(portableread_t r)
{
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_SCREEN_MODE:
if (animation_playing)
return TOUCH_SCREEN_BLANK_TAP;
else if ((g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU)
{
//Then check if Yes/No menu
if ((g_currentMenu == MENU_QUITTOTITLE) ||
(g_currentMenu == MENU_RESETPLAYER ) ||
(g_currentMenu == MENU_RESETPLAYER2 ) ||
((g_currentMenu >= MENU_LOADVERIFY ) && (g_currentMenu <= MENU_LOADVERIFY10 )) ||
(g_currentMenu == MENU_NEWVERIFY ) ||
((g_currentMenu >= MENU_SAVEVERIFY ) && (g_currentMenu <= MENU_SAVEVERIFY10 )) ||
(g_currentMenu == MENU_QUIT ) ||
(g_currentMenu == MENU_QUIT2) ||
(g_currentMenu == MENU_QUITTOTITLE )
)
return TOUCH_SCREEN_YES_NO;
else
return TOUCH_SCREEN_MENU;
}
else if ((g_player[myconnectindex].ps->gm & MODE_GAME))
return TOUCH_SCREEN_GAME;
else
return TOUCH_SCREEN_BLANK_TAP;
case READ_WEAPONS:
return g_player[myconnectindex].ps->gotweapon;
case READ_AUTOMAP:
@ -208,6 +237,7 @@ void CONTROL_Android_ClearButton(int32_t whichbutton)
droidinput.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
}
int clearCtrl=1;
void CONTROL_Android_PollDevices(ControlInfo *info)
{
//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
@ -220,9 +250,19 @@ void CONTROL_Android_PollDevices(ControlInfo *info)
info->dyaw = (int32_t)nearbyint(-droidinput.yaw * ANDROIDYAWFACTOR -
droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK);
//droidinput.forwardmove = droidinput.sidemove = 0.f;
/*
if (clearCtrl == 0)
clearCtrl = 1;
LOGI("ctrl = %d",clearCtrl);
info->dpitch *= clearCtrl;
info->dyaw *= clearCtrl;
*/
droidinput.pitch = droidinput.yaw = 0.f;
clearCtrl = 0;
CONTROL_ButtonState = 0;
CONTROL_ButtonState |= droidinput.functionSticky;
CONTROL_ButtonState |= droidinput.functionHeld;

View file

@ -42,7 +42,7 @@ extern "C"
#define MINCONTROLALPHA 0.25f
typedef enum {
READ_MENU,
READ_SCREEN_MODE,
READ_WEAPONS,
READ_AUTOMAP,
READ_MAPFOLLOWMODE,
@ -51,6 +51,18 @@ typedef enum {
READ_PAUSED
} portableread_t;
typedef enum {
TOUCH_SCREEN_BLANK, //Nothing on screen (not used)
TOUCH_SCREEN_BLANK_TAP, //One button filling screen with no graphic, tap to send Enter key
TOUCH_SCREEN_YES_NO, //Yes/No buttons on screen, sends Enter or Esc
TOUCH_SCREEN_MENU, //Normal Menu arrows and Enter Esc keys
TOUCH_SCREEN_GAME, //Normal game screen
TOUCH_SCREEN_AUTOMAP, //When auto map is up (not used yet)
TOUCH_SCREEN_CONSOLE //When Console is up
} touchscreemode_t;
typedef struct
{
int32_t crouchToggleState;