raze-gles/polymer/eduke32/source/android/android-jni.cpp
terminx ec83998c89 Android updates from Emile. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4693 1a8010ca-5511-0410-912e-c29ae57300e0
2014-10-29 17:03:50 +00:00

956 lines
31 KiB
C++

/*
*
* Designed by Emile Belanger
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <jni.h>
#include <android/log.h>
#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; i<argCount; i++) {
jstring string = (jstring) (env)->GetObjectArrayElement( 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
}