mirror of
https://github.com/ZDoom/raze-gles.git
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c725da4829
git-svn-id: https://svn.eduke32.com/eduke32@5066 1a8010ca-5511-0410-912e-c29ae57300e0
344 lines
9.1 KiB
C
344 lines
9.1 KiB
C
#include "compat.h"
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#include "sdl_inc.h"
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#include "baselayer.h"
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#include "keys.h"
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#include "duke3d.h"
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#include "common_game.h"
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#include "osd.h"
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#include "player.h"
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#include "game.h"
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#include "build.h"
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#include "anim.h"
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#include "player.h"
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#include "jmact/keyboard.h"
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#include "jmact/control.h"
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#include "jmact/_control.h"
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#include "menus.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
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extern int SDL_SendKeyboardText(const char *text);
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extern int SDL_SendMouseMotion(SDL_Window * window, Uint32 mouseID, int relative, int x, int y);
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extern int SDL_SendMouseButton(SDL_Window * window, Uint32 mouseID, Uint8 state, Uint8 button);
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#ifdef __cplusplus
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}
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#endif
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#include "in_android.h"
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#include <android/log.h>
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#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
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extern int32_t main(int32_t argc, char *argv []);
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static char sdl_text[2];
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droidinput_t droidinput;
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int PortableKeyEvent(int state, int code,int unicode)
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{
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LOGI("PortableKeyEvent %d %d %d",state,(SDL_Scancode)code,unicode);
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SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, (SDL_Scancode)code);
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SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
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// if (code == 42)
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// unicode = 42;
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if (state)
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{
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//if (unicode < 128)
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{
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sdl_text[0] = unicode;
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sdl_text[1] = 0;
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int posted = SDL_SendKeyboardText((const char*)sdl_text);
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LOGI("posted = %d",posted);
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}
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if (state == 2)
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PortableKeyEvent(0, code, unicode);
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}
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return 0;
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}
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void PortableMouseMenu(float x,float y)
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{
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SDL_SendMouseMotion(NULL,0,0,x,y);
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}
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void PortableMouseMenuButton(int state,int button)
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{
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SDL_SendMouseButton(NULL, SDL_TOUCH_MOUSEID, state?SDL_PRESSED:SDL_RELEASED, SDL_BUTTON_LEFT);
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}
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void changeActionState(int state, int action)
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{
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if (state)
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{
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//BUTTONSET(action,1);
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droidinput.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
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droidinput.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
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return;
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}
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//BUTTONCLEAR(action);
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droidinput.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
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}
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#ifdef GP_LIC
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#define GP_LIC_INC 4
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#include "s-setup/gp_lic_include.h"
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#endif
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void PortableAction(int state, int action)
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{
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LOGI("PortableAction action = %d, state = %d", action, state);
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if (action >= MENU_UP && action <= MENU_BACK)
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{
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// if (PortableRead(READ_SCREEN_MODE) == TOUCH_SCREEN_MENU)
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{
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int const sdl_code [] = { SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT,
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SDL_SCANCODE_RIGHT, SDL_SCANCODE_RETURN, SDL_SCANCODE_ESCAPE };
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PortableKeyEvent(state, sdl_code[action-MENU_UP], 0);
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return;
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}
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}
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else
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{
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//if (PortableRead(READ_SCREEN_MODE) != TOUCH_SCREEN_GAME) //If not in game don't do any of this
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/// return;
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#ifdef GP_LIC
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#define GP_LIC_INC 5
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#include "s-setup/gp_lic_include.h"
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#endif
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//Special toggle for crouch, NOT when using jetpack or in water
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if (droidinput.toggleCrouch)
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{
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int lotag = sector[g_player[myconnectindex].ps->cursectnum].lotag;
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if (droidinput.crouchToggleState && (lotag == ST_2_UNDERWATER || lotag == ST_1_ABOVE_WATER))
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{
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droidinput.crouchToggleState = 0;
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if (action == gamefunc_Crouch)
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state = 0;
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else PortableAction(0, gamefunc_Crouch);
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}
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if (action == gamefunc_Crouch)
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{
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if (!g_player[myconnectindex].ps->jetpack_on && g_player[myconnectindex].ps->on_ground &&
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lotag != ST_2_UNDERWATER && lotag != ST_1_ABOVE_WATER)
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{
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if (state)
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droidinput.crouchToggleState = !droidinput.crouchToggleState;
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state = droidinput.crouchToggleState;
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}
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}
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}
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//Check if jumping while crouched
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if (action == gamefunc_Jump)
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{
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if (droidinput.crouchToggleState)
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{
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droidinput.crouchToggleState = 0;
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changeActionState(0, gamefunc_Crouch);
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}
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else
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changeActionState(state, action);
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}
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else
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changeActionState(state, action);
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if (state == 2)
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PortableAction(0, action);
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// LOGI("PortableAction state = 0x%016llX", CONTROL_ButtonState);
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}
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}
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int const deadRegion = 0.3;
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float analogCalibrate(float v)
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{
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float rv = 0;
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if (v > deadRegion) rv = (v - deadRegion) * (v - deadRegion);
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else if (-v > deadRegion) rv = -(-v - deadRegion) * (-v - deadRegion);
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return rv;
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}
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//Need these NAN check as not cumulative.
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void PortableMove(float fwd, float strafe)
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{
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if (!ud.auto_run)
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{
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fwd *= 0.5f;
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strafe *= 0.5f;
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}
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if (!isnan(fwd))
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droidinput.forwardmove = fclamp2(analogCalibrate(fwd), -1.f, 1.f);
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if (!isnan(strafe))
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droidinput.sidemove = fclamp2(analogCalibrate(strafe), -1.f, 1.f);
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}
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void PortableLook(float yaw, float pitch)
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{
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droidinput.pitch += pitch;
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droidinput.yaw += yaw;
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}
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void PortableLookJoystick(float yaw, float pitch)
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{
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if (!isnan(pitch))
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droidinput.pitch_joystick = analogCalibrate(pitch);
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if (!isnan(yaw))
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droidinput.yaw_joystick = analogCalibrate(yaw);
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}
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void PortableCommand(const char * cmd)
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{
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OSD_Dispatch(cmd);
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}
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void PortableInit(int argc, const char ** argv)
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{
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main(argc, ( char **)argv);
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}
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int consoleShown = 0;
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void AndroidSetConsoleShown(int onf)
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{
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consoleShown = onf;
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}
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extern int inExtraScreens; //In game.c
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int32_t PortableRead(portableread_t r)
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{
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int32_t rv;
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switch (r)
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{
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case READ_SCREEN_MODE:
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if (g_animPtr || inExtraScreens)
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rv = TOUCH_SCREEN_BLANK_TAP;
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else if (consoleShown)
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rv = TOUCH_SCREEN_CONSOLE;
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else if ((g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU)
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rv = (m_currentMenu->type == Verify) ? TOUCH_SCREEN_YES_NO : TOUCH_SCREEN_MENU;
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/*
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else if (ud.overhead_on == 2)
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rv = TOUCH_SCREEN_AUTOMAP;
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*/
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else if ((g_player[myconnectindex].ps->gm & MODE_GAME))
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if (PortableRead(READ_IS_DEAD))
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rv = TOUCH_SCREEN_BLANK_TAP;
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else
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rv = TOUCH_SCREEN_GAME;
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else
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rv = TOUCH_SCREEN_BLANK_TAP;
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break;
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case READ_WEAPONS:
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rv = g_player[myconnectindex].ps->gotweapon; break;
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case READ_AUTOMAP:
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rv = 0; break;//ud.overhead_on != 0; break;// ud.overhead_on ranges from 0-2
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case READ_MAPFOLLOWMODE:
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rv = ud.scrollmode; break;
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case READ_RENDERER:
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rv = getrendermode(); break;
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case READ_LASTWEAPON:
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rv = droidinput.lastWeapon;
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if ((unsigned)rv < MAX_WEAPONS && !g_player[myconnectindex].ps->ammo_amount[rv])
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rv = -1;
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break;
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case READ_PAUSED:
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rv = ud.pause_on != 0; break;
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case READ_IS_DEAD:
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rv = g_player[myconnectindex].ps->dead_flag; break;
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case READ_INVENTORY:
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rv = 0;
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for (int i = 0; i < GET_MAX; i++)
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{
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if (g_player[myconnectindex].ps->inv_amount[i])
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rv += (1 << i);
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}
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break;
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case READ_SOMETHINGONPLAYER:
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rv = g_player[myconnectindex].ps->somethingonplayer != -1;
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break;
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default:
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rv = 0; break;
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}
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return rv;
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}
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static float map_zoom,map_dx,map_dy = 0;
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void PortableAutomapControl(float zoom,float dx,float dy)
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{
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map_zoom += zoom;
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map_dx += dx;
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map_dy += dy;
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}
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///This stuff is called from the game/engine
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extern void CONTROL_Android_ScrollMap(int32_t *angle,int32_t *x, int32_t *y, uint16_t *zoom )
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{
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*x += ((int)(map_dx * -30000)*sintable[(512+2048-*angle)&2047])>>14;
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*y += ((int)(map_dy * -30000)*sintable[(512+1024-512-*angle)&2047])>>14;
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// *zoom += map_zoom * 2000;
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//*angle = 0;
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map_dx = map_dy = map_zoom = 0;
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}
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void CONTROL_Android_SetLastWeapon(int w)
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{
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droidinput.lastWeapon = w;
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}
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void CONTROL_Android_ClearButton(int32_t whichbutton)
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{
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BUTTONCLEAR(whichbutton);
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droidinput.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
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}
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void CONTROL_Android_PollDevices(ControlInfo *info)
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{
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//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
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//LOGI("CONTROL_Android_PollDevices %f %f",droidinput.pitch,droidinput.yaw);
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info->dz = (int32_t)nearbyintf(-droidinput.forwardmove * ANDROIDMOVEFACTOR);
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info->dx = (int32_t)nearbyintf(droidinput.sidemove * ANDROIDMOVEFACTOR) >> 5;
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info->dpitch =
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(int32_t)nearbyint(droidinput.pitch * ANDROIDLOOKFACTOR + droidinput.pitch_joystick * ANDROIDPITCHFACTORJOYSTICK);
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info->dyaw =
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(int32_t)nearbyint(-droidinput.yaw * ANDROIDLOOKFACTOR - droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK);
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droidinput.pitch = droidinput.yaw = 0.f;
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CONTROL_ButtonState = droidinput.functionSticky | droidinput.functionHeld;
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droidinput.functionSticky = 0;
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//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
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}
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