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extern "C" {
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extern "C" {
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#define DEFAULT_FADE_FRAMES 10
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#define DEFAULT_FADE_FRAMES 10
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extern void SDL_Android_Init(JNIEnv *env, jclass cls);
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extern void SDL_Android_Init(JNIEnv *env, jclass cls);
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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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extern char const *G_GetStringFromSavegame(const char *filename, int type);
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extern char const *G_GetStringFromSavegame(const char *filename, int type);
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extern int32_t G_GetScreenshotFromSavegame(const char *filename, char *pal, char *data);
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extern int32_t G_GetScreenshotFromSavegame(const char *filename, char *pal, char *data);
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#include "in_android.h"
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#include "in_android.h"
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#include "../function.h"
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#include "../function.h"
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static int controlsCreated = 0;
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static int controlsCreated = 0;
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touchcontrols::TouchControlsContainer controlsContainer;
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touchcontrols::TouchControlsContainer controlsContainer;
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touchcontrols::TouchControls *tcBlankTap = 0;
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touchcontrols::TouchControls *tcBlankTap;
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touchcontrols::TouchControls *tcYesNo = 0;
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touchcontrols::TouchControls *tcYesNo;
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touchcontrols::TouchControls *tcMenuMain = 0;
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touchcontrols::TouchControls *tcMenuMain;
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touchcontrols::TouchControls *tcGameMain = 0;
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touchcontrols::TouchControls *tcGameMain;
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touchcontrols::TouchControls *tcGameWeapons = 0;
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touchcontrols::TouchControls *tcGameWeapons;
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// touchcontrols::TouchControls *tcInventory=0;
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// touchcontrols::TouchControls *tcInventory;
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touchcontrols::TouchControls *tcAutomap = 0;
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touchcontrols::TouchControls *tcAutomap;
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touchcontrols::TouchJoy *touchJoyLeft;
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touchcontrols::TouchJoy *touchJoyLeft;
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touchcontrols::WheelSelect *weaponWheel;
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touchcontrols::WheelSelect *weaponWheel;
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extern JNIEnv *env_;
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extern JNIEnv *env_;
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JavaVM *jvm_;
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JavaVM *jvm_;
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touchcontrols::Button *inv_buttons[GET_MAX];
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touchcontrols::Button *inv_buttons[GET_MAX];
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std::string obbPath;
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std::string gamePath;
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std::string obbPath, gamePath;
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void openGLStart()
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void openGLStart()
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{
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{
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    if (curRenderer == REND_GL)
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    if (curRenderer == REND_GL)
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    {
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    {
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void showWeaponsInventory(bool show)
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void showWeaponsInventory(bool show)
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{
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{
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    if (show)
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    if (show)
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    {
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    {
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        for (int n = 0; n < 10; n++)
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        for (int n = 0; n < 10; n++)
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        {
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            weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
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            weaponWheel->setSegmentEnabled(n, (PortableRead(READ_WEAPONS) >> n) & 0x1);
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        }
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        // Show inventory buttons
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        // Show inventory buttons
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        tcGameWeapons->setAllButtonsEnable(true);
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        tcGameWeapons->setAllButtonsEnable(true);
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        tcGameWeapons->fade(touchcontrols::FADE_IN, 5);  // fade in
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        tcGameWeapons->fade(touchcontrols::FADE_IN, 5);  // fade in