mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 10:40:46 +00:00
Android updates from Emile. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4693 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
ca3dc4d629
commit
ec83998c89
4 changed files with 251 additions and 193 deletions
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@ -23,22 +23,23 @@ LOCAL_MODULE := duke
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# -O2 -fvisibility=hidden
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LOCAL_CFLAGS := -fvisibility=hidden -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 -DHAVE_INTTYPES -D_GNU_SOURCE=1 -D_REENTRANT -DRENDERTYPESDL=1 -Wno-strict-overflow -DUSE_OPENGL -Wno-attributes
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LOCAL_CFLAGS := -fvisibility=hidden -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 -pthread -DHAVE_INTTYPES -D_GNU_SOURCE=1 -D_REENTRANT -DRENDERTYPESDL=1 -Wno-strict-overflow -DUSE_OPENGL -Wno-attributes
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#Needed my jaudiolib
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LOCAL_CFLAGS += -DHAVE_SDL
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#-DUSE_LIBPNG
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LOCAL_CFLAGS += -DHAVE_SDL -DHAVE_VORBIS -DDROIDMENU
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#LOCAL_CFLAGS += -mhard-float -D_NDK_MATH_NO_SOFTFP=1
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LOCAL_ARM_NEON = true
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LOCAL_LDLIBS += -lGLESv1_CM -lEGL
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LOCAL_LDLIBS += -llog
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LOCAL_CFLAGS += -march=armv7-a -mfloat-abi=softfp
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LOCAL_LDLIBS += -Wl,--fix-cortex-a8
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/source $(LOCAL_PATH)/source/jmact $(LOCAL_PATH)/source/jaudiolib/include $(LOCAL_PATH)/source/enet/include $(LOCAL_PATH)/build/include
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LOCAL_C_INCLUDES += $(TOP_DIR)/ $(TOP_DIR)/Libraries/ $(TOP_DIR)/Libraries/SDL2/include $(TOP_DIR)/Libraries/SDL2_mixer/include $(TOP_DIR)/Libraries/libpng/include $(TOP_DIR)/Libraries/TinyXML/include $(TOP_DIR)/TouchControls
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LOCAL_C_INCLUDES += $(TOP_DIR)/ $(TOP_DIR)/Libraries/liboggvorbis/include $(TOP_DIR)/Libraries/ $(TOP_DIR)/Libraries/SDL2/include $(TOP_DIR)/Libraries/SDL2_mixer/include $(TOP_DIR)/Libraries/libpng/include $(TOP_DIR)/Libraries/TinyXML/include $(TOP_DIR)/TouchControls
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ANDROID_SRC = \
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source/android/android-jni.cpp \
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@ -64,7 +65,11 @@ BUILD_SRC = \
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build/src/pragmas.c \
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build/src/scriptfile.c \
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build/src/mutex.c \
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build/src/xxhash.c
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build/src/xxhash.c \
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build/src/mmulti_null.c \
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build/src/voxmodel.c \
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build/src/common.c \
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GL_SRC = \
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build/src/mdsprite.c \
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@ -107,6 +112,7 @@ GAME_SRC=source/game.c \
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source/sounds.c \
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source/soundsdyn.c \
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source/sdlmusic.c \
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source/rev.c
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JAUDIO_SRC=source/jaudiolib/src/drivers.c \
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source/jaudiolib/src//fx_man.c \
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@ -134,9 +140,9 @@ GAME_SRC=source/game.c \
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LOCAL_SRC_FILES = $(ANDROID_SRC) $(ENET_SRC) $(JAUDIO_SRC) $(JMACT_SRC) $(GAME_SRC) $(BUILD_SRC) $(GL_SRC) $(SDL_SRC)
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LOCAL_LDLIBS := -lGLESv1_CM -ldl -llog -lOpenSLES -lz
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LOCAL_LDLIBS := -lGLESv1_CM -lEGL -ldl -llog -lOpenSLES -lz -L$(TOP_DIR)/openssl/libs/ -lcrypto
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LOCAL_STATIC_LIBRARIES := nanogl SDL2_net libjpeg libpng
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LOCAL_SHARED_LIBRARIES := touchcontrols openal SDL2 SDL2_mixer SDL2_image
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LOCAL_SHARED_LIBRARIES := touchcontrols openal ogg vorbis SDL2 SDL2_mixer SDL2_image
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ifeq ($(GP_LIC),1)
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LOCAL_STATIC_LIBRARIES += s-setup
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@ -57,13 +57,17 @@ static int curRenderer;
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float gameControlsAlpha = 0.5;
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bool invertLook = false;
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bool precisionShoot = false;
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bool showSticks = true;
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bool hideTouchControls = true;
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static bool invertLook = false;
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static bool precisionShoot = false;
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static bool showSticks = true;
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static bool hideTouchControls = true;
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char toggleCrouch = true;
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static bool selectLastWeap = true;
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static bool shooting = false;
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static int weaponWheelVisible = false;
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bool shooting = false;
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static int controlsCreated = 0;
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touchcontrols::TouchControlsContainer controlsContainer;
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@ -73,12 +77,11 @@ touchcontrols::TouchControls *tcYesNo=0;
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touchcontrols::TouchControls *tcMenuMain=0;
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touchcontrols::TouchControls *tcGameMain=0;
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touchcontrols::TouchControls *tcGameWeapons=0;
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touchcontrols::TouchControls *tcInventory=0;
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//touchcontrols::TouchControls *tcInventory=0;
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touchcontrols::TouchControls *tcAutomap=0;
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touchcontrols::TouchJoy *touchJoyLeft;
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touchcontrols::TouchJoy *touchJoyRight;
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touchcontrols::WheelSelect *weaponWheel;
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extern JNIEnv* env_;
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@ -172,6 +175,33 @@ void swapBuffers()
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env_->CallStaticVoidMethod(NativeLibClass, checkPauseMethod);
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}
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//This is a bit of a hack, if the weapon wheel was selected, then an inv chosen instead, we need to cancel the weapon selection
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//NOT needed actually, weapon wheel disabled before is get finger up anyway
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//static bool invWasSelected = false;
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void showWeaponsInventory(bool show)
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{
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if (show)
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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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//Show inventory buttons
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tcGameWeapons->setAllButtonsEnable(true);
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tcGameWeapons->fade(touchcontrols::FADE_IN, 5); //fade in
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weaponWheelVisible = true;
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}
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else //hide
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{
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tcGameWeapons->setAllButtonsEnable(false);
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weaponWheel->setTapMode(false);
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weaponWheelVisible = false;
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}
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}
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void gameButton(int state, int code)
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{
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switch (code)
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@ -194,22 +224,16 @@ void gameButton(int state, int code)
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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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if (state)
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{
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tcInventory->setEnabled(true);
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tcInventory->fade(touchcontrols::FADE_IN, 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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if (!weaponWheelVisible)
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{
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weaponWheel->setTapMode(true);
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showWeaponsInventory(true);
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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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showWeaponsInventory(false);
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}
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break;
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case KEY_QUICK_SAVE:
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@ -238,8 +262,8 @@ void inventoryButton(int state,int code)
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PortableAction(state,code);
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if (state == 0)
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{
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tcGameWeapons->setEnabled(true);
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tcInventory->setEnabled(false);
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//Inventory chosen, hide them and wheel
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showWeaponsInventory(false);
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}
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}
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@ -248,61 +272,58 @@ void menuButton(int state,int code)
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PortableKeyEvent(state, code,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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void blankTapButton(int state,int code)
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{
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if (!enabled)
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if (PortableRead(READ_IS_DEAD)) //if the player is dead we need to send a 'open' button
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{
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//tcGameWeapons->fade(touchcontrols::FADE_OUT, 5);
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weaponWheelVisible = false;
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if (state)
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{
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PortableAction(1, gamefunc_Open);
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PortableAction(0, gamefunc_Open);
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}
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else
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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(touchcontrols::FADE_IN, 5); //fade in
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weaponWheelVisible = true;
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}
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if (enabled)
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else //everything else send a return key
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{
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tcInventory->setEnabled(true);
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tcInventory->fade(touchcontrols::FADE_IN, 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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PortableKeyEvent(state, SDL_SCANCODE_RETURN,0);
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}
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}
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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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showWeaponsInventory(true);
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}
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else
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{
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showWeaponsInventory(false);
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}
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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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//LOGI("weaponWheel %d",segment);
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if (segment == -1) //Nothing was selected
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{
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if (selectLastWeap)
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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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PortableAction(2, gamefunc_Weapon_1 + lw);
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return;
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}
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}
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else
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{
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PortableAction(2, gamefunc_Weapon_1 + segment);
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}
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}
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void left_double_tap(int state)
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{
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LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
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//LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
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if (droidinput.left_double_action != -1)
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PortableAction(state, droidinput.left_double_action);
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}
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void mouseMove(int action, float x, float y, float dx, float dy)
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{
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//LOGI(" mouse dx = %f, dy = %f",dx,dy);
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if (weaponWheelVisible)
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return;
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@ -327,10 +347,22 @@ void mouseMove(int action, float x, float y, float dx, float dy)
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-dy * droidinput.pitch_sens * scale * (invertLook ? -1.f : 1.f));
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}
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void automap_multitouch_mouse_move(int action,float x, float y,float dx, float dy)
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{
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if (action == MULTITOUCHMOUSE_MOVE)
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{
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PortableAutomapControl(0,dx,dy);
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}
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else if (action == MULTITOUCHMOUSE_ZOOM)
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{
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PortableAutomapControl(x,0,0);
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}
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}
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void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
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{
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//LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
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joy_x *=10;
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float strafe = joy_x*joy_x;
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//float strafe = joy_x;
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@ -342,15 +374,12 @@ void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
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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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mouseMove(0, joy_x, joy_y, mouse_x, mouse_y);
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}
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void setHideSticks(bool v)
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{
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if (touchJoyLeft) touchJoyLeft->setHideGraphics(v);
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if (touchJoyRight) touchJoyRight->setHideGraphics(v);
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}
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void touchSettingsButton(int state)
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@ -385,24 +414,24 @@ void initControls(int width, int height, const char * graphics_path, const char
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tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false);
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tcYesNo = new touchcontrols::TouchControls("yes_no", false, false);
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tcMenuMain = new touchcontrols::TouchControls("menu", false, true,1,false);
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tcMenuMain = new touchcontrols::TouchControls("menu", false, false);
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tcGameMain = new touchcontrols::TouchControls("game", false,true,1,true);
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tcGameWeapons = new touchcontrols::TouchControls("weapons", false,true,1,false);
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tcAutomap = new touchcontrols::TouchControls("automap", false,true,1,false);
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tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false);
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tcAutomap = new touchcontrols::TouchControls("automap", false,false);
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// tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false);
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///////////////////////// BLANK TAP SCREEN //////////////////////
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//One button on whole screen with no graphic, send a return key
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tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0,0,26,16), "", SDL_SCANCODE_RETURN));
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tcBlankTap->signal_button.connect( sigc::ptr_fun(&menuButton) ); //Just reuse the menuButton function
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tcBlankTap->addControl(new touchcontrols::Button("whole_screen", touchcontrols::RectF(0,0,26,16), std::string("test"), SDL_SCANCODE_RETURN));
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tcBlankTap->signal_button.connect( sigc::ptr_fun(&blankTapButton) ); //Just reuse the menuButton function
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///////////////////////// YES NO SCREEN /////////////////////
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tcYesNo->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(8,10,11,13), "enter", SDL_SCANCODE_RETURN));
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tcYesNo->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(14,10,17,13), "esc", SDL_SCANCODE_ESCAPE));
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tcYesNo->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(8,10,11,13), "yes", SDL_SCANCODE_RETURN));
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tcYesNo->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(14,10,17,13), "no", SDL_SCANCODE_ESCAPE));
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tcYesNo->signal_button.connect( sigc::ptr_fun(&menuButton) ); //Just reuse the menuButton function
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///////////////////////// MAIN MENU SCREEN /////////////////////
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//Menu
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/* 3x3
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tcMenuMain->addControl(new touchcontrols::Button("down_arrow", touchcontrols::RectF(20,13,23,16), "arrow_down", SDL_SCANCODE_DOWN, true)); //Repeating buttons
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tcMenuMain->addControl(new touchcontrols::Button("up_arrow", touchcontrols::RectF(20,10,23,13), "arrow_up", SDL_SCANCODE_UP, true));
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tcMenuMain->addControl(new touchcontrols::Button("left_arrow", touchcontrols::RectF(17,13,20,16), "arrow_left", SDL_SCANCODE_LEFT, true));
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tcMenuMain->addControl(new touchcontrols::Button("right_arrow", touchcontrols::RectF(23,13,26,16), "arrow_right", SDL_SCANCODE_RIGHT, true));
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tcMenuMain->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(0,13,3,16), "enter", SDL_SCANCODE_RETURN));
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tcMenuMain->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(0,10,3,13), "esc", SDL_SCANCODE_ESCAPE));
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*/
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tcMenuMain->addControl(new touchcontrols::Button("down_arrow", touchcontrols::RectF(22,14,24,16), "arrow_down", SDL_SCANCODE_DOWN, true)); //Repeating buttons
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tcMenuMain->addControl(new touchcontrols::Button("up_arrow", touchcontrols::RectF(22,12,24,14), "arrow_up", SDL_SCANCODE_UP, true));
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tcMenuMain->addControl(new touchcontrols::Button("left_arrow", touchcontrols::RectF(20,14,22,16), "arrow_left", SDL_SCANCODE_LEFT, true));
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tcMenuMain->addControl(new touchcontrols::Button("right_arrow", touchcontrols::RectF(24,14,26,16), "arrow_right", SDL_SCANCODE_RIGHT, true));
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tcMenuMain->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(0,14,2,16), "enter", SDL_SCANCODE_RETURN));
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tcMenuMain->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(0,12,2,14), "esc", SDL_SCANCODE_ESCAPE));
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tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) );
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tcMenuMain->setAlpha(1);
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///////////////////////// AUTO MAP SCREEN ///////////////////////
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/* FIXME: definitely hook this up
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//Automap
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tcAutomap->addControl(new touchcontrols::Button("down_arrow",touchcontrols::RectF(2,14,4,16),"arrow_down",PORT_ACT_MAP_DOWN));
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tcAutomap->addControl(new touchcontrols::Button("up_arrow",touchcontrols::RectF(2,10,4,12),"arrow_up",PORT_ACT_MAP_UP));
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tcAutomap->addControl(new touchcontrols::Button("left_arrow",touchcontrols::RectF(0,12,2,14),"arrow_left",PORT_ACT_MAP_LEFT));
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tcAutomap->addControl(new touchcontrols::Button("right_arrow",touchcontrols::RectF(4,12,6,14),"arrow_right",PORT_ACT_MAP_RIGHT));
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tcAutomap->addControl(new touchcontrols::Button("zoom_in",touchcontrols::RectF(4,10,6,12),"zoom_in",PORT_ACT_MAP_ZOOM_IN));
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tcAutomap->addControl(new touchcontrols::Button("zoom_out",touchcontrols::RectF(4,14,6,16),"zoom_out",PORT_ACT_MAP_ZOOM_OUT));
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tcAutomap->signal_button.connect( sigc::ptr_fun(&automapButton) );
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tcAutomap->setAlpha(0.5);
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*/
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//////////////////////////// GAME SCREEN /////////////////////
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tcGameMain->setAlpha(gameControlsAlpha);
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||||
|
@ -443,17 +469,18 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
tcGameMain->addControl(new touchcontrols::Button("attack", touchcontrols::RectF(20,7,23,10), "fire2", gamefunc_Fire));
|
||||
tcGameMain->addControl(new touchcontrols::Button("jump", touchcontrols::RectF(23,6,26,9), "jump", gamefunc_Jump));
|
||||
tcGameMain->addControl(new touchcontrols::Button("crouch", touchcontrols::RectF(24,12,26,14), "crouch", gamefunc_Crouch));
|
||||
tcGameMain->addControl(new touchcontrols::Button("kick", touchcontrols::RectF(20,4,23,7), "boot", gamefunc_Quick_Kick,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("kick","Mighty Foot", touchcontrols::RectF(20,4,23,7), "boot", gamefunc_Quick_Kick,false,true));
|
||||
|
||||
tcGameMain->addControl(new touchcontrols::Button("quick_save", touchcontrols::RectF(24,0,26,2), "save", KEY_QUICK_SAVE,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("quick_load", touchcontrols::RectF(20,0,22,2), "load", KEY_QUICK_LOAD,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("map", touchcontrols::RectF(4,0,6,2), "map", gamefunc_Map, false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("keyboard", touchcontrols::RectF(8,0,10,2), "keyboard", KEY_SHOW_KBRD, false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("quick_save","Quick Save", touchcontrols::RectF(22,0,24,2), "save", KEY_QUICK_SAVE,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("quick_load","Quick Load", touchcontrols::RectF(20,0,22,2), "load", KEY_QUICK_LOAD,false,true));
|
||||
touchcontrols::Button *map_button = new touchcontrols::Button("map","Autotmap", touchcontrols::RectF(6,0,8,2), "map", gamefunc_Map, false,true);
|
||||
tcGameMain->addControl(map_button);
|
||||
tcGameMain->addControl(new touchcontrols::Button("keyboard","Show Console", touchcontrols::RectF(8,0,10,2), "keyboard", KEY_SHOW_KBRD, false,true));
|
||||
|
||||
tcGameMain->addControl(new touchcontrols::Button("show_inventory",touchcontrols::RectF(2,0,4,2), "inv", KEY_SHOW_INVEN));
|
||||
tcGameMain->addControl(new touchcontrols::Button("show_inventory","Show Inventory",touchcontrols::RectF(24,0,26,2), "inv", KEY_SHOW_INVEN));
|
||||
|
||||
tcGameMain->addControl(new touchcontrols::Button("next_weapon", touchcontrols::RectF(0,3,3,5), "next_weap",gamefunc_Next_Weapon,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("prev_weapon", touchcontrols::RectF(0,5,3,7), "prev_weap",gamefunc_Previous_Weapon,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("next_weapon","Next Weapon", touchcontrols::RectF(0,3,3,5), "next_weap",gamefunc_Next_Weapon,false,true));
|
||||
tcGameMain->addControl(new touchcontrols::Button("prev_weapon","Previous Weapon", touchcontrols::RectF(0,5,3,7), "prev_weap",gamefunc_Previous_Weapon,false,true));
|
||||
/*
|
||||
//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));
|
||||
|
@ -467,13 +494,12 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
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);
|
||||
|
||||
//Right stick (not used)
|
||||
//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);
|
||||
|
||||
|
||||
//Mouse look for whole screen
|
||||
|
@ -487,6 +513,31 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
tcGameMain->signal_button.connect( sigc::ptr_fun(&gameButton) );
|
||||
tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
|
||||
|
||||
///////////////////////// AUTO MAP SCREEN ///////////////////////
|
||||
|
||||
|
||||
//Automap
|
||||
touchcontrols::MultitouchMouse *multimouse = new touchcontrols::MultitouchMouse("gamemouse",touchcontrols::RectF(0,0,26,16),"");
|
||||
multimouse->setHideGraphics(true);
|
||||
tcAutomap->addControl(multimouse);
|
||||
multimouse->signal_action.connect(sigc::ptr_fun(&automap_multitouch_mouse_move) );
|
||||
tcAutomap->addControl(map_button);
|
||||
tcAutomap->signal_button.connect( sigc::ptr_fun(&gameButton) );
|
||||
tcAutomap->setAlpha(0.5);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Now inventory in the weapons control group!
|
||||
tcGameWeapons->addControl(new touchcontrols::Button("jetpack", touchcontrols::RectF(0,3,2,5),"jetpack",gamefunc_Jetpack,false,false,true));
|
||||
tcGameWeapons->addControl(new touchcontrols::Button("medkit", touchcontrols::RectF(0,5,2,7),"medkit",gamefunc_MedKit,false,false,true));
|
||||
tcGameWeapons->addControl(new touchcontrols::Button("nightv", touchcontrols::RectF(0,7,2,9),"nightvision",gamefunc_NightVision,false,false,true));
|
||||
tcGameWeapons->addControl(new touchcontrols::Button("holoduke",touchcontrols::RectF(0,9,2,11),"holoduke",gamefunc_Holo_Duke,false,false,true));
|
||||
tcGameWeapons->addControl(new touchcontrols::Button("steroids",touchcontrols::RectF(0,11,2,13),"steroids",gamefunc_Steroids,false,false,true));
|
||||
//Inventory are the only buttons so safe to do this
|
||||
tcGameWeapons->signal_button.connect( sigc::ptr_fun(&inventoryButton) );
|
||||
|
||||
|
||||
//Weapons
|
||||
weaponWheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel_orange_blank",10);
|
||||
|
@ -495,6 +546,7 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
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));
|
||||
|
@ -503,15 +555,17 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
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(tcInventory);//Need to be above tcGameMain incase buttons over stick
|
||||
controlsContainer.addControlGroup(tcGameWeapons);
|
||||
//controlsContainer.addControlGroup(tcAutomap);
|
||||
controlsContainer.addControlGroup(tcAutomap);
|
||||
controlsContainer.addControlGroup(tcYesNo);
|
||||
controlsContainer.addControlGroup(tcBlankTap);
|
||||
controlsCreated = 1;
|
||||
|
@ -525,8 +579,9 @@ void initControls(int width, int height, const char * graphics_path, const char
|
|||
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");
|
||||
// tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml");
|
||||
|
||||
setControlsContainer(&controlsContainer);
|
||||
}
|
||||
else
|
||||
LOGI("NOT creating controls");
|
||||
|
@ -565,9 +620,11 @@ void updateTouchScreenMode(touchscreemode_t mode)
|
|||
|
||||
tcGameMain->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES);
|
||||
tcGameWeapons->setEnabled(false);
|
||||
tcInventory->setEnabled(false);
|
||||
|
||||
break;
|
||||
case TOUCH_SCREEN_AUTOMAP:
|
||||
tcAutomap->resetOutput();
|
||||
tcAutomap->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES);
|
||||
break;
|
||||
case TOUCH_SCREEN_CONSOLE:
|
||||
break;
|
||||
|
@ -588,14 +645,20 @@ void updateTouchScreenMode(touchscreemode_t mode)
|
|||
case TOUCH_SCREEN_MENU:
|
||||
tcMenuMain->setEnabled(true);
|
||||
tcMenuMain->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
|
||||
|
||||
//This is a bit of a hack, we need to enable the inventory buttons so they can be edited, they will not be seen anyway
|
||||
showWeaponsInventory(true);
|
||||
break;
|
||||
case TOUCH_SCREEN_GAME:
|
||||
tcGameMain->setEnabled(true);
|
||||
tcGameMain->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
|
||||
tcGameWeapons->setEnabled(true);
|
||||
tcInventory->setEnabled(false);
|
||||
showWeaponsInventory(false);
|
||||
break;
|
||||
case TOUCH_SCREEN_AUTOMAP:
|
||||
tcAutomap->setEnabled(true);
|
||||
tcAutomap->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES);
|
||||
|
||||
break;
|
||||
case TOUCH_SCREEN_CONSOLE:
|
||||
break;
|
||||
|
@ -612,19 +675,16 @@ void updateTouchScreenMode(touchscreemode_t mode)
|
|||
#include "s-setup/gp_lic_include.h"
|
||||
#endif
|
||||
|
||||
extern int clearCtrl;
|
||||
void frameControls()
|
||||
{
|
||||
static int loadedGLImages = 0;
|
||||
|
||||
//LOGI("frameControls");
|
||||
clearCtrl ++;
|
||||
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;
|
||||
}
|
||||
|
@ -634,40 +694,6 @@ void frameControls()
|
|||
|
||||
updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE));
|
||||
|
||||
/*
|
||||
int inMenuNew = PortableRead(READ_MENU);
|
||||
if (inMenuLast != inMenuNew)
|
||||
{
|
||||
inMenuLast = inMenuNew;
|
||||
if (!inMenuNew)
|
||||
{
|
||||
tcGameMain->setEnabled(true);
|
||||
tcGameWeapons->setEnabled(true);
|
||||
tcGameWeapons->fade(1,DEFAULT_FADE_FRAMES);
|
||||
tcMenuMain->setEnabled(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
tcGameMain->setEnabled(false);
|
||||
tcGameWeapons->setEnabled(false);
|
||||
tcMenuMain->setEnabled(true);
|
||||
}
|
||||
}
|
||||
|
||||
int inAutomapNew = PortableRead(READ_AUTOMAP) && !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();
|
||||
|
@ -695,6 +721,7 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
|
|||
}
|
||||
|
||||
// TODO: defined names for these values
|
||||
selectLastWeap = other & 0x1 ? true : false;
|
||||
toggleCrouch = other & 0x2 ? true : false;
|
||||
invertLook = other & 0x4 ? true : false;
|
||||
precisionShoot = other & 0x8 ? true : false;
|
||||
|
@ -702,29 +729,11 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
|
|||
|
||||
hideTouchControls = other & 0x80000000 ? true : false;
|
||||
|
||||
switch ((other>>4) & 0xF)
|
||||
{
|
||||
case 1:
|
||||
droidinput.left_double_action = gamefunc_Fire;
|
||||
break;
|
||||
case 2:
|
||||
droidinput.left_double_action = gamefunc_Jump;
|
||||
break;
|
||||
default:
|
||||
droidinput.left_double_action = -1;
|
||||
}
|
||||
int doubletap_options[6] = {0,gamefunc_Fire,gamefunc_Jump,gamefunc_Quick_Kick,gamefunc_MedKit,gamefunc_Jetpack};
|
||||
|
||||
droidinput.left_double_action = doubletap_options[((other>>4) & 0xF)];
|
||||
droidinput.right_double_action = doubletap_options[((other>>8) & 0xF)];
|
||||
|
||||
switch ((other>>8) & 0xF)
|
||||
{
|
||||
case 1:
|
||||
droidinput.right_double_action = gamefunc_Fire;
|
||||
break;
|
||||
case 2:
|
||||
droidinput.right_double_action = gamefunc_Jump;
|
||||
break;
|
||||
default:
|
||||
droidinput.right_double_action = -1;
|
||||
}
|
||||
|
||||
droidinput.strafe_sens = strafe;
|
||||
droidinput.forward_sens = fwd;
|
||||
|
@ -734,7 +743,7 @@ void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,i
|
|||
LOGI("setTouchSettings alpha = %f, left_double_action = %d",alpha,droidinput.left_double_action);
|
||||
}
|
||||
|
||||
#define EXPORT_ME __attribute__ ((visibility("default")))
|
||||
#define EXPORT_ME __NDK_FPABI__ __attribute__ ((visibility("default")))
|
||||
|
||||
JNIEnv* env_;
|
||||
|
||||
|
@ -748,6 +757,7 @@ static const char * getGamePath()
|
|||
return doom_path.c_str();
|
||||
}
|
||||
|
||||
|
||||
jint EXPORT_ME
|
||||
Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
|
||||
jobject thiz,jstring graphics_dir,jint audio_rate,jint audio_buffer_size,jobjectArray argsArray,jint renderer,jstring doom_path_ )
|
||||
|
|
|
@ -37,8 +37,8 @@ int PortableKeyEvent(int state, int code,int unicode)
|
|||
SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, code);
|
||||
SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
|
||||
|
||||
if (code == 42)
|
||||
unicode = 42;
|
||||
// if (code == 42)
|
||||
// unicode = 42;
|
||||
|
||||
if (state)
|
||||
{
|
||||
|
@ -173,9 +173,14 @@ void PortableInit(int argc, const char ** argv)
|
|||
main(argc, argv);
|
||||
}
|
||||
|
||||
int consoleShown = 0;
|
||||
void AndroidSetConsoleShown(int onf)
|
||||
{
|
||||
consoleShown = onf;
|
||||
}
|
||||
|
||||
extern int animation_playing;
|
||||
|
||||
extern int inExtraScreens; //In game.c
|
||||
int32_t PortableRead(portableread_t r)
|
||||
{
|
||||
switch (r)
|
||||
|
@ -184,24 +189,31 @@ int32_t PortableRead(portableread_t r)
|
|||
|
||||
if (animation_playing)
|
||||
return TOUCH_SCREEN_BLANK_TAP;
|
||||
else if (inExtraScreens)
|
||||
return TOUCH_SCREEN_BLANK_TAP;
|
||||
else if (consoleShown)
|
||||
return TOUCH_SCREEN_CONSOLE;
|
||||
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_LOADVERIFY )) ||
|
||||
(g_currentMenu == MENU_NEWVERIFY ) ||
|
||||
((g_currentMenu >= MENU_SAVEVERIFY ) && (g_currentMenu <= MENU_SAVEVERIFY10 )) ||
|
||||
((g_currentMenu == MENU_SAVEVERIFY )) ||
|
||||
(g_currentMenu == MENU_QUIT ) ||
|
||||
(g_currentMenu == MENU_QUIT2) ||
|
||||
(g_currentMenu == MENU_QUITTOTITLE )
|
||||
)
|
||||
return TOUCH_SCREEN_YES_NO;
|
||||
else
|
||||
return TOUCH_SCREEN_MENU;
|
||||
}
|
||||
else if (ud.overhead_on == 2)
|
||||
return TOUCH_SCREEN_AUTOMAP;
|
||||
else if ((g_player[myconnectindex].ps->gm & MODE_GAME))
|
||||
if (PortableRead(READ_IS_DEAD))
|
||||
return TOUCH_SCREEN_BLANK_TAP;
|
||||
else
|
||||
return TOUCH_SCREEN_GAME;
|
||||
else
|
||||
return TOUCH_SCREEN_BLANK_TAP;
|
||||
|
@ -218,13 +230,35 @@ int32_t PortableRead(portableread_t r)
|
|||
return droidinput.lastWeapon;
|
||||
case READ_PAUSED:
|
||||
return ud.pause_on != 0;
|
||||
case READ_IS_DEAD:
|
||||
return g_player[myconnectindex].ps->dead_flag;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
static float map_zoom,map_dx,map_dy = 0;
|
||||
|
||||
void PortableAutomapControl(float zoom,float dx,float dy)
|
||||
{
|
||||
map_zoom += zoom;
|
||||
map_dx += dx;
|
||||
map_dy += dy;
|
||||
}
|
||||
|
||||
///This stuff is called from the game/engine
|
||||
|
||||
extern void CONTROL_Android_ScrollMap(int32_t *angle,int32_t *x, int32_t *y, uint16_t *zoom )
|
||||
{
|
||||
|
||||
*x += ((int)(map_dx * -30000)*sintable[(512+2048-*angle)&2047])>>14;
|
||||
*y += ((int)(map_dy * -30000)*sintable[(512+1024-512-*angle)&2047])>>14;
|
||||
|
||||
*zoom += map_zoom * 2000;
|
||||
//*angle = 0;
|
||||
map_dx = map_dy = map_zoom = 0;
|
||||
}
|
||||
|
||||
void CONTROL_Android_SetLastWeapon(int w)
|
||||
{
|
||||
LOGI("setLastWeapon %d",w);
|
||||
|
@ -243,11 +277,11 @@ void CONTROL_Android_PollDevices(ControlInfo *info)
|
|||
//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
|
||||
//LOGI("CONTROL_Android_PollDevices %f %f",droidinput.pitch,droidinput.yaw);
|
||||
|
||||
info->dz = (int32_t)Blrintf(-droidinput.forwardmove * ANDROIDFORWARDMOVEFACTOR);
|
||||
info->dx = (int32_t)Blrintf(droidinput.sidemove * ANDROIDSIDEMOVEFACTOR);
|
||||
info->dpitch = (int32_t)Blrintf(droidinput.pitch * ANDROIDPITCHFACTOR +
|
||||
info->dz = (int32_t)nearbyintf(-droidinput.forwardmove * ANDROIDFORWARDMOVEFACTOR);
|
||||
info->dx = (int32_t)nearbyintf(droidinput.sidemove * ANDROIDSIDEMOVEFACTOR);
|
||||
info->dpitch = (int32_t)nearbyint(droidinput.pitch * ANDROIDPITCHFACTOR +
|
||||
droidinput.pitch_joystick * ANDROIDPITCHFACTORJOYSTICK);
|
||||
info->dyaw = (int32_t)Blrintf(-droidinput.yaw * ANDROIDYAWFACTOR -
|
||||
info->dyaw = (int32_t)nearbyint(-droidinput.yaw * ANDROIDYAWFACTOR -
|
||||
droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK);
|
||||
|
||||
/*
|
||||
|
|
|
@ -48,7 +48,8 @@ typedef enum {
|
|||
READ_MAPFOLLOWMODE,
|
||||
READ_RENDERER,
|
||||
READ_LASTWEAPON,
|
||||
READ_PAUSED
|
||||
READ_PAUSED,
|
||||
READ_IS_DEAD
|
||||
} portableread_t;
|
||||
|
||||
|
||||
|
@ -94,6 +95,8 @@ extern droidinput_t droidinput;
|
|||
extern droidsysinfo_t droidinfo;
|
||||
extern char toggleCrouch;
|
||||
|
||||
|
||||
|
||||
int PortableKeyEvent(int state, int code, int unicode);
|
||||
int PortableRead(portableread_t r);
|
||||
|
||||
|
@ -104,8 +107,13 @@ void PortableLook(double yaw, double pitch);
|
|||
void PortableLookJoystick(double yaw, double pitch);
|
||||
void PortableCommand(const char * cmd);
|
||||
|
||||
void PortableAutomapControl(float zoom,float dx,float dy);
|
||||
|
||||
void PortableInit(int argc, const char ** argv);
|
||||
|
||||
void AndroidSetConsoleShown(int onf);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue