Exemplo n.º 1
0
void menuButton(int state,int code)
{
	if  (code == KEY_SHOW_KBRD)
	{
		if (state = 1)
			showKeyboardInt = 1;
	}
	else
		PortableKeyEvent(state, code);
}
Exemplo n.º 2
0
void EXPORT_ME
JAVA_FUNC(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();
		return;
	}
	PortableKeyEvent(down,keycode,unicode);

}
Exemplo n.º 3
0
void menuButton(int state,int code)
{
	if (code == KEY_SHOW_KBRD)
	{
		if (state)
			toggleKeyboard();
	}
	else if (code == SDL_SCANCODE_F10) //for choch setup f10 to work!
	{
		PortableKeyEvent(state, code, 0);
	}
	else
		PortableAction(state, code);
}
Exemplo n.º 4
0
void EXPORT_ME
Java_com_beloko_opengames_prboom_NativeLib_keypress(JNIEnv *env, jobject obj,
		jint down, jint keycode, jint unicode)
{
	LOGI("keypress %d",keycode);
	if (controlsContainer.isEditing())
	{
		if (down && (keycode == KEYD_ESCAPE ))
			controlsContainer.finishEditing();
		return;
	}
	PortableKeyEvent(down,keycode);

}
Exemplo n.º 5
0
void gameButton(int state,int code)
{
	if (code == KEY_SHOOT)
	{
		shooting = state;
		PortableAction(state,PORT_ACT_ATTACK);
	}
	else if  (code == KEY_USE)
	{
		PortableAction(state,PORT_ACT_USE);
	}
	else if (code == KEY_SHOW_WEAPONS)
	{
		if (state == 1)
			if (!tcGameWeapons->enabled)
				tcGameWeapons->animateIn(5);
	}
	else if  (code == KEY_NEXT_WEAPONS)
	{
		PortableAction(state,PORT_ACT_NEXT_WEP);
	}
	else if  (code == KEY_PREV_WEAPONS)
	{
		PortableAction(state,PORT_ACT_PREV_WEP);
	}
	else if  (code == KEY_MAP)
	{
		PortableAction(state,PORT_ACT_MAP);
	}
	else if  (code == KEY_SHOW_KBRD)
	{
		if (state = 1)
			showKeyboardInt = 1;
	}
	else if  (code == KEY_QUICK_CMD){
		if (state == 1)
			showCustomCommands();
	}
	else
	{
		PortableKeyEvent(state, code);
	}
}
Exemplo n.º 6
0
void PortableAction(int state, int action)
{
	LOGI("PortableAction %d   %d",state,action);

	if (PortableInMenu())
	{
		if (action >= PORT_ACT_MENU_UP && action <= PORT_ACT_MENU_BACK)
		{

			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-PORT_ACT_MENU_UP], 0);
			return;

		}
	}
	else
	{

		int key = -1;

		switch (action)
		{
		case PORT_ACT_LEFT:
			key = key_left;
			break;
		case PORT_ACT_RIGHT:
			key = key_right;
			break;
		case PORT_ACT_FWD:
			key = key_up;
			break;
		case PORT_ACT_BACK:
			key = key_down;
			break;
		case PORT_ACT_MOVE_LEFT:
			key = key_strafeleft;
			break;
		case PORT_ACT_MOVE_RIGHT:
			key = key_straferight;
			break;
		case PORT_ACT_USE:
			key = key_use;
			break;
		case PORT_ACT_ATTACK:
			key = key_fire;
			break;
		case PORT_ACT_JUMP:
			key = key_jump;
			break;
		case PORT_ACT_STRAFE:
			key = key_strafe;
			break;
		case PORT_ACT_SPEED:
			key = key_speed;
			break;
		case PORT_ACT_MAP:
			key = key_map_toggle;
			break;
		case PORT_ACT_MAP_ZOOM_IN:
			key = key_map_zoomin;
			break;
		case PORT_ACT_MAP_ZOOM_OUT:
			key = key_map_zoomout;
			break;
		case PORT_ACT_INVUSE:
			key = key_useartifact;
			break;
		case PORT_ACT_INVDROP:
			key = key_invdrop;
			break;
		case PORT_ACT_INVPREV:
			key = key_invleft;
			break;
		case PORT_ACT_INVNEXT:
			key = key_invright;
			break;
		case PORT_ACT_NEXT_WEP:
			key = key_nextweapon;
			break;
		case PORT_ACT_PREV_WEP:
			key = key_prevweapon;
			break;
		case PORT_ACT_QUICKSAVE:
			key = key_menu_qsave;
			break;
		case PORT_ACT_QUICKLOAD:
			key = key_menu_qload;
			break;
		case PORT_ACT_GAMMA:
			key = key_menu_gamma;
			break;
		case PORT_ACT_HELPCOMP:
			key = key_mission;
			break;
		case PORT_ACT_SHOW_WEAPONS:
			key = key_invpop;
			break;
		case PORT_ACT_SHOW_KEYS:
			key = key_invkey;
			break;
		case PORT_ACT_FLY_UP:
			key = key_flyup;
			break;
		case PORT_ACT_FLY_DOWN:
			key = key_flydown;
			break;
		case PORT_ACT_FLY_CENTER:
			key = key_flycenter;
			break;
		case PORT_ACT_WEAP1:
			newweapon = 1;
			break;
		case PORT_ACT_WEAP2:
			newweapon = 2;
			break;
		case PORT_ACT_WEAP3:
			newweapon = 3;
			break;
		case PORT_ACT_WEAP4:
			newweapon = 4;
			break;
		case PORT_ACT_WEAP5:
			newweapon = 5;
			break;
		case PORT_ACT_WEAP6:
			newweapon = 6;
			break;
		case PORT_ACT_WEAP7:
			newweapon = 7;
			break;
		case PORT_ACT_WEAP8:
			newweapon = 8;
			break;
		}

		if (key != -1)
			ActionKey(state,key);
	}
}
Exemplo n.º 7
0
//Weapon select callbacks
void selectWeaponButton(int state, int code)
{
	PortableKeyEvent(state, code, 0);
	if (state == 0)
		tcGameWeapons->animateOut(5);
}
Exemplo n.º 8
0
void PortableAction(int state, int action)
{
	LOGI("PortableAction %d   %d",state,action);

	if (PortableGetScreenMode() == TS_MENU)
	{
		if (action >= PORT_ACT_MENU_UP && action <= PORT_ACT_MENU_BACK)
		{

			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-PORT_ACT_MENU_UP], 0);
			return;

		}
	}
	else
	{

		if ((action >= PORT_ACT_CUSTOM_0) && (action <= PORT_ACT_CUSTOM_7))
		{
			PortableKeyEvent(state, SDL_SCANCODE_A + action - PORT_ACT_CUSTOM_0, 0);
		}
		else
		{
			switch (action)
			{
			case PORT_ACT_LEFT:
				buttonChange(state,&Button_Left);
				break;
			case PORT_ACT_RIGHT:
				buttonChange(state,&Button_Right);
				break;
			case PORT_ACT_FWD:
				buttonChange(state,&Button_Forward);
				break;
			case PORT_ACT_BACK:
				buttonChange(state,&Button_Back);
				break;
			case PORT_ACT_MOVE_LEFT:
				buttonChange(state,&Button_MoveLeft);
				break;
			case PORT_ACT_MOVE_RIGHT:
				buttonChange(state,&Button_MoveRight);
				break;
			case PORT_ACT_USE:
				buttonChange(state,&Button_Use);
				break;
			case PORT_ACT_ATTACK:
				buttonChange(state,&Button_Attack);
				break;
			case PORT_ACT_ALT_ATTACK:
				buttonChange(state,&Button_AltAttack);
				break;
			case PORT_ACT_JUMP:
				buttonChange(state,&Button_Jump);
				break;
			case PORT_ACT_DOWN:
				buttonChange(state,&Button_Crouch);
				break;
			case PORT_ACT_NEXT_WEP:
				if (state)
					PortableCommand("weapnext");
				break;
			case PORT_ACT_PREV_WEP:
				if (state)
					PortableCommand("weapprev");
				break;
			case PORT_ACT_MAP:
				if (state)
					PortableCommand("togglemap");
				break;
			case PORT_ACT_QUICKLOAD:
				if (state)
					PortableCommand("quickload");
				break;
			case PORT_ACT_QUICKSAVE:
				if (state)
					PortableCommand("quicksave");
				break;
			case PORT_ACT_WEAP0:
				if (state)
					PortableCommand("slot 0");
				break;
			case PORT_ACT_WEAP1:
				if (state)
					PortableCommand("slot 1");
				break;
			case PORT_ACT_WEAP2:
				if (state)
					PortableCommand("slot 2");
				break;
			case PORT_ACT_WEAP3:
				if (state)
					PortableCommand("slot 3");
				break;
			case PORT_ACT_WEAP4:
				if (state)
					PortableCommand("slot 4");
				break;
			case PORT_ACT_WEAP5:
				if (state)
					PortableCommand("slot 5");
				break;
			case PORT_ACT_WEAP6:
				if (state)
					PortableCommand("slot 6");
				break;
			case PORT_ACT_WEAP7:
				if (state)
					PortableCommand("slot 7");
				break;
			case PORT_ACT_WEAP8:
				if (state)
					PortableCommand("slot 8");
				break;
			case PORT_ACT_WEAP9:
				if (state)
					PortableCommand("slot 9");
				break;
			}
		}
	}
}
Exemplo n.º 9
0
void EXPORT_ME
JAVA_FUNC(keypress)(JNIEnv *env, jobject obj,jint down, jint keycode, jint unicode) {
	//LOGI("keypress %d",keycode);
	PortableKeyEvent(down,keycode,unicode);
}
Exemplo n.º 10
0
void PortableAction(int state, int action)
{
//	LOGI("PortableAction %d %d",state, action);

	if (PortableInMenu())
	{
		if (action >= PORT_ACT_MENU_UP && action <= PORT_ACT_MENU_BACK)
		{

			int sdl_code [] = { KEYD_UPARROW, KEYD_DOWNARROW, KEYD_LEFTARROW,
					KEYD_RIGHTARROW, KEYD_ENTER, KEYD_ESCAPE };
			PortableKeyEvent(state, sdl_code[action-PORT_ACT_MENU_UP]);
			return;

		}
	}
	else
	{
		switch (action)
		{
		case PORT_ACT_LEFT:
			PortableKeyEvent(state,key_left);
			break;
		case PORT_ACT_RIGHT:
			PortableKeyEvent(state,key_right);
			break;
		case PORT_ACT_FWD:
			PortableKeyEvent(state,key_up);
			break;
		case PORT_ACT_BACK:
			PortableKeyEvent(state,key_down);
			break;
		case PORT_ACT_MOVE_LEFT:
			PortableKeyEvent(state,key_strafeleft);
			break;
		case PORT_ACT_MOVE_RIGHT:
			PortableKeyEvent(state,key_straferight);
			break;
		case PORT_ACT_USE:
			PortableKeyEvent(state,key_use);
			break;
		case PORT_ACT_ATTACK:
			PortableKeyEvent(state,key_fire);
			break;
		case PORT_ACT_NEXT_WEP:
			PortableKeyEvent(state,key_nextweapon);
			break;
		case PORT_ACT_PREV_WEP:
			PortableKeyEvent(state,key_prevweapon);
			break;
		case PORT_ACT_MAP:
			PortableKeyEvent(state,key_map);
			break;
		case PORT_ACT_MAP_UP:
			PortableKeyEvent(state,key_map_up);
			break;
		case PORT_ACT_MAP_DOWN:
			PortableKeyEvent(state,key_map_down);
			break;
		case PORT_ACT_MAP_LEFT:
			PortableKeyEvent(state,key_map_left);
			break;
		case PORT_ACT_MAP_RIGHT:
			PortableKeyEvent(state,key_map_right);
			break;
		case PORT_ACT_MAP_ZOOM_IN:
			PortableKeyEvent(state,key_map_zoomin);
			break;
		case PORT_ACT_MAP_ZOOM_OUT:
			PortableKeyEvent(state,key_map_zoomout);
			break;
		case PORT_ACT_WEAP1:
			newweapon = wp_fist;
			break;
		case PORT_ACT_WEAP2:
			newweapon = wp_pistol;
			break;
		case PORT_ACT_WEAP3:
			newweapon = wp_shotgun;
			break;
		case PORT_ACT_WEAP4:
			newweapon = wp_chaingun;
			break;
		case PORT_ACT_WEAP5:
			newweapon = wp_missile;
			break;
		case PORT_ACT_WEAP6:
			if (gamemode != shareware)
				newweapon = wp_plasma;
			break;
		case PORT_ACT_WEAP7:
			if (gamemode != shareware)
				newweapon = wp_bfg;
			break;
		case PORT_ACT_WEAP8:
			newweapon = wp_chainsaw;
			break;
		}
	}
}