/* * * Designed by Emile Belanger * */ #include #include #include #include #include #include "SDL_scancode.h" #include "SDL_main.h" #include "TouchControlsContainer.h" #include "JNITouchControlsUtils.h" #ifdef GP_LIC #include "s-setup/s-setup.h" #endif 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)); #include "in_android.h" #include "../function.h" #include "../GL/gl.h" #include "../GL/nano_gl.h" //Copied from build.h, which didnt include here enum rendmode_t { REND_CLASSIC, REND_POLYMOST = 3, REND_POLYMER }; #ifndef LOGI #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__)) #define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR,"DUKE", __VA_ARGS__)) #endif #define REND_SOFT 0 #define REND_GL 1 droidsysinfo_t droidinfo; static int curRenderer; float gameControlsAlpha = 0.5; static bool invertLook = false; static bool precisionShoot = false; static bool showSticks = true; static bool hideTouchControls = true; char toggleCrouch = true; static bool selectLastWeap = true; static bool shooting = false; static int weaponWheelVisible = 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 *tcInventory=0; touchcontrols::TouchControls *tcAutomap=0; touchcontrols::TouchJoy *touchJoyLeft; touchcontrols::WheelSelect *weaponWheel; extern JNIEnv* env_; JavaVM* jvm_; void openGLStart() { if (curRenderer == REND_GL) { glPushMatrix(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof (0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1); //glClearColor(1.0f, 1.0f, 0.0f, 1.0f); //glClear(GL_COLOR_BUFFER_BIT); //LOGI("openGLStart"); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glEnable(GL_TEXTURE_2D); glEnable (GL_BLEND); glColor4f(1,1,1,1); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY ); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glMatrixMode(GL_MODELVIEW); nanoPushState(); } else //software mode { glDisable(GL_ALPHA_TEST); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY ); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glMatrixMode(GL_MODELVIEW); } } void openGLEnd() { if (curRenderer == REND_GL) { //glPopMatrix(); nanoPopState(); glPopMatrix(); } else// Software mode { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_MODELVIEW); } } void gameSettingsButton(int state) { if (state == 1) { showTouchSettings(); } } //Because there is no Frame(), we need to check back to java each frame to see if the app hase paused static jclass NativeLibClass = 0; static jmethodID checkPauseMethod = 0; void swapBuffers() { if (NativeLibClass == 0) { NativeLibClass = env_->FindClass("com/beloko/duke/engine/NativeLib"); checkPauseMethod = env_->GetStaticMethodID(NativeLibClass, "swapBuffers", "()V"); } env_->CallStaticVoidMethod(NativeLibClass, checkPauseMethod); } //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 //NOT needed actually, weapon wheel disabled before is get finger up anyway //static bool invWasSelected = false; void showWeaponsInventory(bool show) { if (show) { for (int n=0; n<10; n++) { weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1); } //Show inventory buttons tcGameWeapons->setAllButtonsEnable(true); tcGameWeapons->fade(touchcontrols::FADE_IN, 5); //fade in weaponWheelVisible = true; } else //hide { tcGameWeapons->setAllButtonsEnable(false); weaponWheel->setTapMode(false); weaponWheelVisible = false; } } void gameButton(int state, int code) { switch (code) { case gamefunc_Fire: shooting = state; PortableAction(state, code); break; case KEY_SHOW_KBRD: if (state) toggleKeyboard(); PortableKeyEvent(state, SDL_SCANCODE_GRAVE, 0); break; case KEY_QUICK_CMD: if (state == 1) showCustomCommands(); break; case KEY_SHOW_INVEN: if (state) { if (!weaponWheelVisible) { weaponWheel->setTapMode(true); showWeaponsInventory(true); } else showWeaponsInventory(false); } break; case KEY_QUICK_SAVE: LOGI("QUICK SAVE"); PortableKeyEvent(state, SDL_SCANCODE_F6, 0); break; case KEY_QUICK_LOAD: LOGI("QUICK LOAD"); PortableKeyEvent(state, SDL_SCANCODE_F9, 0); break; default: PortableAction(state, code); break; } } void automapButton(int state,int code) { PortableAction(state,code); } void inventoryButton(int state,int code) { PortableAction(state,code); if (state == 0) { //Inventory chosen, hide them and wheel showWeaponsInventory(false); } } void menuButton(int state,int code) { PortableKeyEvent(state, code,code); } void blankTapButton(int state,int code) { if (PortableRead(READ_IS_DEAD)) //if the player is dead we need to send a 'open' button { if (state) { PortableAction(1, gamefunc_Open); PortableAction(0, gamefunc_Open); } } else //everything else send a return key { PortableKeyEvent(state, SDL_SCANCODE_RETURN,0); } } void weaponWheelSelected(int enabled) { if (enabled) { showWeaponsInventory(true); } else { showWeaponsInventory(false); } } void weaponWheelChosen(int segment) { //LOGI("weaponWheel %d",segment); if (segment == -1) //Nothing was selected { if (selectLastWeap) { int32_t lw = PortableRead(READ_LASTWEAPON); if (lw != -1) PortableAction(2, gamefunc_Weapon_1 + lw); } } else { PortableAction(2, gamefunc_Weapon_1 + segment); } } void left_double_tap(int 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); } void right_double_tap(int state) { //LOGTOUCH("R double %d",state); if (droidinput.right_double_action != -1) PortableAction(state, droidinput.right_double_action); } void mouseMove(int action, float x, float y, float dx, float dy) { //LOGI(" mouse dx = %f, dy = %f",dx,dy); if (weaponWheelVisible) return; double scale = (shooting && precisionShoot) ? PRECISIONSHOOTFACTOR : 1.f; PortableLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (invertLook ? -1.f : 1.f)); } void automap_multitouch_mouse_move(int action,float x, float y,float dx, float dy) { if (action == MULTITOUCHMOUSE_MOVE) { PortableAutomapControl(0,dx,dy); } else if (action == MULTITOUCHMOUSE_ZOOM) { PortableAutomapControl(x,0,0); } } 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); joy_x *=10; float strafe = joy_x*joy_x; //float strafe = joy_x; if (joy_x < 0) strafe *= -1; PortableMove(joy_y * 15 * droidinput.forward_sens, -strafe * droidinput.strafe_sens); } void right_stick(float joy_x, float joy_y, float mouse_x, float mouse_y) { mouseMove(0, joy_x, joy_y, mouse_x, mouse_y); } void setHideSticks(bool v) { if (touchJoyLeft) touchJoyLeft->setHideGraphics(v); } void touchSettingsButton(int state) { /* int32_t paused = PortableRead(READ_PAUSED); //We wanna pause the game when doing settings if (state && !paused || !state && paused) { PortableKeyEvent(2, SDL_SCANCODE_PAUSE, 0); } */ } void initControls(int width, int height, const char * graphics_path, const char *settings_file) { touchcontrols::GLScaleWidth = (float)width; touchcontrols::GLScaleHeight = (float)height; LOGI("initControls %d x %d,x path = %s, settings = %s",width,height,graphics_path,settings_file); if (!controlsCreated) { LOGI("creating controls"); touchcontrols::setGraphicsBasePath(graphics_path); controlsContainer.openGL_start.connect( sigc::ptr_fun(&openGLStart)); controlsContainer.openGL_end.connect( sigc::ptr_fun(&openGLEnd)); controlsContainer.signal_settings.connect( sigc::ptr_fun(&touchSettingsButton)); tcBlankTap = new touchcontrols::TouchControls("blank_tap", false, false); tcYesNo = new touchcontrols::TouchControls("yes_no", false, false); tcMenuMain = new touchcontrols::TouchControls("menu", false, 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,false); // tcInventory = new touchcontrols::TouchControls("inventory", false,true,1,false); ///////////////////////// BLANK TAP SCREEN ////////////////////// //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), std::string("test"), SDL_SCANCODE_RETURN)); tcBlankTap->signal_button.connect( sigc::ptr_fun(&blankTapButton) ); //Just reuse the menuButton function ///////////////////////// YES NO SCREEN ///////////////////// tcYesNo->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(8,10,11,13), "yes", SDL_SCANCODE_RETURN)); tcYesNo->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(14,10,17,13), "no", SDL_SCANCODE_ESCAPE)); tcYesNo->signal_button.connect( sigc::ptr_fun(&menuButton) ); //Just reuse the menuButton function ///////////////////////// MAIN MENU SCREEN ///////////////////// //Menu /* 3x3 tcMenuMain->addControl(new touchcontrols::Button("down_arrow", touchcontrols::RectF(20,13,23,16), "arrow_down", SDL_SCANCODE_DOWN, true)); //Repeating buttons tcMenuMain->addControl(new touchcontrols::Button("up_arrow", touchcontrols::RectF(20,10,23,13), "arrow_up", SDL_SCANCODE_UP, true)); tcMenuMain->addControl(new touchcontrols::Button("left_arrow", touchcontrols::RectF(17,13,20,16), "arrow_left", SDL_SCANCODE_LEFT, true)); tcMenuMain->addControl(new touchcontrols::Button("right_arrow", touchcontrols::RectF(23,13,26,16), "arrow_right", SDL_SCANCODE_RIGHT, true)); tcMenuMain->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(0,13,3,16), "enter", SDL_SCANCODE_RETURN)); tcMenuMain->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(0,10,3,13), "esc", SDL_SCANCODE_ESCAPE)); */ tcMenuMain->addControl(new touchcontrols::Button("down_arrow", touchcontrols::RectF(22,14,24,16), "arrow_down", SDL_SCANCODE_DOWN, true)); //Repeating buttons tcMenuMain->addControl(new touchcontrols::Button("up_arrow", touchcontrols::RectF(22,12,24,14), "arrow_up", SDL_SCANCODE_UP, true)); tcMenuMain->addControl(new touchcontrols::Button("left_arrow", touchcontrols::RectF(20,14,22,16), "arrow_left", SDL_SCANCODE_LEFT, true)); tcMenuMain->addControl(new touchcontrols::Button("right_arrow", touchcontrols::RectF(24,14,26,16), "arrow_right", SDL_SCANCODE_RIGHT, true)); tcMenuMain->addControl(new touchcontrols::Button("enter", touchcontrols::RectF(0,14,2,16), "enter", SDL_SCANCODE_RETURN)); tcMenuMain->addControl(new touchcontrols::Button("esc", touchcontrols::RectF(0,12,2,14), "esc", SDL_SCANCODE_ESCAPE)); tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) ); tcMenuMain->setAlpha(1); //////////////////////////// GAME SCREEN ///////////////////// tcGameMain->setAlpha(gameControlsAlpha); controlsContainer.editButtonAlpha = gameControlsAlpha; tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(23,3,26,6), "use", gamefunc_Open)); tcGameMain->addControl(new touchcontrols::Button("attack", touchcontrols::RectF(20,7,23,10), "fire2", gamefunc_Fire)); tcGameMain->addControl(new touchcontrols::Button("jump", touchcontrols::RectF(23,6,26,9), "jump", gamefunc_Jump)); tcGameMain->addControl(new touchcontrols::Button("crouch", touchcontrols::RectF(24,12,26,14), "crouch", gamefunc_Crouch)); tcGameMain->addControl(new touchcontrols::Button("kick","Mighty Foot", touchcontrols::RectF(20,4,23,7), "boot", gamefunc_Quick_Kick,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","Show Inventory",touchcontrols::RectF(24,0,26,2), "inv", KEY_SHOW_INVEN)); 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)); tcGameMain->addControl(new touchcontrols::Button("quick_key_2",touchcontrols::RectF(6,3,8,5),"quick_key_2",KEY_QUICK_KEY2,false,true)); tcGameMain->addControl(new touchcontrols::Button("quick_key_3",touchcontrols::RectF(8,3,10,5),"quick_key_3",KEY_QUICK_KEY3,false,true)); tcGameMain->addControl(new touchcontrols::Button("quick_key_4",touchcontrols::RectF(10,3,12,5),"quick_key_4",KEY_QUICK_KEY4,false,true)); */ //Left stick touchJoyLeft = new touchcontrols::TouchJoy("stick",touchcontrols::RectF(0,7,8,16),"strafe_arrow"); tcGameMain->addControl(touchJoyLeft); touchJoyLeft->signal_move.connect(sigc::ptr_fun(&left_stick) ); touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&left_double_tap) ); //Right stick (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 touchcontrols::Mouse *mouse = new touchcontrols::Mouse("mouse",touchcontrols::RectF(3,0,26,16),""); mouse->signal_action.connect(sigc::ptr_fun(&mouseMove)); mouse->signal_double_tap.connect(sigc::ptr_fun(&right_double_tap) ); mouse->setHideGraphics(true); tcGameMain->addControl(mouse); 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); 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(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"); // tcInventory->setXMLFile((std::string)graphics_path + "/inventory.xml"); setControlsContainer(&controlsContainer); } else LOGI("NOT creating controls"); //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); break; case TOUCH_SCREEN_AUTOMAP: tcAutomap->resetOutput(); tcAutomap->fade(touchcontrols::FADE_OUT,DEFAULT_FADE_FRAMES); 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); //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); showWeaponsInventory(false); break; case TOUCH_SCREEN_AUTOMAP: tcAutomap->setEnabled(true); tcAutomap->fade(touchcontrols::FADE_IN,DEFAULT_FADE_FRAMES); break; case TOUCH_SCREEN_CONSOLE: break; } lastMode = mode; } } #ifdef GP_LIC #define GP_LIC_INC 1 #include "s-setup/gp_lic_include.h" #endif void frameControls() { static int loadedGLImages = 0; LOGI("frameControls"); //We need to do this here now because duke loads a new gl context if (!loadedGLImages) { controlsContainer.initGL(); loadedGLImages = 1; } //LOGI("frameControls"); curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC); updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE)); setHideSticks(!showSticks); controlsContainer.draw(); #ifdef GP_LIC #undef GP_LIC_INC #define GP_LIC_INC 2 #include "s-setup/gp_lic_include.h" #endif } void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other) { gameControlsAlpha = MINCONTROLALPHA + (alpha * (1.0f - MINCONTROLALPHA)); if (tcGameMain) { tcGameMain->setAlpha(gameControlsAlpha); controlsContainer.editButtonAlpha = gameControlsAlpha; tcGameWeapons->setAlpha(gameControlsAlpha); tcMenuMain->setAlpha(gameControlsAlpha); // tcInventory->setAlpha(gameControlsAlpha); } // 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; showSticks = other & 0x1000 ? true : false; hideTouchControls = other & 0x80000000 ? true : false; 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)]; droidinput.strafe_sens = strafe; 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 __NDK_FPABI__ __attribute__ ((visibility("default"))) JNIEnv* env_; int argc=1; const char * argv[32]; std::string graphicpath; std::string doom_path; 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_ ) { env_ = env; #ifdef GP_LIC getGlobalClasses(env_); #endif droidinfo.audio_sample_rate = audio_rate; droidinfo.audio_buffer_size = audio_buffer_size; curRenderer = renderer; //curRenderer = REND_SOFT; curRenderer = REND_GL; argv[0] = "eduke32"; int argCount = (env)->GetArrayLength( argsArray); LOGI("argCount = %d",argCount); for (int i=0; iGetObjectArrayElement( argsArray, i); argv[argc] = (char *)(env)->GetStringUTFChars( string, 0); LOGI("arg = %s",argv[argc]); argc++; } doom_path = (char *)(env)->GetStringUTFChars( doom_path_, 0); //Change working dir, save games etc // FIXME: potentially conflicts with chdirs in -game_dir support chdir(getGamePath()); char timidity_env[512]; sprintf(timidity_env,"TIMIDITY_CFG=%s/../timidity.cfg",getGamePath()); //putenv("TIMIDITY_CFG=../timidity.cfg"); putenv(timidity_env); LOGI("doom_path = %s",getGamePath()); const char * p = env->GetStringUTFChars(graphics_dir,NULL); graphicpath = std::string(p); initControls(droidinfo.screen_width, -droidinfo.screen_height, graphicpath.c_str(),(graphicpath + "/touch_controls.xml").c_str()); /* if (renderer != REND_SOFT) SDL_SetSwapBufferCallBack(frameControls); if (renderer == REND_SOFT)// In soft mode SDL calls swap buffer, disable so it does not flicker SDL_SwapBufferPerformsSwap(false); */ SDL_SetSwapBufferCallBack(frameControls); //Now doen in java to keep context etc //SDL_SwapBufferPerformsSwap(false); PortableInit(argc, argv); return 0; } jint EXPORT_ME Java_com_beloko_duke_engine_NativeLib_frame( JNIEnv* env, jobject thiz ) { LOGI("Java_com_beloko_duke_engine_NativeLib_frame"); frameControls(); return 0; } __attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM* vm, void* reserved) { LOGI("JNI_OnLoad"); setTCJNIEnv(vm); jvm_ = vm; return JNI_VERSION_1_4; } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_keypress(JNIEnv *env, jobject obj, jint down, jint keycode, jint unicode) { LOGI("keypress %d",keycode); if (controlsContainer.isEditing()) { if (down && (keycode == SDL_SCANCODE_ESCAPE )) controlsContainer.finishEditing(); return; } PortableKeyEvent(down,keycode,unicode); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj, jint action, jint pid, jdouble x, jdouble y) { //LOGI("TOUCHED"); controlsContainer.processPointer(action,pid,x,y); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_doAction(JNIEnv *env, jobject obj, jint state, jint action) { LOGI("doAction %d %d",state,action); //gamepadButtonPressed(); if (hideTouchControls && tcGameMain) { if (tcGameMain->isEnabled()) tcGameMain->animateOut(30); if (tcGameWeapons->isEnabled()) tcGameWeapons->animateOut(30); } PortableAction(state,action); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj, jfloat v) { PortableMove(v, NAN); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogSide(JNIEnv *env, jobject obj, jfloat v) { PortableMove(NAN, v); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj, jint mode,jfloat v) { PortableLookJoystick(NAN, v); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj, jint mode,jfloat v) { PortableLookJoystick(v, NAN); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj, jfloat alpha,jfloat strafe,jfloat fwd,jfloat pitch,jfloat yaw,int other) { setTouchSettings(alpha,strafe,fwd,pitch,yaw,other); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj) { controlsContainer.resetDefaults(); } std::string quickCommandString; jint EXPORT_ME Java_com_beloko_duke_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj, jstring command) { const char * p = env->GetStringUTFChars(command,NULL); quickCommandString = std::string(p) + "\n"; env->ReleaseStringUTFChars(command, p); PortableCommand(quickCommandString.c_str()); } void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_setScreenSize( JNIEnv* env, jobject thiz, jint width, jint height) { droidinfo.screen_width = width; droidinfo.screen_height = height; } void EXPORT_ME Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls) { /* This interface could expand with ABI negotiation, calbacks, etc. */ SDL_Android_Init(env, cls); SDL_SetMainReady(); // SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE); } #ifdef GP_LIC #undef GP_LIC_INC #define GP_LIC_INC 3 #include "s-setup/gp_lic_include.h" #endif }