mirror of
https://github.com/ZDoom/raze-gles.git
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3fd83632fb
git-svn-id: https://svn.eduke32.com/eduke32@4386 1a8010ca-5511-0410-912e-c29ae57300e0
881 lines
23 KiB
C++
881 lines
23 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 "TouchControlsContainer.h"
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extern "C"
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{
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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 "../GL/gl.h"
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#include "../GL/nano_gl.h"
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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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static int curRenderer;
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int android_screen_width;
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int android_screen_height;
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#define KEY_QUICK_CMD 0x1005
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#define KEY_SHOW_KBRD 0x1008
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#define KEY_SHOW_INVEN 0x1009
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#define KEY_QUICK_SAVE 0x100A
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#define KEY_QUICK_LOAD 0x100B
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#define KEY_SNIPER 0x100C
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#define KEY_QUICK_KEY1 0x1011
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#define KEY_QUICK_KEY2 0x1012
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#define KEY_QUICK_KEY3 0x1013
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#define KEY_QUICK_KEY4 0x1014
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float gameControlsAlpha = 0.5;
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bool showWeaponCycle = false;
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bool turnMouseMode = true;
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bool invertLook = false;
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bool precisionShoot = false;
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bool showSticks = true;
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bool hideTouchControls = true;
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bool shooting = false;
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bool sniperMode = false;
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static int controlsCreated = 0;
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touchcontrols::TouchControlsContainer controlsContainer;
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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 *tcAutomap=0;
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touchcontrols::TouchControls *tcInventory=0;
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touchcontrols::TouchControls *tcGameLook=0; //Just used for whole screen look mode
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touchcontrols::TouchJoy *touchJoyLeft;
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touchcontrols::TouchJoy *touchJoyRight;
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touchcontrols::WheelSelect *weaponWheel;
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extern JNIEnv* env_;
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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, android_screen_width, android_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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//LOGTOUCH("gameSettingsButton %d",state);
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if (state == 1)
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{
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/QuakeTouchControlsSettings");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "showSettings", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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}
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}
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void showCustomCommands()
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{
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/QuakeCustomCommands");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "showCommands", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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}
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void toggleKeyboard()
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{
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LOGI("toggleKeyboard");
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jclass helloWorldClass;
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jmethodID mainMethod;
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helloWorldClass = env_->FindClass("com/beloko/duke/ShowKeyboard");
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mainMethod = env_->GetStaticMethodID(helloWorldClass, "toggleKeyboard", "()V");
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env_->CallStaticVoidMethod(helloWorldClass, mainMethod);
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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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void gameButton(int state,int code)
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{
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if (code == gamefunc_Fire)
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{
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shooting = state;
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PortableAction(state, code);
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}
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if (code == KEY_SNIPER)
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{
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sniperMode = state;
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}
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else if (code == KEY_SHOW_KBRD)
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{
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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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}
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else if (code == KEY_QUICK_CMD){
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if (state == 1)
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showCustomCommands();
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}
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else if (code == KEY_SHOW_INVEN){
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if (state == 1)
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{
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if (!tcInventory->isEnabled())
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{
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tcInventory->setEnabled(true);
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tcInventory->fade(0,5);
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//disable weapon wheel so it does not show, enabled again after inventory cleared
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tcGameWeapons->setEnabled(false);
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}
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else
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{
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tcInventory->setEnabled(false);
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tcGameWeapons->setEnabled(true);
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}
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}
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}
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else if (code == KEY_QUICK_SAVE){
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LOGI("QUICK SAVE");
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PortableKeyEvent(state, SDL_SCANCODE_F6,0);
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}
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else if (code == KEY_QUICK_LOAD){
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LOGI("QUICK LOAD");
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PortableKeyEvent(state, SDL_SCANCODE_F9,0);
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}
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else
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PortableAction(state, code);
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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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tcGameWeapons->setEnabled(true);
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tcInventory->setEnabled(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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static int weaponWheelVisible = false;
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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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for (int n=0;n<10;n++)
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{
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weaponWheel->setSegmentEnabled(n,(PortableGetWeapons() >> n) & 0x1);
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}
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tcGameWeapons->fade(0,5); //fade in
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weaponWheelVisible = true;
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}
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else
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{
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tcGameWeapons->fade(1,5);
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weaponWheelVisible = 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)
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{
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PortableAction(1, gamefunc_Weapon_1 + segment);
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PortableAction(0, gamefunc_Weapon_1 + segment);
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}
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else //Nothing was selected
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{
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if (getLastWeapon() != -1)
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{
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PortableAction(1, gamefunc_Weapon_1 + getLastWeapon());
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PortableAction(0, gamefunc_Weapon_1 + getLastWeapon());
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}
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}
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}
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int left_double_action;
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int right_double_action;
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void left_double_tap(int state)
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{
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//LOGTOUCH("L double %d",state);
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if (left_double_action)
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PortableAction(state,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 (right_double_action)
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PortableAction(state,right_double_action);
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}
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//To be set by android
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float strafe_sens,forward_sens;
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float pitch_sens,yaw_sens;
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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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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 * forward_sens,-strafe * strafe_sens);
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}
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extern int crouchToggleState; //Set in anroid_in.c
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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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//LOGI(" mouse x = %f",mouse_x);
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int invert = invertLook?-1:1;
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float scale = ((shooting && precisionShoot) || crouchToggleState)?0.3:1;
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PortableLookPitch(LOOK_MODE_MOUSE,-mouse_y * pitch_sens * invert * scale);
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if (turnMouseMode)
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PortableLookYaw(LOOK_MODE_MOUSE,mouse_x*2*yaw_sens * scale);
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else
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PortableLookYaw(LOOK_MODE_JOYSTICK,joy_x*6*yaw_sens * scale);
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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",dx);
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if (weaponWheelVisible)
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return;
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/*
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if (abs(dx) < 0.001)
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{
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dx * 0.1;
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}
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*/
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int invert = invertLook?-1:1;
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float scale;
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if (sniperMode)
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scale = 0.2;
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else
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scale = ((shooting && precisionShoot) || crouchToggleState)?0.2:1;
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PortableLookPitch(LOOK_MODE_MOUSE,-dy * pitch_sens * invert * scale);
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PortableLookYaw(LOOK_MODE_MOUSE,dx*2*yaw_sens * scale);
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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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if (touchJoyRight) touchJoyRight->setHideGraphics(v);
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}
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void touchSettingsButton(int state)
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{
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//We wanna pause the game when doign settings
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if (state && !isPaused())
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{
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PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
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}
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else if (!state && isPaused())
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{
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PortableKeyEvent(1,SDL_SCANCODE_PAUSE,0);
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PortableKeyEvent(0,SDL_SCANCODE_PAUSE,0);
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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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tcMenuMain = new touchcontrols::TouchControls("menu",true,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,true,1,false);
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tcInventory = new touchcontrols::TouchControls("inventory",false,true,1,false);
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tcGameLook = new touchcontrols::TouchControls("mouse",true,false);
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controlsContainer.dukeHack = 1;
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tcGameMain->signal_settingsButton.connect( sigc::ptr_fun(&gameSettingsButton) );
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//Menu
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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(0,12,4,16),"enter",SDL_SCANCODE_RETURN));
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tcMenuMain->addControl(new touchcontrols::Button("esc",touchcontrols::RectF(0,9,4,12),"esc",SDL_SCANCODE_ESCAPE));
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tcMenuMain->signal_button.connect( sigc::ptr_fun(&menuButton) );
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tcMenuMain->setAlpha(0.5);
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tcInventory->addControl(new touchcontrols::Button("jetpack", touchcontrols::RectF(4,3,7,6),"jetpack",gamefunc_Jetpack));
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tcInventory->addControl(new touchcontrols::Button("medkit", touchcontrols::RectF(7,3,10,6),"medkit",gamefunc_MedKit));
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tcInventory->addControl(new touchcontrols::Button("nightv", touchcontrols::RectF(4,6,7,9),"nightvision",gamefunc_NightVision));
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tcInventory->addControl(new touchcontrols::Button("holoduke",touchcontrols::RectF(7,6,10,9),"holoduke",gamefunc_Holo_Duke));
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tcInventory->addControl(new touchcontrols::Button("steroids",touchcontrols::RectF(4,9,7,12),"steroids",gamefunc_Steroids));
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tcMenuMain->setAlpha(1);
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tcInventory->signal_button.connect( sigc::ptr_fun(&inventoryButton));
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/*
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//Automap
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tcAutomap->addControl(new touchcontrols::Button("down_arrow",touchcontrols::RectF(2,14,4,16),"arrow_down",PORT_ACT_MAP_DOWN));
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tcAutomap->addControl(new touchcontrols::Button("up_arrow",touchcontrols::RectF(2,10,4,12),"arrow_up",PORT_ACT_MAP_UP));
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tcAutomap->addControl(new touchcontrols::Button("left_arrow",touchcontrols::RectF(0,12,2,14),"arrow_left",PORT_ACT_MAP_LEFT));
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tcAutomap->addControl(new touchcontrols::Button("right_arrow",touchcontrols::RectF(4,12,6,14),"arrow_right",PORT_ACT_MAP_RIGHT));
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tcAutomap->addControl(new touchcontrols::Button("zoom_in",touchcontrols::RectF(4,10,6,12),"zoom_in",PORT_ACT_MAP_ZOOM_IN));
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tcAutomap->addControl(new touchcontrols::Button("zoom_out",touchcontrols::RectF(4,14,6,16),"zoom_out",PORT_ACT_MAP_ZOOM_OUT));
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tcAutomap->signal_button.connect( sigc::ptr_fun(&automapButton) );
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tcAutomap->setAlpha(0.5);
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*/
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//Game
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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(23,4,26,7),"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(23,7,26,10),"jump",gamefunc_Jump));
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tcGameMain->addControl(new touchcontrols::Button("crouch",touchcontrols::RectF(24,14,26,16),"crouch",gamefunc_Crouch));
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tcGameMain->addControl(new touchcontrols::Button("kick",touchcontrols::RectF(20,4,23,7),"boot",gamefunc_Quick_Kick));
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tcGameMain->addControl(new touchcontrols::Button("quick_save",touchcontrols::RectF(24,0,26,2),"save",KEY_QUICK_SAVE));
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tcGameMain->addControl(new touchcontrols::Button("quick_load",touchcontrols::RectF(20,0,22,2),"load",KEY_QUICK_LOAD));
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tcGameMain->addControl(new touchcontrols::Button("map",touchcontrols::RectF(4,0,6,2),"map",gamefunc_Map));
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|
tcGameMain->addControl(new touchcontrols::Button("keyboard",touchcontrols::RectF(8,0,10,2),"keyboard",KEY_SHOW_KBRD));
|
|
|
|
tcGameMain->addControl(new touchcontrols::Button("show_inventory",touchcontrols::RectF(0,0,2,3),"inv",KEY_SHOW_INVEN));
|
|
|
|
tcGameMain->addControl(new touchcontrols::Button("next_weapon",touchcontrols::RectF(0,3,3,5),"next_weap",gamefunc_Next_Weapon));
|
|
tcGameMain->addControl(new touchcontrols::Button("prev_weapon",touchcontrols::RectF(0,7,3,9),"prev_weap",gamefunc_Previous_Weapon));
|
|
//tcGameMain->addControl(new touchcontrols::Button("sniper",touchcontrols::RectF(0,5,3,7),"sniper",KEY_SNIPER));
|
|
|
|
//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
|
|
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);
|
|
|
|
tcGameMain->signal_button.connect( sigc::ptr_fun(&gameButton) );
|
|
|
|
|
|
//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);
|
|
tcGameLook->addControl(mouse);
|
|
|
|
|
|
|
|
//Weapons
|
|
weaponWheel = new touchcontrols::WheelSelect("weapon_wheel",touchcontrols::RectF(7,2,19,14),"weapon_wheel",10);
|
|
weaponWheel->signal_selected.connect(sigc::ptr_fun(&weaponWheelChosen) );
|
|
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&weaponWheelSelected));
|
|
tcGameWeapons->addControl(weaponWheel);
|
|
|
|
|
|
tcGameWeapons->setAlpha(0.9);
|
|
|
|
controlsContainer.addControlGroup(tcMenuMain);
|
|
|
|
controlsContainer.addControlGroup(tcInventory);//Need to be above tcGameMain incase buttons over stick
|
|
controlsContainer.addControlGroup(tcGameMain);
|
|
controlsContainer.addControlGroup(tcGameWeapons);
|
|
//controlsContainer.addControlGroup(tcAutomap);
|
|
controlsContainer.addControlGroup(tcGameLook);
|
|
controlsCreated = 1;
|
|
|
|
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");
|
|
|
|
}
|
|
else
|
|
LOGI("NOT creating controls");
|
|
|
|
//controlsContainer.initGL();
|
|
}
|
|
|
|
int loadedGLImages=0;
|
|
|
|
int inMenuLast = 1;
|
|
int inAutomapLast = 0;
|
|
void frameControls()
|
|
{
|
|
//LOGI("frameControls");
|
|
//We need to do this here now because duke loads a new gl context
|
|
if (!loadedGLImages)
|
|
{
|
|
touchJoyRight->setEnabled(false);
|
|
|
|
controlsContainer.initGL();
|
|
loadedGLImages = 1;
|
|
|
|
}
|
|
|
|
//LOGI("frameControls");
|
|
if (PortableIsSoftwareMode())
|
|
curRenderer = REND_SOFT;
|
|
else
|
|
curRenderer = REND_GL;
|
|
|
|
int inMenuNew = PortableInMenu();
|
|
if (inMenuLast != inMenuNew)
|
|
{
|
|
inMenuLast = inMenuNew;
|
|
if (!inMenuNew)
|
|
{
|
|
tcGameMain->setEnabled(true);
|
|
tcGameWeapons->setEnabled(true);
|
|
tcGameWeapons->fade(1,5);
|
|
tcMenuMain->setEnabled(false);
|
|
}
|
|
else
|
|
{
|
|
tcGameMain->setEnabled(false);
|
|
tcGameWeapons->setEnabled(false);
|
|
tcMenuMain->setEnabled(true);
|
|
}
|
|
}
|
|
|
|
int inAutomapNew = PortableInAutomap() && !inMenuLast; //Dont show if menu comes up
|
|
if (inAutomapLast != inAutomapNew)
|
|
{
|
|
inAutomapLast = inAutomapNew;
|
|
if (inAutomapNew)
|
|
{
|
|
tcAutomap->animateIn(5);
|
|
}
|
|
else
|
|
{
|
|
tcAutomap->animateOut(5);
|
|
}
|
|
}
|
|
|
|
setHideSticks(!showSticks);
|
|
controlsContainer.draw();
|
|
}
|
|
|
|
|
|
void setTouchSettings(float alpha,float strafe,float fwd,float pitch,float yaw,int other)
|
|
{
|
|
|
|
gameControlsAlpha = alpha;
|
|
if (tcGameMain)
|
|
{
|
|
tcGameMain->setAlpha(gameControlsAlpha);
|
|
controlsContainer.editButtonAlpha = gameControlsAlpha;
|
|
}
|
|
|
|
showWeaponCycle = other & 0x1?true:false;
|
|
turnMouseMode = other & 0x2?true:false;
|
|
invertLook = other & 0x4?true:false;
|
|
precisionShoot = other & 0x8?true:false;
|
|
showSticks = other & 0x1000?true:false;
|
|
|
|
hideTouchControls = other & 0x80000000?true:false;
|
|
|
|
|
|
switch ((other>>4) & 0xF)
|
|
{
|
|
case 1:
|
|
left_double_action = gamefunc_Fire;
|
|
break;
|
|
case 2:
|
|
left_double_action = gamefunc_Jump;
|
|
break;
|
|
default:
|
|
left_double_action = 0;
|
|
}
|
|
|
|
switch ((other>>8) & 0xF)
|
|
{
|
|
case 1:
|
|
right_double_action = gamefunc_Fire;
|
|
break;
|
|
case 2:
|
|
right_double_action = gamefunc_Jump;
|
|
break;
|
|
default:
|
|
right_double_action = 0;
|
|
}
|
|
|
|
strafe_sens = strafe;
|
|
forward_sens = fwd;
|
|
pitch_sens = pitch;
|
|
yaw_sens = yaw;
|
|
|
|
}
|
|
|
|
int quit_now = 0;
|
|
|
|
#define EXPORT_ME __attribute__ ((visibility("default")))
|
|
|
|
JNIEnv* env_;
|
|
|
|
int argc=1;
|
|
const char * argv[32];
|
|
std::string graphicpath;
|
|
|
|
|
|
std::string doom_path;
|
|
|
|
const char * getDoomPath()
|
|
{
|
|
return doom_path.c_str();
|
|
}
|
|
|
|
jint EXPORT_ME
|
|
Java_com_beloko_duke_engine_NativeLib_init( JNIEnv* env,
|
|
jobject thiz,jstring graphics_dir,jint mem_mb,jobjectArray argsArray,jint renderer,jstring doom_path_ )
|
|
{
|
|
env_ = env;
|
|
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
|
|
|
|
chdir(getDoomPath());
|
|
putenv("TIMIDITY_CFG=../timidity.cfg");
|
|
|
|
LOGI("doom_path = %s",getDoomPath());
|
|
//argv[0] = "vavoom";
|
|
//argv[1] = "-basedir";
|
|
//argv[2] = "/sdcard/Beloko/Quake/FULL";
|
|
//args[3] = "-doom";
|
|
|
|
|
|
const char * p = env->GetStringUTFChars(graphics_dir,NULL);
|
|
graphicpath = std::string(p);
|
|
|
|
|
|
|
|
initControls(android_screen_width,-android_screen_height,graphicpath.c_str(),(graphicpath + "/touch_controls.xml").c_str());
|
|
//initControls(2,-2,graphicpath.c_str(),(graphicpath + "/prdoom.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");
|
|
|
|
PortableFrame();
|
|
|
|
frameControls();
|
|
|
|
return 0;
|
|
}
|
|
|
|
__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM* vm, void* reserved)
|
|
{
|
|
LOGI("JNI_OnLoad");
|
|
|
|
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();
|
|
|
|
}
|
|
else
|
|
PortableKeyEvent(down,keycode,unicode);
|
|
|
|
}
|
|
|
|
|
|
void EXPORT_ME
|
|
Java_com_beloko_duke_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj,
|
|
jint action, jint pid, jfloat x, jfloat y)
|
|
{
|
|
//LOGI("TOUCHED");
|
|
controlsContainer.processPointer(action,pid,x,y);
|
|
}
|
|
|
|
|
|
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_doAction(JNIEnv *env, jobject obj,
|
|
jint state, jint action)
|
|
{
|
|
//gamepadButtonPressed();
|
|
if (hideTouchControls)
|
|
if (tcGameMain->isEnabled())
|
|
tcGameMain->animateOut(30);
|
|
LOGI("doAction %d %d",state,action);
|
|
PortableAction(state,action);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogFwd(JNIEnv *env, jobject obj,
|
|
jfloat v)
|
|
{
|
|
PortableMoveFwd(v);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogSide(JNIEnv *env, jobject obj,
|
|
jfloat v)
|
|
{
|
|
PortableMoveSide(v);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogPitch(JNIEnv *env, jobject obj,
|
|
jint mode,jfloat v)
|
|
{
|
|
PortableLookPitch(mode, v);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_beloko_duke_engine_NativeLib_analogYaw(JNIEnv *env, jobject obj,
|
|
jint mode,jfloat v)
|
|
{
|
|
PortableLookYaw(mode, v);
|
|
}
|
|
|
|
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)
|
|
{
|
|
android_screen_width = width;
|
|
android_screen_height = height;
|
|
}
|
|
|
|
|
|
#include "SDL_main.h"
|
|
extern void SDL_Android_Init(JNIEnv* env, jclass cls);
|
|
|
|
void 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);
|
|
}
|
|
|
|
|
|
}
|