Subversion Repositories eduke32

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Ignore whitespace Rev 4438 → Rev 4439

/polymer/eduke32/source/android/android-jni.cpp
271,29 → 271,20
PortableAction(2, gamefunc_Weapon_1 + segment);
}
 
 
int left_double_action = -1;
int right_double_action = -1;
 
void left_double_tap(int state)
{
//LOGTOUCH("L double %d",state);
if (left_double_action != -1)
PortableAction(state, left_double_action);
if (droidinput.left_double_action != -1)
PortableAction(state, droidinput.left_double_action);
}
 
void right_double_tap(int state)
{
//LOGTOUCH("R double %d",state);
if (right_double_action != -1)
PortableAction(state, right_double_action);
if (droidinput.right_double_action != -1)
PortableAction(state, droidinput.right_double_action);
}
 
 
//To be set by android
float strafe_sens,forward_sens;
float pitch_sens,yaw_sens;
 
void mouseMove(int action, float x, float y, float dx, float dy)
{
//LOGI(" mouse dx = %f",dx);
303,8 → 294,8
 
double scale = (shooting && precisionShoot) ? PRECISIONSHOOTFACTOR : 1.f;
 
PortableLook(dx * 2 * yaw_sens * scale,
-dy * pitch_sens * scale * invertLook ? -1 : 1);
PortableLook(dx * 2 * droidinput.yaw_sens * scale,
-dy * droidinput.pitch_sens * scale * invertLook ? -1 : 1);
}
 
void left_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
315,7 → 306,7
if (joy_x < 0)
strafe *= -1;
 
PortableMove(joy_y * 15 * forward_sens, -strafe * strafe_sens);
PortableMove(joy_y * 15 * droidinput.forward_sens, -strafe * droidinput.strafe_sens);
}
 
void right_stick(float joy_x, float joy_y, float mouse_x, float mouse_y)
567,31 → 558,31
switch ((other>>4) & 0xF)
{
case 1:
left_double_action = gamefunc_Fire;
droidinput.left_double_action = gamefunc_Fire;
break;
case 2:
left_double_action = gamefunc_Jump;
droidinput.left_double_action = gamefunc_Jump;
break;
default:
left_double_action = -1;
droidinput.left_double_action = -1;
}
 
switch ((other>>8) & 0xF)
{
case 1:
right_double_action = gamefunc_Fire;
droidinput.right_double_action = gamefunc_Fire;
break;
case 2:
right_double_action = gamefunc_Jump;
droidinput.right_double_action = gamefunc_Jump;
break;
default:
right_double_action = -1;
droidinput.right_double_action = -1;
}
 
strafe_sens = strafe;
forward_sens = fwd;
pitch_sens = pitch;
yaw_sens = yaw;
droidinput.strafe_sens = strafe;
droidinput.forward_sens = fwd;
droidinput.pitch_sens = pitch;
droidinput.yaw_sens = yaw;
}
 
#define EXPORT_ME __attribute__ ((visibility("default")))