/* * * 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); extern char const *G_GetStringFromSavegame(const char *filename, int type); extern int32_t G_GetScreenshotFromSavegame(const char *filename, char *pal, char *data); #include "in_android.h" #include "../function.h" #include "../GL/gl.h" // Copied from build.h, which didnt include here enum rendmode_t { REND_CLASSIC, REND_POLYMOST = 3, REND_POLYMER }; enum dukeinv_t { GET_STEROIDS, // 0 GET_SHIELD, GET_SCUBA, GET_HOLODUKE, GET_JETPACK, GET_DUMMY1, // 5 GET_ACCESS, GET_HEATS, GET_DUMMY2, GET_FIRSTAID, GET_BOOTS, // 10 GET_MAX }; #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; static bool hideTouchControls = true; static int weaponWheelVisible = false; static int controlsCreated = 0; touchcontrols::TouchControlsContainer controlsContainer; touchcontrols::TouchControls *tcBlankTap; touchcontrols::TouchControls *tcYesNo; touchcontrols::TouchControls *tcMenuMain; touchcontrols::TouchControls *tcGameMain; touchcontrols::TouchControls *tcGameWeapons; // touchcontrols::TouchControls *tcInventory; touchcontrols::TouchControls *tcAutomap; touchcontrols::TouchJoy *touchJoyLeft; touchcontrols::WheelSelect *weaponWheel; extern JNIEnv *env_; JavaVM *jvm_; touchcontrols::Button *inv_buttons[GET_MAX]; std::string obbPath, gamePath; 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/voidpoint/duke3d/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: if (state && PortableRead(READ_SOMETHINGONPLAYER)) { PortableAction(1, gamefunc_Quick_Kick); PortableAction(0, gamefunc_Quick_Kick); } else 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 menuMouse(int action, float x, float y, float dx, float dy) { // PortableMouse(dx,dy); PortableMouseMenu(x * droidinfo.screen_width, y * droidinfo.screen_height); if (action == MULTITOUCHMOUSE_DOWN || action == MULTITOUCHMOUSE_UP) PortableMouseMenuButton(action == MULTITOUCHMOUSE_DOWN, 0); } 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) { showWeaponsInventory(enabled ? true : false); } void weaponWheelChosen(int segment) { // LOGI("weaponWheel %d",segment); if (segment == -1 && droidinput.quickSelectWeapon) segment = PortableRead(READ_LASTWEAPON); if (segment != -1) 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; float const scale = .1f; PortableLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (droidinput.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); PortableMove(joy_y * droidinput.forward_sens, -joy_x * 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) { touchcontrols::GLScaleWidth = (float)width; touchcontrols::GLScaleHeight = (float)-height; LOGI("initControls %d x %d,x path = %s", width, height, graphics_path); 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(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN)); tcYesNo->addControl( new touchcontrols::Button("esc", touchcontrols::RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE)); tcYesNo->signal_button.connect(sigc::ptr_fun(&menuButton)); // Just reuse the menuButton function ///////////////////////// MAIN MENU SCREEN ///////////////////// /* 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->setAlpha(1); */ tcMenuMain->addControl(new touchcontrols::Button("arrow_left", touchcontrols::RectF(0, 2, 2, 4), "arrow_left", SDL_SCANCODE_ESCAPE)); tcMenuMain->signal_button.connect(sigc::ptr_fun(&menuButton)); touchcontrols::MultitouchMouse *mouseMenu = new touchcontrols::MultitouchMouse("mouse", touchcontrols::RectF(0, 0, 26, 16), ""); mouseMenu->setHideGraphics(true); tcMenuMain->addControl(mouseMenu); mouseMenu->signal_action.connect(sigc::ptr_fun(&menuMouse)); touchcontrols::Button *console_button = new touchcontrols::Button( "keyboard", "Development console", touchcontrols::RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true); tcMenuMain->addControl(console_button); //////////////////////////// GAME SCREEN ///////////////////// tcGameMain->setAlpha(droidinput.gameControlsAlpha); controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha; tcGameMain->addControl( new touchcontrols::Button("game_menu", touchcontrols::RectF(0, 0, 2, 2), "settings_bars", MENU_BACK)); tcGameMain->addControl( new touchcontrols::Button("use", touchcontrols::RectF(20, 4, 23, 7), "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(23, 3, 26, 6), "boot", gamefunc_Quick_Kick, false, true)); touchcontrols::Button *map_button = new touchcontrols::Button( "map", "Overhead map", touchcontrols::RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true); tcGameMain->addControl(map_button); tcGameMain->addControl(new touchcontrols::Button("show_inventory", "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)); tcGameMain->addControl(new touchcontrols::Button("quick_save", "Save game", touchcontrols::RectF(22, 0, 24, 2), "save", KEY_QUICK_SAVE, false, true)); tcGameMain->addControl(new touchcontrols::Button("quick_load", "Load game", touchcontrols::RectF(20, 0, 22, 2), "load", KEY_QUICK_LOAD, false, true)); tcGameMain->addControl(console_button); /* //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! inv_buttons[GET_JETPACK] = new touchcontrols::Button("jetpack", touchcontrols::RectF(0, 3, 2, 5), "jetpack", gamefunc_Jetpack, false, false, true); inv_buttons[GET_FIRSTAID] = new touchcontrols::Button("medkit", touchcontrols::RectF(0, 5, 2, 7), "medkit", gamefunc_MedKit, false, false, true); inv_buttons[GET_HEATS] = new touchcontrols::Button("nightv", touchcontrols::RectF(0, 7, 2, 9), "nightvision", gamefunc_NightVision, false, false, true); inv_buttons[GET_HOLODUKE] = new touchcontrols::Button("holoduke", touchcontrols::RectF(0, 9, 2, 11), "holoduke", gamefunc_Holo_Duke, false, false, true); inv_buttons[GET_STEROIDS] = new touchcontrols::Button("steroids", touchcontrols::RectF(0, 11, 2, 13), "steroids", gamefunc_Steroids, false, false, true); tcGameWeapons->addControl(inv_buttons[GET_JETPACK]); tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]); tcGameWeapons->addControl(inv_buttons[GET_HEATS]); tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]); tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]); // 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); ///////////////////////////////////////////////////////////// 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(droidinput.gameControlsAlpha); controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha; tcGameWeapons->setAlpha(droidinput.gameControlsAlpha); tcMenuMain->setAlpha(droidinput.gameControlsAlpha); tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml"); tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml"); tcAutomap->setXMLFile(gamePath + "/control_layout_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; } int inv = PortableRead(READ_INVENTORY); for (int i = 0; i < GET_MAX; ++i) if (inv_buttons[i]) inv_buttons[i]->setAlpha(tcGameWeapons->getFadedAlpha() * ((inv & (1 << i)) ? 1.f : 0.3f)); } #ifdef GP_LIC #define GP_LIC_INC 1 #include "s-setup/gp_lic_include.h" #endif extern char videomodereset; extern int mobile_halted; void frameControls() { if (mobile_halted) return; static int loadedGLImages = 0; if (videomodereset) { loadedGLImages = -1; return; } // We need to do this here now because duke loads a new gl context if (loadedGLImages <= 0) { controlsContainer.initGL(loadedGLImages == -1); loadedGLImages = 1; } // LOGI("frameControls"); curRenderer = (PortableRead(READ_RENDERER) != REND_CLASSIC); updateTouchScreenMode((touchscreemode_t)PortableRead(READ_SCREEN_MODE)); setHideSticks(droidinput.hideStick); if (tcGameMain) { tcGameMain->setAlpha(droidinput.gameControlsAlpha); controlsContainer.editButtonAlpha = droidinput.gameControlsAlpha; tcGameWeapons->setAlpha(droidinput.gameControlsAlpha); tcMenuMain->setAlpha(droidinput.gameControlsAlpha); // tcInventory->setAlpha(droidinput.gameControlsAlpha); } controlsContainer.draw(); #ifdef GP_LIC #undef GP_LIC_INC #define GP_LIC_INC 2 #include "s-setup/gp_lic_include.h" #endif } void setTouchSettings(int other) { // TODO: defined names for these values hideTouchControls = other & 0x80000000 ? true : false; // keep in sync with Duke3d/res/values/strings.xml int doubletap_options[5] = { -1, gamefunc_Quick_Kick, gamefunc_AutoRun, gamefunc_MedKit, gamefunc_Jetpack }; droidinput.left_double_action = doubletap_options[((other >> 4) & 0xF)]; droidinput.right_double_action = doubletap_options[((other >> 8) & 0xF)]; LOGI("setTouchSettings left_double_action = %d", droidinput.left_double_action); } #define EXPORT_ME __NDK_FPABI__ __attribute__((visibility("default"))) JNIEnv *env_; int argc = 1; const char *argv[32]; static inline const char *getGamePath() { return gamePath.c_str(); } jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_init(JNIEnv *env, jobject thiz, jstring graphics_dir, jint audio_rate, jint audio_buffer_size, jobjectArray argsArray, jint renderer, jstring jduke3d_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_GL; argv[0] = "eduke32"; int argCount = (env)->GetArrayLength(argsArray); LOGI("argCount = %d", argCount); for (int i = 0; i < argCount; i++) { jstring string = (jstring)(env)->GetObjectArrayElement(argsArray, i); argv[argc] = (char *)(env)->GetStringUTFChars(string, 0); LOGI("arg = %s", argv[argc]); argc++; } gamePath = std::string(env->GetStringUTFChars(jduke3d_path, NULL)); // 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_env); LOGI("duke3d_path = %s", getGamePath()); const char *p = env->GetStringUTFChars(graphics_dir, NULL); obbPath = std::string(p); LOGI("obbPath = %s", obbPath.c_str()); initControls(droidinfo.screen_width, droidinfo.screen_height, (obbPath + "/assets/").c_str()); PortableInit(argc, argv); return 0; } jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_frame(JNIEnv *env, jobject thiz) { LOGI("Java_com_voidpoint_duke3d_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_voidpoint_duke3d_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_voidpoint_duke3d_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj, jint action, jint pid, jfloat x, jfloat y) { // LOGI("TOUCHED"); controlsContainer.processPointer(action, pid, x, y); } void EXPORT_ME Java_com_voidpoint_duke3d_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_voidpoint_duke3d_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj, jfloat v) { PortableMove(v, NAN); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogSide(JNIEnv *env, jobject obj, jfloat v) { PortableMove(NAN, v); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj, jint mode, jfloat v) { PortableLookJoystick(NAN, v); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj, jint mode, jfloat v) { PortableLookJoystick(v, NAN); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj, int other) { setTouchSettings(other); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj) { controlsContainer.resetDefaults(); } std::string quickCommandString; jint EXPORT_ME Java_com_voidpoint_duke3d_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_voidpoint_duke3d_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); } jstring EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_getSavetext(JNIEnv *env, jobject obj, jstring jfile, jint type) { const char *p = env->GetStringUTFChars(jfile, NULL); jstring ret = env->NewStringUTF(G_GetStringFromSavegame(p, type)); env->ReleaseStringUTFChars(jfile, p); return ret; } jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_getScreenshot(JNIEnv *env, jobject obj, jstring jfile, jobject jpal, jobject jdataOut) { const char *p = env->GetStringUTFChars(jfile, NULL); jbyte *bb = (jbyte *)env->GetDirectBufferAddress(jdataOut); jbyte *pb = (jbyte *)env->GetDirectBufferAddress(jpal); int ret = G_GetScreenshotFromSavegame(p, (char *)pb, (char *)bb); env->ReleaseStringUTFChars(jfile, p); return ret; } #ifdef GP_LIC #undef GP_LIC_INC #define GP_LIC_INC 3 #include "s-setup/gp_lic_include.h" #endif }