mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
4ea156822d
git-svn-id: https://svn.eduke32.com/eduke32@5663 1a8010ca-5511-0410-912e-c29ae57300e0
758 lines
24 KiB
C++
758 lines
24 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 2015 EDuke32 developers and contributors
|
|
Copyright (C) 2015 Voidpoint, LLC
|
|
|
|
This file is part of EDuke32.
|
|
|
|
EDuke32 is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License version 2
|
|
as published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
#include <jni.h>
|
|
#include <android/log.h>
|
|
|
|
#include "SDL_scancode.h"
|
|
#include "SDL_main.h"
|
|
|
|
#include "TouchControlsContainer.h"
|
|
#include "JNITouchControlsUtils.h"
|
|
|
|
#include "inv.h"
|
|
|
|
using namespace touchcontrols;
|
|
|
|
extern "C" {
|
|
|
|
#include "in_android.h"
|
|
#include "function.h"
|
|
|
|
#define DEFAULT_FADE_FRAMES 10
|
|
|
|
#ifndef LOGI
|
|
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "DUKE", __VA_ARGS__))
|
|
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__))
|
|
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "DUKE", __VA_ARGS__))
|
|
#endif
|
|
|
|
droidsysinfo_t droidinfo;
|
|
|
|
static bool hideTouchControls = true;
|
|
static bool hasTouch = false;
|
|
static bool weaponWheelVisible = false;
|
|
static bool hwScaling = false;
|
|
static bool controlsCreated = false;
|
|
|
|
TouchControlsContainer controlsContainer;
|
|
|
|
TouchControls *tcBlankTap;
|
|
TouchControls *tcYesNo;
|
|
TouchControls *tcMenuMain;
|
|
TouchControls *tcBackButton;
|
|
TouchControls *tcGameMain;
|
|
TouchControls *tcGameWeapons;
|
|
TouchControls *tcAutomap;
|
|
|
|
TouchStick *touchJoyLeft;
|
|
WheelSelect *weaponWheel;
|
|
|
|
Button *invButtonPtrs[GET_MAX];
|
|
|
|
std::string gamePath;
|
|
|
|
void AndroidPreDrawButtons()
|
|
{
|
|
glPushMatrix();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrthof(0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1);
|
|
|
|
// glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
|
// glClear(GL_COLOR_BUFFER_BIT);
|
|
// LOGI("AndroidPreDrawButtons");
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_FOG);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
|
|
glColor4f(1, 1, 1, 1);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
void AndroidPostDrawButtons()
|
|
{
|
|
glPopMatrix();
|
|
}
|
|
|
|
void AndroidShowWheel(bool show)
|
|
{
|
|
if (!controlsCreated)
|
|
return;
|
|
|
|
if (show)
|
|
{
|
|
int weap = AndroidRead(R_PLAYER_GOTWEAPON);
|
|
|
|
for (int n = 0; n < 10; n++)
|
|
weaponWheel->setSegmentEnabled(n, (weap >> n) & 0x1);
|
|
|
|
// Show inventory buttons
|
|
tcGameWeapons->setAllButtonsEnabled(true);
|
|
// tcGameWeapons->fade(FADE_IN, 5);
|
|
weaponWheelVisible = true;
|
|
|
|
AndroidTimer(0);
|
|
}
|
|
else // hide
|
|
{
|
|
tcGameWeapons->setAllButtonsEnabled(false);
|
|
weaponWheel->setTapMode(false);
|
|
weaponWheelVisible = false;
|
|
|
|
AndroidTimer(120);
|
|
}
|
|
}
|
|
|
|
void AndroidShowKeyboard(int onf)
|
|
{
|
|
JNI_ShowKeyboard(onf);
|
|
}
|
|
|
|
namespace callbacks
|
|
{
|
|
void in_game(int state, int code)
|
|
{
|
|
if (!controlsCreated)
|
|
return;
|
|
|
|
switch (code)
|
|
{
|
|
case gamefunc_Fire:
|
|
if (state && AndroidRead(R_SOMETHINGONPLAYER))
|
|
{
|
|
AndroidAction(1, gamefunc_Quick_Kick);
|
|
AndroidAction(0, gamefunc_Quick_Kick);
|
|
}
|
|
else AndroidAction(state, code);
|
|
break;
|
|
|
|
case KEY_SHOW_KBRD:
|
|
if (state)
|
|
JNI_ToggleKeyboard();
|
|
|
|
AndroidKeyEvent(state, SDL_SCANCODE_GRAVE, 0);
|
|
break;
|
|
|
|
case KEY_QUICK_CMD:
|
|
if (state == 1)
|
|
JNI_ShowCustomCommands();
|
|
break;
|
|
|
|
case KEY_SHOW_INVEN:
|
|
if (state)
|
|
{
|
|
if (!weaponWheelVisible)
|
|
{
|
|
AndroidShowWheel(true);
|
|
weaponWheel->setTapMode(true);
|
|
}
|
|
else
|
|
{
|
|
AndroidShowWheel(false);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case KEY_QUICK_SAVE:
|
|
LOGI("QUICK SAVE");
|
|
AndroidKeyEvent(state, SDL_SCANCODE_F6, 0);
|
|
break;
|
|
|
|
case KEY_QUICK_LOAD:
|
|
LOGI("QUICK LOAD");
|
|
AndroidKeyEvent(state, SDL_SCANCODE_F9, 0);
|
|
break;
|
|
|
|
default: AndroidAction(state, code); break;
|
|
}
|
|
}
|
|
|
|
void inv_button(int state, int code)
|
|
{
|
|
AndroidAction(state, code);
|
|
|
|
if (state == 0)
|
|
{
|
|
// Inventory chosen, hide them and wheel
|
|
AndroidShowWheel(false);
|
|
}
|
|
}
|
|
|
|
void menu_button(int state, int code)
|
|
{
|
|
if (weaponWheelVisible)
|
|
AndroidShowWheel(false);
|
|
|
|
AndroidKeyEvent(state, code, code);
|
|
|
|
if (controlsContainer.editingControls)
|
|
controlsContainer.editorButtonPress();
|
|
}
|
|
|
|
void menu_select(int action, float x, float y, float dx, float dy)
|
|
{
|
|
AndroidMouseMenu(x * droidinfo.screen_width, y * droidinfo.screen_height);
|
|
|
|
if (action == MULTITOUCHMOUSE_DOWN || action == MULTITOUCHMOUSE_UP)
|
|
AndroidMouseMenuButton(action == MULTITOUCHMOUSE_DOWN, 0);
|
|
}
|
|
|
|
void proceed(int state, int code)
|
|
{
|
|
if (AndroidRead(R_PLAYER_DEAD_FLAG))
|
|
{
|
|
if (state)
|
|
{
|
|
AndroidAction(1, gamefunc_Open);
|
|
AndroidAction(0, gamefunc_Open);
|
|
}
|
|
}
|
|
else
|
|
AndroidKeyEvent(state, SDL_SCANCODE_RETURN, 0);
|
|
}
|
|
|
|
void show_wheel(int enabled) { AndroidShowWheel(enabled ? true : false); }
|
|
void select_weapon(int segment)
|
|
{
|
|
// LOGI("weaponWheel %d",segment);
|
|
if (segment == -1 && droidinput.quickSelectWeapon)
|
|
segment = AndroidRead(R_PLAYER_LASTWEAPON);
|
|
|
|
if (segment != -1)
|
|
AndroidAction(2, gamefunc_Weapon_1 + segment);
|
|
}
|
|
|
|
void left_double_tap(int state)
|
|
{
|
|
// LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action);
|
|
if (droidinput.left_double_action != -1)
|
|
AndroidAction(state, droidinput.left_double_action);
|
|
}
|
|
|
|
void right_double_tap(int state)
|
|
{
|
|
// LOGTOUCH("R double %d",state);
|
|
if (droidinput.right_double_action != -1)
|
|
AndroidAction(state, droidinput.right_double_action);
|
|
}
|
|
|
|
void look(int action, float x, float y, float dx, float dy)
|
|
{
|
|
// LOGI(" mouse dx = %f, dy = %f",dx,dy);
|
|
|
|
if (weaponWheelVisible)
|
|
return;
|
|
|
|
float const scale = 10.f;
|
|
|
|
AndroidLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (droidinput.invertLook ? -1.f : 1.f));
|
|
}
|
|
|
|
void automap_multitouch_mouse_move(int action, float x, float y, float dx, float dy)
|
|
{
|
|
if (action == MULTITOUCHMOUSE_MOVE)
|
|
AndroidAutomapControl(0, dx, dy);
|
|
else if (action == MULTITOUCHMOUSE_ZOOM)
|
|
AndroidAutomapControl(x, 0, 0);
|
|
}
|
|
|
|
void move(float joy_x, float joy_y, float mouse_x, float mouse_y)
|
|
{
|
|
// LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y);
|
|
AndroidMove(joy_y * droidinput.forward_sens, -joy_x * droidinput.strafe_sens);
|
|
}
|
|
}
|
|
|
|
void AndroidToggleButtonEditor(void)
|
|
{
|
|
controlsContainer.editorButtonPress();
|
|
}
|
|
|
|
void AndroidTouchInit(int width, int height, const char *graphics_path)
|
|
{
|
|
GLScaleWidth = (float)width;
|
|
GLScaleHeight = (float)-height;
|
|
|
|
GLAspectRatio = GLScaleWidth/GLScaleHeight;
|
|
|
|
ScaleY = nearbyintf(((float) height/(float) width) * ScaleX);
|
|
|
|
LOGI("initControls %d x %d,x path = %s", width, height, graphics_path);
|
|
|
|
if (controlsCreated)
|
|
return;
|
|
|
|
LOGI("creating controls");
|
|
|
|
setGraphicsBasePath(graphics_path);
|
|
|
|
controlsContainer.pre_draw.connect(sigc::ptr_fun(&AndroidPreDrawButtons));
|
|
controlsContainer.post_draw.connect(sigc::ptr_fun(&AndroidPostDrawButtons));
|
|
|
|
tcBlankTap = new TouchControls("blank_tap", false, false);
|
|
tcYesNo = new TouchControls("yes_no", false, false);
|
|
tcMenuMain = new TouchControls("menu", false, false);
|
|
tcBackButton = new TouchControls("back", false, false);
|
|
tcGameMain = new TouchControls("game", false, true, 1);
|
|
tcGameWeapons = new TouchControls("weapons", false, false);
|
|
tcAutomap = new TouchControls("automap", false, false);
|
|
|
|
///////////////////////// BLANK TAP SCREEN //////////////////////
|
|
|
|
// One button on whole screen with no graphic, send a return key
|
|
tcBlankTap->addControl(new Button("whole_screen", RectF(0, 0, ScaleX, ScaleY), "", SDL_SCANCODE_RETURN));
|
|
tcBlankTap->signal_button.connect(sigc::ptr_fun(&callbacks::proceed));
|
|
|
|
|
|
///////////////////////// YES NO SCREEN /////////////////////
|
|
|
|
tcYesNo->addControl(new Button("enter", RectF(37, 19, 43, 25), "button_yes", SDL_SCANCODE_RETURN));
|
|
tcYesNo->addControl(new Button("esc", RectF(21, 19, 27, 25), "button_no", SDL_SCANCODE_ESCAPE));
|
|
tcYesNo->signal_button.connect(sigc::ptr_fun(&callbacks::menu_button));
|
|
|
|
|
|
// menu and shared back button
|
|
|
|
MultitouchMouse *mouseMenu = new MultitouchMouse("mouse", RectF(0, 0, ScaleX, ScaleY), "");
|
|
mouseMenu->signal_action.connect(sigc::ptr_fun(&callbacks::menu_select));
|
|
mouseMenu->setHideGraphics(true);
|
|
tcMenuMain->addControl(mouseMenu);
|
|
|
|
Button *consoleButton = new Button("keyboard", "Development console", RectF(4, 0, 8, 4), "button_console", KEY_SHOW_KBRD, false, true);
|
|
tcMenuMain->addControl(consoleButton);
|
|
|
|
tcBackButton->addControl(new Button("menu_back", RectF(0, 0, 4, 4), "button_left", SDL_SCANCODE_ESCAPE));
|
|
tcBackButton->signal_button.connect(sigc::ptr_fun(&callbacks::menu_button));
|
|
|
|
// main controls
|
|
|
|
tcGameMain->addControl(new Button("menu_game", RectF(0, 0, 4, 4), "button_menu", SDL_SCANCODE_ESCAPE));
|
|
tcGameMain->signal_button.connect(sigc::ptr_fun(&callbacks::menu_button));
|
|
|
|
tcGameMain->addControl(new Button("use", RectF(50, 14, 55, 19), "button_use", gamefunc_Open));
|
|
tcGameMain->addControl(new Button("fire", RectF(50, 20, 55, 25), "button_fire", gamefunc_Fire));
|
|
tcGameMain->addControl(new Button("jump", RectF(56, 17, 61, 22), "button_jump", gamefunc_Jump));
|
|
tcGameMain->addControl(new Button("kick", "Mighty Foot", RectF(56, 11, 61, 16), "button_kick", gamefunc_Quick_Kick, false, true));
|
|
|
|
tcGameMain->addControl(new Button("crouch", RectF(59, ScaleY - 5, 62, ScaleY - 2), "button_crouch", gamefunc_Crouch));
|
|
|
|
Button *mapButton = new Button("map", "Overhead map", RectF(6, 0, 8, 2), "button_map", gamefunc_Map, false, true);
|
|
tcGameMain->addControl(mapButton);
|
|
|
|
Button *invButton = new Button("show_inventory", "Inventory", RectF(60, 0, 64, 4), "button_inv", KEY_SHOW_INVEN);
|
|
tcGameMain->addControl(invButton);
|
|
tcGameMain->addControl(new Button("next_weapon", "Next weapon", RectF(0, 3, 3, 5), "button_up", gamefunc_Next_Weapon, false, true));
|
|
tcGameMain->addControl(new Button("prev_weapon", "Previous weapon", RectF(0, 5, 3, 7), "button_down", gamefunc_Previous_Weapon, false, true));
|
|
tcGameMain->addControl(new Button("quick_save", "Save game", RectF(22, 0, 24, 2), "button_save", KEY_QUICK_SAVE, false, true));
|
|
tcGameMain->addControl(new Button("quick_load", "Load game", RectF(20, 0, 22, 2), "button_load", KEY_QUICK_LOAD, false, true));
|
|
|
|
tcGameMain->addControl(consoleButton);
|
|
|
|
// Left stick
|
|
touchJoyLeft = new TouchStick("stick", RectF(4, ScaleY - 20, 24, ScaleY), "button_move");
|
|
tcGameMain->addControl(touchJoyLeft);
|
|
touchJoyLeft->signal_move.connect(sigc::ptr_fun(&callbacks::move));
|
|
touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&callbacks::left_double_tap));
|
|
|
|
// Mouse look for whole screen
|
|
Mouse *mouse = new Mouse("mouse", RectF(3, 0, ScaleX, ScaleY), "");
|
|
mouse->signal_action.connect(sigc::ptr_fun(&callbacks::look));
|
|
mouse->signal_double_tap.connect(sigc::ptr_fun(&callbacks::right_double_tap));
|
|
|
|
mouse->setHideGraphics(true);
|
|
tcGameMain->addControl(mouse);
|
|
|
|
tcGameMain->signal_button.connect(sigc::ptr_fun(&callbacks::in_game));
|
|
|
|
// Automap
|
|
MultitouchMouse *mapMouse = new MultitouchMouse("gamemouse", RectF(0, 0, ScaleX, ScaleY), "");
|
|
mapMouse->setHideGraphics(true);
|
|
tcAutomap->addControl(mapMouse);
|
|
mapMouse->signal_action.connect(sigc::ptr_fun(&callbacks::automap_multitouch_mouse_move));
|
|
tcAutomap->addControl(mapButton);
|
|
tcAutomap->signal_button.connect(sigc::ptr_fun(&callbacks::in_game));
|
|
tcAutomap->setAlpha(0.5);
|
|
|
|
// Weapons
|
|
// Now inventory in the weapons control group!
|
|
|
|
weaponWheel = new WheelSelect("weapon_wheel", RectF(17, (ScaleY / 2) - 15, 47, (ScaleY / 2) + 15), "weapon_wheel_orange_blank", 10);
|
|
weaponWheel->signal_selected.connect(sigc::ptr_fun(&callbacks::select_weapon));
|
|
weaponWheel->signal_enabled.connect(sigc::ptr_fun(&callbacks::show_wheel));
|
|
tcGameWeapons->addControl(weaponWheel);
|
|
|
|
invButtonPtrs[GET_JETPACK] = new Button("jetpack", RectF(0, 6, 4, 10), "button_inv4", gamefunc_Jetpack, false, false, true);
|
|
invButtonPtrs[GET_STEROIDS] = new Button("steroids", RectF(0, 11, 4, 15), "button_inv2", gamefunc_Steroids, false, false, true);
|
|
invButtonPtrs[GET_HEATS] = new Button("nightv", RectF(0, 16, 4, 20), "button_inv5", gamefunc_NightVision, false, false, true);
|
|
invButtonPtrs[GET_HOLODUKE] = new Button("holoduke", RectF(0, 21, 4, 25), "button_inv3", gamefunc_Holo_Duke, false, false, true);
|
|
invButtonPtrs[GET_FIRSTAID] = new Button("medkit", RectF(0, 26, 4, 30), "button_inv1", gamefunc_MedKit, false, false, true);
|
|
|
|
tcGameWeapons->addControl(invButtonPtrs[GET_JETPACK]);
|
|
tcGameWeapons->addControl(invButtonPtrs[GET_FIRSTAID]);
|
|
tcGameWeapons->addControl(invButtonPtrs[GET_HEATS]);
|
|
tcGameWeapons->addControl(invButtonPtrs[GET_HOLODUKE]);
|
|
tcGameWeapons->addControl(invButtonPtrs[GET_STEROIDS]);
|
|
|
|
// Inventory are the only buttons so safe to do this
|
|
tcGameWeapons->signal_button.connect(sigc::ptr_fun(&callbacks::inv_button));
|
|
|
|
|
|
controlsContainer.addControlGroup(tcMenuMain);
|
|
controlsContainer.addControlGroup(tcBackButton);
|
|
controlsContainer.addControlGroup(tcGameMain);
|
|
controlsContainer.addControlGroup(tcGameWeapons);
|
|
controlsContainer.addControlGroup(tcAutomap);
|
|
controlsContainer.addControlGroup(tcYesNo);
|
|
controlsContainer.addControlGroup(tcBlankTap);
|
|
|
|
tcGameMain->setAlpha(droidinput.gameControlsAlpha);
|
|
tcGameWeapons->setAlpha(0.f);
|
|
tcGameWeapons->resetOutput();
|
|
tcGameWeapons->setAllButtonsEnabled(false);
|
|
weaponWheel->setTapMode(false);
|
|
int segmap[10] ={ 3, 4, 5, 6, 7, 8, 9, 0, 1, 2 };
|
|
weaponWheel->setSegmentMap(segmap);
|
|
weaponWheelVisible = false;
|
|
tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
|
|
tcBackButton->setAlpha(droidinput.gameControlsAlpha);
|
|
|
|
tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml");
|
|
tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml");
|
|
tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml");
|
|
|
|
setControlsContainer(&controlsContainer);
|
|
|
|
controlsCreated = true;
|
|
}
|
|
|
|
void updateTouchScreenMode(touchscreemode_t mode)
|
|
{
|
|
// LOGI("updateTouchScreenModeA %d",mode);
|
|
if (!controlsCreated)
|
|
return;
|
|
|
|
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->setEnabled(false);
|
|
break;
|
|
case TOUCH_SCREEN_MENU_NOBACK:
|
|
tcBackButton->fade(FADE_IN, DEFAULT_FADE_FRAMES);
|
|
case TOUCH_SCREEN_MENU:
|
|
tcMenuMain->resetOutput();
|
|
tcMenuMain->fade(FADE_OUT, DEFAULT_FADE_FRAMES);
|
|
break;
|
|
case TOUCH_SCREEN_GAME:
|
|
tcGameMain->resetOutput();
|
|
tcGameMain->fade(FADE_OUT, DEFAULT_FADE_FRAMES);
|
|
tcGameWeapons->setEnabled(false);
|
|
break;
|
|
case TOUCH_SCREEN_AUTOMAP:
|
|
tcAutomap->resetOutput();
|
|
tcAutomap->fade(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(FADE_IN, DEFAULT_FADE_FRAMES);
|
|
break;
|
|
|
|
case TOUCH_SCREEN_MENU_NOBACK:
|
|
tcBackButton->fade(FADE_OUT, DEFAULT_FADE_FRAMES);
|
|
case TOUCH_SCREEN_MENU:
|
|
tcMenuMain->setEnabled(true);
|
|
tcMenuMain->fade(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
|
|
break;
|
|
case TOUCH_SCREEN_GAME:
|
|
tcGameMain->setEnabled(true);
|
|
tcGameMain->fade(FADE_IN, DEFAULT_FADE_FRAMES);
|
|
tcGameWeapons->setEnabled(true);
|
|
break;
|
|
case TOUCH_SCREEN_AUTOMAP:
|
|
tcAutomap->setEnabled(true);
|
|
tcAutomap->fade(FADE_IN, DEFAULT_FADE_FRAMES);
|
|
break;
|
|
case TOUCH_SCREEN_CONSOLE: break;
|
|
}
|
|
|
|
lastMode = mode;
|
|
}
|
|
|
|
tcBackButton->setEnabled(!tcBlankTap->enabled && mode != TOUCH_SCREEN_MENU_NOBACK && mode != TOUCH_SCREEN_GAME);
|
|
}
|
|
|
|
extern char videomodereset;
|
|
|
|
void AndroidDrawControls()
|
|
{
|
|
static int loadedGLImages = 0;
|
|
|
|
if (videomodereset)
|
|
{
|
|
loadedGLImages = -1;
|
|
return;
|
|
}
|
|
|
|
// We need to do this here now because duke loads a new gl context
|
|
|
|
if (loadedGLImages <= 0)
|
|
{
|
|
controlsContainer.initGL(loadedGLImages == -1);
|
|
loadedGLImages = 1;
|
|
}
|
|
|
|
// LOGI("AndroidDrawControls");
|
|
|
|
if (!controlsCreated)
|
|
return;
|
|
|
|
updateTouchScreenMode((touchscreemode_t)AndroidRead(R_TOUCH_MODE));
|
|
|
|
if (touchJoyLeft)
|
|
touchJoyLeft->setHideGraphics(droidinput.hideStick);
|
|
|
|
if (tcGameMain)
|
|
tcGameMain->setAlpha(droidinput.gameControlsAlpha);
|
|
|
|
if (tcMenuMain)
|
|
tcMenuMain->setAlpha(droidinput.gameControlsAlpha);
|
|
|
|
if (tcBackButton)
|
|
tcBackButton->setAlpha(droidinput.gameControlsAlpha);
|
|
|
|
if (tcGameWeapons)
|
|
{
|
|
tcGameWeapons->setAlpha(droidinput.gameControlsAlpha);
|
|
|
|
int inv = AndroidRead(R_PLAYER_INV_AMOUNT);
|
|
|
|
for (int i = 0; i < GET_MAX; ++i)
|
|
if (invButtonPtrs[i])
|
|
{
|
|
if (!weaponWheelVisible)
|
|
invButtonPtrs[i]->setEnabled((inv & (1 << i)));
|
|
|
|
invButtonPtrs[i]->setAlpha(tcGameWeapons->getFadedAlpha() * ((inv & (1 << i)) ? 1.f : 0.3f));
|
|
}
|
|
}
|
|
|
|
controlsContainer.draw();
|
|
|
|
/*
|
|
if (controlsContainer.editingControls)
|
|
tcBackButton->draw();
|
|
*/
|
|
}
|
|
|
|
|
|
#define EXPORT_ME __NDK_FPABI__ __attribute__((visibility("default")))
|
|
|
|
int argc = 1;
|
|
const char *argv[32];
|
|
|
|
static inline const char *getGamePath() { return gamePath.c_str(); }
|
|
|
|
jint EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_i(JNIEnv *env, jobject thiz, jstring graphics_dir,
|
|
jint audio_rate, jint audio_buffer_size,
|
|
jobjectArray argsArray,
|
|
jstring jduke3d_path)
|
|
{
|
|
droidinfo.audio_sample_rate = audio_rate;
|
|
droidinfo.audio_buffer_size = audio_buffer_size;
|
|
|
|
argv[0] = "eduke32";
|
|
int argCount = (env)->GetArrayLength(argsArray);
|
|
LOGI("argCount = %d", argCount);
|
|
for (int i = 0; i < argCount; i++)
|
|
{
|
|
jstring string = (jstring)(env)->GetObjectArrayElement(argsArray, i);
|
|
argv[argc] = (char *)(env)->GetStringUTFChars(string, 0);
|
|
LOGI("arg = %s", argv[argc]);
|
|
argc++;
|
|
}
|
|
|
|
gamePath = std::string(env->GetStringUTFChars(jduke3d_path, NULL));
|
|
|
|
// Change working dir, save games etc
|
|
// FIXME: potentially conflicts with chdirs in -game_dir support
|
|
chdir(getGamePath());
|
|
|
|
LOGI("duke3d_path = %s", getGamePath());
|
|
|
|
if (hasTouch)
|
|
AndroidTouchInit(droidinfo.screen_width, droidinfo.screen_height, "/assets/");
|
|
else LOGI("skipping touch input");
|
|
|
|
main(argc, (char **)argv);
|
|
|
|
return 0;
|
|
}
|
|
|
|
__attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM *vm, void *reserved)
|
|
{
|
|
LOGI("JNI_OnLoad");
|
|
JNI_SetEnv(vm);
|
|
return JNI_VERSION_1_4;
|
|
}
|
|
|
|
|
|
void EXPORT_ME
|
|
Java_com_voidpoint_duke3d_NativeLib_kp(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;
|
|
}
|
|
|
|
AndroidKeyEvent(down, keycode, unicode);
|
|
}
|
|
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_te(JNIEnv *env, jobject obj, jint action, jint pid,
|
|
jfloat x, jfloat y)
|
|
{
|
|
if (tcBackButton && tcBackButton->enabled)
|
|
{
|
|
if (!tcBackButton->processPointer(action, pid, x, y))
|
|
controlsContainer.processPointer(action, pid, x, y);
|
|
}
|
|
else controlsContainer.processPointer(action, pid, x, y);
|
|
}
|
|
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_da(JNIEnv *env, jobject obj, jint state, jint action)
|
|
{
|
|
LOGI("doAction %d %d", state, action);
|
|
|
|
// gamepadButtonPressed();
|
|
if (controlsCreated && hideTouchControls && tcGameMain)
|
|
{
|
|
if (tcGameMain->isEnabled())
|
|
tcGameMain->setEnabled(false);
|
|
|
|
if (tcGameWeapons && tcGameWeapons->isEnabled())
|
|
tcGameWeapons->setEnabled(false);
|
|
}
|
|
|
|
AndroidAction(state, action);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_am(JNIEnv *env, jobject obj, jfloat fwd, jfloat strafe)
|
|
{
|
|
AndroidMove(fwd, strafe);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_al(JNIEnv *env, jobject obj, jfloat pitch, jfloat yaw)
|
|
{
|
|
AndroidLookJoystick(yaw, pitch);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_sts(JNIEnv *env, jobject obj, int other)
|
|
{
|
|
// TODO: defined names for these values
|
|
hasTouch = other & 0x4000 ? true : false;
|
|
hideTouchControls = other & 0x8000 ? true : false;
|
|
hwScaling = other & 0x10000 ? true : false;
|
|
|
|
// keep in sync with Duke3d/res/values/strings.xml
|
|
int doubletap_options[4] ={ -1, 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)];
|
|
|
|
LOGI("setTouchSettings left_double_action = %d", droidinput.left_double_action);
|
|
}
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_rts(JNIEnv *env, jobject obj)
|
|
{
|
|
controlsContainer.resetDefaults();
|
|
}
|
|
|
|
std::string quickCommandString;
|
|
|
|
jint EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_qc(JNIEnv *env, jobject obj, jstring command)
|
|
{
|
|
const char *p = env->GetStringUTFChars(command, NULL);
|
|
quickCommandString = std::string(p) + "\n";
|
|
env->ReleaseStringUTFChars(command, p);
|
|
AndroidOSD(quickCommandString.c_str());
|
|
}
|
|
|
|
void EXPORT_ME Java_com_voidpoint_duke3d_NativeLib_sss(JNIEnv *env, jobject thiz, jint width, jint height)
|
|
{
|
|
droidinfo.screen_width = width;
|
|
droidinfo.screen_height = height;
|
|
}
|
|
|
|
extern void SDL_Android_Init(JNIEnv *env, jclass cls);
|
|
|
|
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);
|
|
}
|
|
|
|
}
|