#include "sdl_inc.h" #include "baselayer.h" #include "keys.h" #include "duke3d.h" #include "common_game.h" #include "osd.h" #include "player.h" #include "game.h" #include "build.h" #include "jmact/keyboard.h" #include "jmact/control.h" #include "../src/video/android/SDL_androidkeyboard.h" // FIXME: include header locally if necessary #include "in_android.h" #include #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__)) extern int32_t main(int32_t argc, char *argv []); extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode); extern int SDL_SendKeyboardText(const char *text); static char sdl_text[2]; droidinput_t droidinput; int PortableKeyEvent(int state, int code,int unicode) { LOGI("PortableKeyEvent %d %d %d",state,code,unicode); SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, code); SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE); if (code == 42) unicode = 42; if (state) { //if (unicode < 128) { sdl_text[0] = unicode; sdl_text[1] = 0; int posted = SDL_SendKeyboardText((const char*)sdl_text); LOGI("posted = %d",posted); } if (state == 2) PortableKeyEvent(0, code, unicode); } return 0; } void changeActionState(int state, int action) { if (state) { //BUTTONSET(action,1); droidinput.functionSticky |= ((uint64_t)1<<((uint64_t)(action))); droidinput.functionHeld |= ((uint64_t)1<<((uint64_t)(action))); return; } //BUTTONCLEAR(action); droidinput.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action))); } #ifdef GP_LIC #define GP_LIC_INC 4 #include "s-setup/gp_lic_include.h" #endif void PortableAction(int state, int action) { LOGI("PortableAction action = %d, state = %d", action, state); if (action >= MENU_UP && action <= MENU_BACK) { if (PortableRead(READ_MENU)) { int sdl_code [] = { SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RETURN, SDL_SCANCODE_ESCAPE }; PortableKeyEvent(state, sdl_code[action-MENU_UP], 0); return; } } else { if (PortableRead(READ_MENU)) //If in the menu, dont do any game actions return; #ifdef GP_LIC #define GP_LIC_INC 5 #include "s-setup/gp_lic_include.h" #endif //Special toggle for crouch, NOT when using jetpack or in water if (!g_player[myconnectindex].ps->jetpack_on && g_player[myconnectindex].ps->on_ground && (sector[g_player[myconnectindex].ps->cursectnum].lotag != ST_2_UNDERWATER)) { if (toggleCrouch) { if (action == gamefunc_Crouch) { if (state) droidinput.crouchToggleState = !droidinput.crouchToggleState; state = droidinput.crouchToggleState; } } } //Check if jumping while crouched if (action == gamefunc_Jump) { droidinput.crouchToggleState = 0; changeActionState(0, gamefunc_Crouch); } changeActionState(state, action); if (state == 2) PortableAction(0,action); // LOGI("PortableAction state = 0x%016llX", CONTROL_ButtonState); } } //Need these NAN check as not cumulative. void PortableMove(float fwd, float strafe) { if (!isnan(fwd)) droidinput.forwardmove = fclamp2(fwd, -1.f, 1.f); if (!isnan(strafe)) droidinput.sidemove = fclamp2(strafe, -1.f, 1.f); } void PortableLook(double yaw, double pitch) { // LOGI("PortableLookPitch %f %f",yaw, pitch); droidinput.pitch += pitch; droidinput.yaw += yaw; } void PortableLookJoystick(double yaw, double pitch) { if (!isnan(pitch)) droidinput.pitch_joystick = pitch; if (!isnan(yaw)) droidinput.yaw_joystick = yaw; } void PortableCommand(const char * cmd) { OSD_Dispatch(cmd); } void PortableInit(int argc, const char ** argv) { droidinput.left_double_action = -1; droidinput.right_double_action = -1; main(argc, argv); } 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_WEAPONS: return g_player[myconnectindex].ps->gotweapon; case READ_AUTOMAP: return ud.overhead_on != 0; // ud.overhead_on ranges from 0-2 case READ_MAPFOLLOWMODE: return ud.scrollmode; case READ_RENDERER: return getrendermode(); case READ_LASTWEAPON: return droidinput.lastWeapon; case READ_PAUSED: return ud.pause_on != 0; default: return 0; } } ///This stuff is called from the game/engine void CONTROL_Android_SetLastWeapon(int w) { LOGI("setLastWeapon %d",w); droidinput.lastWeapon = w; } void CONTROL_Android_ClearButton(int32_t whichbutton) { BUTTONCLEAR(whichbutton); droidinput.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton))); } 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)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)nearbyint(-droidinput.yaw * ANDROIDYAWFACTOR - droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK); //droidinput.forwardmove = droidinput.sidemove = 0.f; droidinput.pitch = droidinput.yaw = 0.f; CONTROL_ButtonState = 0; CONTROL_ButtonState |= droidinput.functionSticky; CONTROL_ButtonState |= droidinput.functionHeld; droidinput.functionSticky = 0; //LOGI("poll state = 0x%016llX",CONTROL_ButtonState); }