mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 19:20:46 +00:00
ec83998c89
git-svn-id: https://svn.eduke32.com/eduke32@4693 1a8010ca-5511-0410-912e-c29ae57300e0
956 lines
31 KiB
C++
956 lines
31 KiB
C++
/*
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*
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* Designed by Emile Belanger
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*
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <jni.h>
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#include <android/log.h>
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#include "SDL_scancode.h"
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#include "SDL_main.h"
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#include "TouchControlsContainer.h"
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#include "JNITouchControlsUtils.h"
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#ifdef GP_LIC
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#include "s-setup/s-setup.h"
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#endif
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extern "C"
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{
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#define DEFAULT_FADE_FRAMES 10
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extern void SDL_Android_Init(JNIEnv* env, jclass cls);
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//This is a new function I put into SDL2, file SDL_androidgl.c
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extern void SDL_SetSwapBufferCallBack(void (*pt2Func)(void));
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#include "in_android.h"
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#include "../function.h"
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#include "../GL/gl.h"
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#include "../GL/nano_gl.h"
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//Copied from build.h, which didnt include here
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enum rendmode_t {
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REND_CLASSIC,
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REND_POLYMOST = 3,
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REND_POLYMER
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};
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#ifndef LOGI
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
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#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__))
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#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR,"DUKE", __VA_ARGS__))
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#endif
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#define REND_SOFT 0
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#define REND_GL 1
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droidsysinfo_t droidinfo;
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static int curRenderer;
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float gameControlsAlpha = 0.5;
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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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static int controlsCreated = 0;
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touchcontrols::TouchControlsContainer controlsContainer;
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touchcontrols::TouchControls *tcBlankTap=0;
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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 *tcAutomap=0;
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touchcontrols::TouchJoy *touchJoyLeft;
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touchcontrols::WheelSelect *weaponWheel;
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extern JNIEnv* env_;
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JavaVM* jvm_;
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void openGLStart()
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{
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if (curRenderer == REND_GL)
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{
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glPushMatrix();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof (0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1);
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//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//LOGI("openGLStart");
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glEnable(GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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glColor4f(1,1,1,1);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY );
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_MODELVIEW);
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nanoPushState();
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}
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else //software mode
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{
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glDisable(GL_ALPHA_TEST);
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY );
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void openGLEnd()
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{
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if (curRenderer == REND_GL)
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{
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//glPopMatrix();
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nanoPopState();
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glPopMatrix();
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}
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else// Software mode
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void gameSettingsButton(int state)
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{
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if (state == 1)
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{
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showTouchSettings();
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}
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}
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//Because there is no Frame(), we need to check back to java each frame to see if the app hase paused
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static jclass NativeLibClass = 0;
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static jmethodID checkPauseMethod = 0;
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void swapBuffers()
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{
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if (NativeLibClass == 0)
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{
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NativeLibClass = env_->FindClass("com/beloko/duke/engine/NativeLib");
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checkPauseMethod = env_->GetStaticMethodID(NativeLibClass, "swapBuffers", "()V");
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}
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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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{
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case gamefunc_Fire:
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shooting = state;
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PortableAction(state, code);
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break;
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case KEY_SHOW_KBRD:
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if (state)
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toggleKeyboard();
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PortableKeyEvent(state, SDL_SCANCODE_GRAVE, 0);
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break;
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case KEY_QUICK_CMD:
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if (state == 1)
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showCustomCommands();
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break;
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case KEY_SHOW_INVEN:
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if (state)
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{
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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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showWeaponsInventory(false);
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}
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break;
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case KEY_QUICK_SAVE:
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LOGI("QUICK SAVE");
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PortableKeyEvent(state, SDL_SCANCODE_F6, 0);
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break;
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case KEY_QUICK_LOAD:
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LOGI("QUICK LOAD");
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PortableKeyEvent(state, SDL_SCANCODE_F9, 0);
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break;
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default:
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PortableAction(state, code);
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break;
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}
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}
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void automapButton(int state,int code)
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{
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PortableAction(state,code);
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}
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void inventoryButton(int state,int code)
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{
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PortableAction(state,code);
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if (state == 0)
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{
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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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void menuButton(int state,int code)
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{
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PortableKeyEvent(state, code,code);
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}
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void blankTapButton(int state,int code)
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{
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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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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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}
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else //everything else send a return key
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{
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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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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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}
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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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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 right_double_tap(int state)
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{
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//LOGTOUCH("R double %d",state);
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if (droidinput.right_double_action != -1)
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PortableAction(state, droidinput.right_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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double scale = (shooting && precisionShoot) ? PRECISIONSHOOTFACTOR : 1.f;
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PortableLook(dx * droidinput.yaw_sens * scale,
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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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if (joy_x < 0)
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strafe *= -1;
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PortableMove(joy_y * 15 * droidinput.forward_sens, -strafe * droidinput.strafe_sens);
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}
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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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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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}
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void touchSettingsButton(int state)
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{
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/*
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int32_t paused = PortableRead(READ_PAUSED);
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//We wanna pause the game when doing settings
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if (state && !paused || !state && paused)
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{
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PortableKeyEvent(2, SDL_SCANCODE_PAUSE, 0);
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}
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*/
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}
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void initControls(int width, int height, const char * graphics_path, const char *settings_file)
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{
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touchcontrols::GLScaleWidth = (float)width;
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touchcontrols::GLScaleHeight = (float)height;
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LOGI("initControls %d x %d,x path = %s, settings = %s",width,height,graphics_path,settings_file);
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if (!controlsCreated)
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{
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LOGI("creating controls");
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touchcontrols::setGraphicsBasePath(graphics_path);
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controlsContainer.openGL_start.connect( sigc::ptr_fun(&openGLStart));
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controlsContainer.openGL_end.connect( sigc::ptr_fun(&openGLEnd));
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controlsContainer.signal_settings.connect( sigc::ptr_fun(&touchSettingsButton));
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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, 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,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), 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), "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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//////////////////////////// GAME SCREEN /////////////////////
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tcGameMain->setAlpha(gameControlsAlpha);
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controlsContainer.editButtonAlpha = gameControlsAlpha;
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tcGameMain->addControl(new touchcontrols::Button("use", touchcontrols::RectF(23,3,26,6), "use", gamefunc_Open));
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tcGameMain->addControl(new touchcontrols::Button("attack", touchcontrols::RectF(20,7,23,10), "fire2", gamefunc_Fire));
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tcGameMain->addControl(new touchcontrols::Button("jump", touchcontrols::RectF(23,6,26,9), "jump", gamefunc_Jump));
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tcGameMain->addControl(new touchcontrols::Button("crouch", touchcontrols::RectF(24,12,26,14), "crouch", gamefunc_Crouch));
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tcGameMain->addControl(new touchcontrols::Button("kick","Mighty Foot", touchcontrols::RectF(20,4,23,7), "boot", gamefunc_Quick_Kick,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_save","Quick Save", touchcontrols::RectF(22,0,24,2), "save", KEY_QUICK_SAVE,false,true));
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tcGameMain->addControl(new touchcontrols::Button("quick_load","Quick Load", touchcontrols::RectF(20,0,22,2), "load", KEY_QUICK_LOAD,false,true));
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touchcontrols::Button *map_button = new touchcontrols::Button("map","Autotmap", touchcontrols::RectF(6,0,8,2), "map", gamefunc_Map, false,true);
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tcGameMain->addControl(map_button);
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tcGameMain->addControl(new touchcontrols::Button("keyboard","Show Console", touchcontrols::RectF(8,0,10,2), "keyboard", KEY_SHOW_KBRD, false,true));
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tcGameMain->addControl(new touchcontrols::Button("show_inventory","Show Inventory",touchcontrols::RectF(24,0,26,2), "inv", KEY_SHOW_INVEN));
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tcGameMain->addControl(new touchcontrols::Button("next_weapon","Next Weapon", touchcontrols::RectF(0,3,3,5), "next_weap",gamefunc_Next_Weapon,false,true));
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tcGameMain->addControl(new touchcontrols::Button("prev_weapon","Previous Weapon", touchcontrols::RectF(0,5,3,7), "prev_weap",gamefunc_Previous_Weapon,false,true));
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/*
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//quick actions binds
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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
|
|
}
|