raze-gles/polymer/eduke32/source/android/in_android.c
terminx 9eb8efa442 Android updates from Emile
git-svn-id: https://svn.eduke32.com/eduke32@4529 1a8010ca-5511-0410-912e-c29ae57300e0
2014-07-06 00:10:33 +00:00

275 lines
7.3 KiB
C

#include "sdl_inc.h"
#include "baselayer.h"
#include "keys.h"
#include "duke3d.h"
#include "common_game.h"
#include "osd.h"
#include "player.h"
#include "game.h"
#include "build.h"
#include "jmact/keyboard.h"
#include "jmact/control.h"
#include "menus.h"
#include "../src/video/android/SDL_androidkeyboard.h" // FIXME: include header locally if necessary
#include "in_android.h"
#include <android/log.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"DUKE", __VA_ARGS__))
extern int32_t main(int32_t argc, char *argv []);
extern int SDL_SendKeyboardKey(Uint8 state, SDL_Scancode scancode);
extern int SDL_SendKeyboardText(const char *text);
static char sdl_text[2];
droidinput_t droidinput;
int PortableKeyEvent(int state, int code,int unicode)
{
LOGI("PortableKeyEvent %d %d %d",state,code,unicode);
SDL_SendKeyboardKey(state ? SDL_PRESSED : SDL_RELEASED, code);
SDL_EventState(SDL_TEXTINPUT, SDL_ENABLE);
if (code == 42)
unicode = 42;
if (state)
{
//if (unicode < 128)
{
sdl_text[0] = unicode;
sdl_text[1] = 0;
int posted = SDL_SendKeyboardText((const char*)sdl_text);
LOGI("posted = %d",posted);
}
if (state == 2)
PortableKeyEvent(0, code, unicode);
}
return 0;
}
void changeActionState(int state, int action)
{
if (state)
{
//BUTTONSET(action,1);
droidinput.functionSticky |= ((uint64_t)1<<((uint64_t)(action)));
droidinput.functionHeld |= ((uint64_t)1<<((uint64_t)(action)));
return;
}
//BUTTONCLEAR(action);
droidinput.functionHeld &= ~((uint64_t) 1<<((uint64_t) (action)));
}
#ifdef GP_LIC
#define GP_LIC_INC 4
#include "s-setup/gp_lic_include.h"
#endif
void PortableAction(int state, int action)
{
LOGI("PortableAction action = %d, state = %d", action, state);
if (action >= MENU_UP && action <= MENU_BACK)
{
if (PortableRead(READ_SCREEN_MODE) == TOUCH_SCREEN_MENU)
{
int sdl_code [] = { SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT,
SDL_SCANCODE_RIGHT, SDL_SCANCODE_RETURN, SDL_SCANCODE_ESCAPE };
PortableKeyEvent(state, sdl_code[action-MENU_UP], 0);
return;
}
}
else
{
//if (PortableRead(READ_SCREEN_MODE) != TOUCH_SCREEN_GAME) //If not in game don't do any of this
/// return;
#ifdef GP_LIC
#define GP_LIC_INC 5
#include "s-setup/gp_lic_include.h"
#endif
//Special toggle for crouch, NOT when using jetpack or in water
if (!g_player[myconnectindex].ps->jetpack_on &&
g_player[myconnectindex].ps->on_ground &&
(sector[g_player[myconnectindex].ps->cursectnum].lotag != ST_2_UNDERWATER))
{
if (toggleCrouch)
{
if (action == gamefunc_Crouch)
{
if (state)
droidinput.crouchToggleState = !droidinput.crouchToggleState;
state = droidinput.crouchToggleState;
}
}
}
//Check if jumping while crouched
if (action == gamefunc_Jump)
{
droidinput.crouchToggleState = 0;
changeActionState(0, gamefunc_Crouch);
}
changeActionState(state, action);
if (state == 2)
PortableAction(0,action);
// LOGI("PortableAction state = 0x%016llX", CONTROL_ButtonState);
}
}
//Need these NAN check as not cumulative.
void PortableMove(float fwd, float strafe)
{
if (!isnan(fwd))
droidinput.forwardmove = fclamp2(fwd, -1.f, 1.f);
if (!isnan(strafe))
droidinput.sidemove = fclamp2(strafe, -1.f, 1.f);
}
void PortableLook(double yaw, double pitch)
{
// LOGI("PortableLookPitch %f %f",yaw, pitch);
droidinput.pitch += pitch;
droidinput.yaw += yaw;
}
void PortableLookJoystick(double yaw, double pitch)
{
if (!isnan(pitch))
droidinput.pitch_joystick = pitch;
if (!isnan(yaw))
droidinput.yaw_joystick = yaw;
}
void PortableCommand(const char * cmd)
{
OSD_Dispatch(cmd);
}
void PortableInit(int argc, const char ** argv)
{
//droidinput.left_double_action = -1;
//droidinput.right_double_action = -1;
main(argc, argv);
}
extern int animation_playing;
int32_t PortableRead(portableread_t r)
{
switch (r)
{
case READ_SCREEN_MODE:
if (animation_playing)
return TOUCH_SCREEN_BLANK_TAP;
else if ((g_player[myconnectindex].ps->gm & MODE_MENU) == MODE_MENU)
{
//Then check if Yes/No menu
if ((g_currentMenu == MENU_QUITTOTITLE) ||
(g_currentMenu == MENU_RESETPLAYER ) ||
(g_currentMenu == MENU_RESETPLAYER2 ) ||
((g_currentMenu >= MENU_LOADVERIFY ) && (g_currentMenu <= MENU_LOADVERIFY10 )) ||
(g_currentMenu == MENU_NEWVERIFY ) ||
((g_currentMenu >= MENU_SAVEVERIFY ) && (g_currentMenu <= MENU_SAVEVERIFY10 )) ||
(g_currentMenu == MENU_QUIT ) ||
(g_currentMenu == MENU_QUIT2) ||
(g_currentMenu == MENU_QUITTOTITLE )
)
return TOUCH_SCREEN_YES_NO;
else
return TOUCH_SCREEN_MENU;
}
else if ((g_player[myconnectindex].ps->gm & MODE_GAME))
return TOUCH_SCREEN_GAME;
else
return TOUCH_SCREEN_BLANK_TAP;
case READ_WEAPONS:
return g_player[myconnectindex].ps->gotweapon;
case READ_AUTOMAP:
return ud.overhead_on != 0; // ud.overhead_on ranges from 0-2
case READ_MAPFOLLOWMODE:
return ud.scrollmode;
case READ_RENDERER:
return getrendermode();
case READ_LASTWEAPON:
return droidinput.lastWeapon;
case READ_PAUSED:
return ud.pause_on != 0;
default:
return 0;
}
}
///This stuff is called from the game/engine
void CONTROL_Android_SetLastWeapon(int w)
{
LOGI("setLastWeapon %d",w);
droidinput.lastWeapon = w;
}
void CONTROL_Android_ClearButton(int32_t whichbutton)
{
BUTTONCLEAR(whichbutton);
droidinput.functionHeld &= ~((uint64_t)1<<((uint64_t)(whichbutton)));
}
int clearCtrl=1;
void CONTROL_Android_PollDevices(ControlInfo *info)
{
//LOGI("CONTROL_Android_PollDevices %f %f",forwardmove,sidemove);
//LOGI("CONTROL_Android_PollDevices %f %f",droidinput.pitch,droidinput.yaw);
info->dz = (int32_t)nearbyintf(-droidinput.forwardmove * ANDROIDFORWARDMOVEFACTOR);
info->dx = (int32_t)nearbyintf(droidinput.sidemove * ANDROIDSIDEMOVEFACTOR);
info->dpitch = (int32_t)nearbyint(droidinput.pitch * ANDROIDPITCHFACTOR +
droidinput.pitch_joystick * ANDROIDPITCHFACTORJOYSTICK);
info->dyaw = (int32_t)nearbyint(-droidinput.yaw * ANDROIDYAWFACTOR -
droidinput.yaw_joystick * ANDROIDYAWFACTORJOYSTICK);
/*
if (clearCtrl == 0)
clearCtrl = 1;
LOGI("ctrl = %d",clearCtrl);
info->dpitch *= clearCtrl;
info->dyaw *= clearCtrl;
*/
droidinput.pitch = droidinput.yaw = 0.f;
clearCtrl = 0;
CONTROL_ButtonState = 0;
CONTROL_ButtonState |= droidinput.functionSticky;
CONTROL_ButtonState |= droidinput.functionHeld;
droidinput.functionSticky = 0;
//LOGI("poll state = 0x%016llX",CONTROL_ButtonState);
}