Minor fixes to floating joystick

This commit is contained in:
pelya
2014-06-22 02:24:25 +03:00
parent ed8e3457d0
commit 09fcc1728d
5 changed files with 304 additions and 109 deletions

View File

@@ -1,47 +1,259 @@
# The application settings for Android libSDL port
AppSettingVersion=17
LibSdlVersion=1.3
# Specify application name (e.x. My Application)
AppName="Alien Blaster"
# Specify reversed site name of application (e.x. com.mysite.myapp)
AppFullName=de.schwardtnet.alienblaster
ScreenOrientation=h
InhibitSuspend=n
AppDataDownloadUrl="!Game data|alienblaster110_data1.zip^!Game data|alienblaster110_data2.zip^!Game data|alienblaster110_data3.zip"
VideoDepthBpp=16
NeedDepthBuffer=n
NeedStencilBuffer=n
NeedGles2=n
SwVideoMode=n
SdlVideoResize=y
SdlVideoResizeKeepAspect=n
CompatibilityHacks=
CompatibilityHacksStaticInit=n
CompatibilityHacksTextInputEmulatesHwKeyboard=n
AppUsesMouse=n
AppNeedsTwoButtonMouse=n
ShowMouseCursor=n
ForceRelativeMouseMode=n
AppNeedsArrowKeys=y
AppNeedsTextInput=y
AppUsesJoystick=n
AppHandlesJoystickSensitivity=n
AppUsesMultitouch=n
NonBlockingSwapBuffers=n
RedefinedKeys="RETURN LCTRL NO_REMAP NO_REMAP LCTRL"
AppTouchscreenKeyboardKeysAmount=4
AppTouchscreenKeyboardKeysAmountAutoFire=1
RedefinedKeysScreenKb="RETURN LCTRL PAGEUP PAGEDOWN LCTRL"
StartupMenuButtonTimeout=3000
HiddenMenuOptions='OptionalDownloadConfig'
FirstStartMenuOptions=''
MultiABI=n
# Application version code (integer)
AppVersionCode=110014
# Application user-visible version name (string)
AppVersionName="1.1.0.14"
# Specify path to download application data in zip archive in the form 'Description|URL|MirrorURL^Description2|URL2|MirrorURL2^...'
# If you'll start Description with '!' symbol it will be enabled by default, other downloads should be selected by user from startup config menu
# If the URL in in the form ':dir/file.dat:http://URL/' it will be downloaded as binary BLOB to the application dir and not unzipped
# If the URL does not contain 'http://' it is treated as file from 'project/jni/application/src/AndroidData' dir -
# these files are put inside .apk package by build system
# Also please avoid 'https://' URLs, many Android devices do not have trust certificates and will fail to connect to SF.net over HTTPS
AppDataDownloadUrl="!Game data|alienblaster110_data1.zip^!Game data|alienblaster110_data2.zip^!Game data|alienblaster110_data3.zip"
# Reset SDL config when updating application to the new version (y) / (n)
ResetSdlConfigForThisVersion=n
# Delete application data files when upgrading (specify file/dir paths separated by spaces)
DeleteFilesOnUpgrade="%"
CompiledLibraries="sdl_mixer sdl_image"
CustomBuildScript=n
AppCflags='-O3'
AppLdflags=''
AppSubdirsBuild=''
AppCmdline=''
# Here you may type readme text, which will be shown during startup. Format is:
# Text in English, use \\\\n to separate lines (that's four backslashes)^de:Text in Deutsch^ru:Text in Russian^button:Button that will open some URL:http://url-to-open/
ReadmeText='^You can press "Home" now - the data will be downloaded in background^In game press "Menu" for secondary fire, "Volume Up/Down" to cycle weapons'
# libSDL version to use (1.2/1.3/2.0)
LibSdlVersion=1.3
# Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape
ScreenOrientation=h
# Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only
# with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32)
VideoDepthBpp=16
# Enable OpenGL depth buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedDepthBuffer=n
# Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
NeedStencilBuffer=n
# Try to use GLES 2.x context - will revert to GLES 1.X if unsupported by device
# you need this option only if you're developing 3-d app (y) or (n)
NeedGles2=n
# Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL,
# this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n)
SwVideoMode=n
# Application video output will be resized to fit into native device screen (y)/(n)
SdlVideoResize=y
# Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n)
SdlVideoResizeKeepAspect=n
# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
InhibitSuspend=n
# Create Android service, so the app is less likely to be killed while in background
CreateService=
# Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread -
# enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n)
CompatibilityHacksForceScreenUpdate=
# Application does not call SDL_Flip() or SDL_UpdateRects() after mouse click (ScummVM and all Amiga emulators do that) -
# force screen update by moving mouse cursor a little after each click (y) or (n)
CompatibilityHacksForceScreenUpdateMouseClick=y
# Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n)
CompatibilityHacksStaticInit=n
# On-screen Android soft text input emulates hardware keyboard, this will only work with Hackers Keyboard app (y)/(n)
CompatibilityHacksTextInputEmulatesHwKeyboard=n
# Hack for broken devices: prevent audio chopping, by sleeping a bit after pushing each audio chunk (y)/(n)
CompatibilityHacksPreventAudioChopping=
# Hack for broken apps: application ignores audio buffer size returned by SDL (y)/(n)
CompatibilityHacksAppIgnoresAudioBufferSize=
# Hack for VCMI: preload additional shared libraries before aplication start
CompatibilityHacksAdditionalPreloadedSharedLibraries=""
# Hack for Free Heroes 2, which redraws the screen inside SDL_PumpEvents(): slow and compatible SDL event queue -
# do not use it with accelerometer/gyroscope, or your app may freeze at random (y)/(n)
CompatibilityHacksSlowCompatibleEventQueue=
# Save and restore OpenGL state when drawing on-screen keyboard for apps that use SDL_OPENGL
CompatibilityHacksTouchscreenKeyboardSaveRestoreOpenGLState=
# Application uses SDL_UpdateRects() properly, and does not draw in any region outside those rects.
# This improves drawing speed, but I know only one application that does that, and it's written by me (y)/(n)
CompatibilityHacksProperUsageOfSDL_UpdateRects=
# Application uses mouse (y) or (n), this will show mouse emulation dialog to the user
AppUsesMouse=n
# Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n)
AppNeedsTwoButtonMouse=n
# Right mouse button can do long-press/drag&drop action, necessary for some games (y) or (n)
# If you disable it, swiping with two fingers will send mouse wheel events
RightMouseButtonLongPress=
# Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n)
ShowMouseCursor=n
# Generate more touch events, by default SDL generates one event per one video frame, this is useful for drawing apps (y) or (n)
GenerateSubframeTouchEvents=
# Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n)
ForceRelativeMouseMode=n
# Show on-screen dpad/joystick, that will act as arrow keys (y) or (n)
AppNeedsArrowKeys=y
# On-screen dpad/joystick will appear under finger when it touches the screen (y) or (n)
# Joystick always follows finger, so moving mouse requires touching the screen with other finger
FloatingScreenJoystick=y
# Application needs text input (y) or (n), enables button for text input on screen
AppNeedsTextInput=y
# Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1
# This will disable AppNeedsArrowKeys option
AppUsesJoystick=n
# Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n)
AppUsesSecondJoystick=n
# Application uses third on-screen joystick, as SDL joystick 0 axes 20-21 (y)/(n)
AppUsesThirdJoystick=
# Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7
AppUsesAccelerometer=
# Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4
AppUsesGyroscope=
# Use gyroscope to move mouse cursor (y) or (n), it eats battery, and can be disabled in settings, do not use with AppUsesGyroscope setting
MoveMouseWithGyroscope=
# Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0
AppUsesMultitouch=n
# Application records audio (it will use any available source, such a s microphone)
# API is defined in file SDL_android.h: int SDL_ANDROID_OpenAudioRecording(SDL_AudioSpec *spec); void SDL_ANDROID_CloseAudioRecording(void);
# This option will add additional permission to Android manifest (y)/(n)
AppRecordsAudio=
# Application needs to access SD card. If your data files are bigger than 5 Mb, enable it. (y) / (n)
AccessSdCard=
# Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n)
AccessInternet=
# Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n)
ImmersiveMode=
# Application implements Android-specific routines to put to background, and will not draw anything to screen
# between SDL_ACTIVEEVENT lost / gained notifications - you should check for them
# rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n)
# This option is reported to be buggy, sometimes failing to restore video state
NonBlockingSwapBuffers=n
# Redefine common hardware keys to SDL keysyms
# BACK hardware key is available on all devices, MENU is available on pre-ICS devices, other keys may be absent
# SEARCH and CALL by default return same keycode as DPAD_CENTER - one of those keys is available on most devices
# Use word NO_REMAP if you want to preserve native functionality for certain key (volume keys are 3-rd and 4-th)
# Keys: TOUCHSCREEN (works only when AppUsesMouse=n), DPAD_CENTER/SEARCH, VOLUMEUP, VOLUMEDOWN, MENU, BACK, CAMERA
RedefinedKeys="RETURN LCTRL NO_REMAP NO_REMAP LCTRL"
# Number of virtual keyboard keys (currently 6 is maximum)
AppTouchscreenKeyboardKeysAmount=4
# Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right)
RedefinedKeysScreenKb="RETURN LCTRL PAGEUP PAGEDOWN LCTRL"
# Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu
RedefinedKeysScreenKbNames=""
# On-screen keys theme
# 0 = Ultimate Droid by Sean Stieber (green, with gamepad joystick)
# 1 = Simple Theme by Beholder (white, with gamepad joystick)
# 2 = Sun by Sirea (yellow, with round joystick)
# 3 = Keen by Gerstrong (multicolor, with round joystick)
TouchscreenKeysTheme=2
# Redefine gamepad keys to SDL keysyms, button order is:
# A B X Y L1 R1 L2 R2 LThumb RThumb
RedefinedKeysGamepad=""
# How long to show startup menu button, in msec, 0 to disable startup menu
StartupMenuButtonTimeout=3000
# Menu items to hide from startup menu, available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout
HiddenMenuOptions='OptionalDownloadConfig'
# Menu items to show at startup - this is Java code snippet, leave empty for default
# new SettingsMenuMisc.ShowReadme(), (AppUsesMouse \&\& \! ForceRelativeMouseMode \? new SettingsMenuMouse.DisplaySizeConfig(true) : new SettingsMenu.DummyMenu()), new SettingsMenuMisc.OptionalDownloadConfig(true), new SettingsMenuMisc.GyroscopeCalibration()
# Available menu items:
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout
FirstStartMenuOptions=''
# Specify architectures to compile, 'all' or 'y' to compile for all architectures.
# Available architectures: armeabi armeabi-v7a armeabi-v7a-hard x86 mips
MultiABI='n'
# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
AppMinimumRAM=
# Optional shared libraries to compile - removing some of them will save space
# MP3 support by libMAD is encumbered by patents and libMAD is GPL-ed
# Available libraries: mad (GPL-ed!) sdl_mixer sdl_image sdl_ttf sdl_net sdl_blitpool sdl_gfx sdl_sound intl xml2 lua jpeg png ogg flac tremor vorbis freetype xerces curl theora fluidsynth lzma lzo2 mikmod openal timidity zzip bzip2 yaml-cpp python boost_date_time boost_filesystem boost_iostreams boost_program_options boost_regex boost_signals boost_system boost_thread glu avcodec avdevice avfilter avformat avresample avutil swscale swresample bzip2
CompiledLibraries="sdl_mixer sdl_image"
# Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n)
CustomBuildScript=n
# Aditional CFLAGS for application
AppCflags='-O3'
# Additional LDFLAGS for application
AppLdflags=''
# If application has headers with the same name as system headers, this option tries to fix compiler flags to make it compilable
AppOverlapsSystemHeaders=
# Build only following subdirs (empty will build all dirs, ignored with custom script)
AppSubdirsBuild=''
# Exclude these files from build
AppBuildExclude=''
# Application command line parameters, including app name as 0-th param
AppCmdline=''
# Screen size is used by Google Play to prevent an app to be installed on devices with smaller screens
# Minimum screen size that application supports: (s)mall / (m)edium / (l)arge
MinimumScreenSize=
# Your AdMob Publisher ID, (n) if you don't want advertisements
AdmobPublisherId=
# Your AdMob test device ID, to receive a test ad
AdmobTestDeviceId=
# Your AdMob banner size (BANNER/FULL_BANNER/LEADERBOARD/MEDIUM_RECTANGLE/SMART_BANNER/WIDE_SKYSCRAPER/FULL_WIDTH:Height/Width:AUTO_HEIGHT/Width:Height)
AdmobBannerSize=

View File

@@ -36,9 +36,6 @@ LibSdlVersion=1.2
# Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape
ScreenOrientation=h
# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
InhibitSuspend=n
# Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only
# with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32)
VideoDepthBpp=16
@@ -63,9 +60,19 @@ SdlVideoResize=y
# Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n)
SdlVideoResizeKeepAspect=n
# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
InhibitSuspend=n
# Create Android service, so the app is less likely to be killed while in background
CreateService=
# Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread -
# enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n)
CompatibilityHacks=n
CompatibilityHacksForceScreenUpdate=n
# Application does not call SDL_Flip() or SDL_UpdateRects() after mouse click (ScummVM and all Amiga emulators do that) -
# force screen update by moving mouse cursor a little after each click (y) or (n)
CompatibilityHacksForceScreenUpdateMouseClick=y
# Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n)
CompatibilityHacksStaticInit=n
@@ -99,6 +106,10 @@ AppUsesMouse=n
# Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n)
AppNeedsTwoButtonMouse=n
# Right mouse button can do long-press/drag&drop action, necessary for some games (y) or (n)
# If you disable it, swiping with two fingers will send mouse wheel events
RightMouseButtonLongPress=
# Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n)
ShowMouseCursor=n
@@ -108,24 +119,35 @@ GenerateSubframeTouchEvents=
# Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n)
ForceRelativeMouseMode=n
# Application needs arrow keys (y) or (n), will show on-screen dpad/joystick (y) or (n)
# Show on-screen dpad/joystick, that will act as arrow keys (y) or (n)
AppNeedsArrowKeys=y
# On-screen dpad/joystick will appear under finger when it touches the screen (y) or (n)
# Joystick always follows finger, so moving mouse requires touching the screen with other finger
FloatingScreenJoystick=y
# Application needs text input (y) or (n), enables button for text input on screen
AppNeedsTextInput=n
# Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1
# This will disable AppNeedsArrowKeys option
AppUsesJoystick=n
# Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n)
AppUsesSecondJoystick=n
# Application uses third on-screen joystick, as SDL joystick 0 axes 20-21 (y)/(n)
AppUsesThirdJoystick=
# Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7
AppUsesAccelerometer=n
# Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4
AppUsesGyroscope=n
# Use gyroscope to move mouse cursor (y) or (n), it eats battery, and can be disabled in settings, do not use with AppUsesGyroscope setting
MoveMouseWithGyroscope=
# Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0
AppUsesMultitouch=n
@@ -137,6 +159,9 @@ AppRecordsAudio=n
# Application needs to access SD card. If your data files are bigger than 5 Mb, enable it. (y) / (n)
AccessSdCard=
# Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n)
AccessInternet=
# Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n)
ImmersiveMode=
@@ -156,9 +181,6 @@ RedefinedKeys="SPACE SPACE NO_REMAP NO_REMAP SPACE ESCAPE"
# Number of virtual keyboard keys (currently 6 is maximum)
AppTouchscreenKeyboardKeysAmount=1
# Number of virtual keyboard keys that support autofire (currently 2 is maximum)
AppTouchscreenKeyboardKeysAmountAutoFire=0
# Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right)
RedefinedKeysScreenKb="SPACE"
@@ -189,9 +211,9 @@ HiddenMenuOptions='SettingsMenuMisc.OptionalDownloadConfig'
# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout
FirstStartMenuOptions=''
# Enable multi-ABI binary, with hardware FPU support - it will also work on old devices,
# but .apk size is 2x bigger (y) / (n) / (x86) / (all)
MultiABI=all
# Specify architectures to compile, 'all' or 'y' to compile for all architectures.
# Available architectures: armeabi armeabi-v7a armeabi-v7a-hard x86 mips
MultiABI='armeabi-v7a'
# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
AppMinimumRAM=0
@@ -205,7 +227,7 @@ CompiledLibraries="sdl_image sdl_mixer"
CustomBuildScript=n
# Aditional CFLAGS for application
AppCflags='-O3 -DDSI_DATA_DIR=\\"data\\" -DDSI_DIR=\\".\\" -DDSI_SCORE_DIR=\\".\\" -DDSI_PIXMAP_DIR=\\".\\" -include ../../android_debug.h'
AppCflags='-O3 -DDSI_DATA_DIR=\"data\" -DDSI_DIR=\".\" -DDSI_SCORE_DIR=\".\" -DDSI_PIXMAP_DIR=\".\" -include ../../android_debug.h'
# Additional LDFLAGS for application
AppLdflags=''
@@ -232,6 +254,6 @@ AdmobPublisherId=n
# Your AdMob test device ID, to receive a test ad
AdmobTestDeviceId=
# Your AdMob banner size (BANNER/IAB_BANNER/IAB_LEADERBOARD/IAB_MRECT/IAB_WIDE_SKYSCRAPER/SMART_BANNER)
# Your AdMob banner size (BANNER/FULL_BANNER/LEADERBOARD/MEDIUM_RECTANGLE/SMART_BANNER/WIDE_SKYSCRAPER/FULL_WIDTH:Height/Width:AUTO_HEIGHT/Width:Height)
AdmobBannerSize=

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@@ -6,8 +6,6 @@ if [ -e dspaceinvadors ] ; then
else
echo "Downloading sources..."
svn checkout svn://svn.code.sf.net/p/dspaceinvadors/code/ dspaceinvadors || exit 1
echo "Patching..."
patch -p0 -d dspaceinvadors < android.diff || exit 1
fi
if [ -e dspaceinvadors/config.h ] ; then

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@@ -1,49 +0,0 @@
Index: dsi/hi_score.c
===================================================================
--- dsi/hi_score.c (revision 218)
+++ dsi/hi_score.c (working copy)
@@ -193,7 +193,7 @@
key = SDL_GetKeyState(NULL);
if (key[SDLK_b] == SDL_PRESSED)
leave_state = RUN_INTRO;
- else if (key[SDLK_s] == SDL_PRESSED)
+ else if (key[SDLK_SPACE] == SDL_PRESSED)
leave_state = RUN_GAME;
WaitFrame();
}
Index: dsi/main.c
===================================================================
--- dsi/main.c (revision 218)
+++ dsi/main.c (working copy)
@@ -186,7 +186,7 @@
}
//Open the audio device
- if ( Mix_OpenAudio(11025, AUDIO_U8, 1, 512) < 0 )
+ if ( Mix_OpenAudio(11025, AUDIO_S16, 1, 1024) < 0 )
{
fprintf(stderr,
"Warning: Couldn't set 11025 Hz 8-bit audio\n- Reason: %s\n",
Index: dsi/intro.c
===================================================================
--- dsi/intro.c (revision 218)
+++ dsi/intro.c (working copy)
@@ -75,7 +75,7 @@
leave_state = RUN_QUIT;
}
key = SDL_GetKeyState(NULL);
- if (key[SDLK_s] == SDL_PRESSED)
+ if (key[SDLK_SPACE] == SDL_PRESSED)
leave_state = RUN_GAME;
else if (key[SDLK_v] == SDL_PRESSED)
leave_state = RUN_SCORE;
Index: dsi/sprite.c
===================================================================
--- dsi/sprite.c (revision 218)
+++ dsi/sprite.c (working copy)
@@ -119,4 +119,5 @@
SDL_Delay(next_tick-this_tick);
}
next_tick = this_tick + (1000/FRAMES_PER_SEC);
+ UpdateScreen(); // If we don't update screen on Android, we will not receive any input events
}

View File

@@ -364,6 +364,11 @@ static inline int ArrowKeysPressed(int x, int y)
int ret = 0, dx, dy;
dx = x - arrows[0].x - arrows[0].w / 2;
dy = y - arrows[0].y - arrows[0].h / 2;
// Small deadzone at the center
if( abs(dx) < arrows[0].w / 20 && abs(dy) < arrows[0].h / 20 )
return ret;
// Single arrow key pressed
if( abs(dy / 2) >= abs(dx) )
{
@@ -422,8 +427,8 @@ unsigned SDL_ANDROID_processTouchscreenKeyboard(int x, int y, int action, int po
if( SDL_ANDROID_joysticksAmount > 0 )
{
int xx = (x - arrows[j].x - arrows[j].w / 2) * 65534 / arrows[j].w;
if( xx == 0 ) // Do not allow (0,0) coordinate, when the user touches the joystick
xx = 1;
if( xx == 0 ) // Do not allow (0,0) coordinate, when the user touches the joystick - this indicates 'finger up' in OpenArena
xx = 1; // Yeah, maybe I should not include app-specific hacks into the library
int axis = j < 2 ? j*2 : MAX_MULTITOUCH_POINTERS + 4;
SDL_ANDROID_MainThreadPushJoystickAxis( 0, axis, xx );
SDL_ANDROID_MainThreadPushJoystickAxis( 0, axis + 1, (y - arrows[j].y - arrows[j].h / 2) * 65534 / arrows[j].h );
@@ -467,7 +472,7 @@ unsigned SDL_ANDROID_processTouchscreenKeyboard(int x, int y, int action, int po
if( floatingScreenJoystick && !processed && pointerInButtonRect[BUTTON_ARROWS] == -1 )
{
// Center joystick under finger, do not send any events yet
// Center joystick under finger
SDL_ANDROID_SetScreenKeyboardButtonShown(SDL_ANDROID_SCREENKEYBOARD_BUTTON_DPAD, 1);
arrows[0].x = x - arrows[0].w / 2;
arrows[0].y = y - arrows[0].h / 2;
@@ -476,6 +481,11 @@ unsigned SDL_ANDROID_processTouchscreenKeyboard(int x, int y, int action, int po
pointerInButtonRect[BUTTON_ARROWS] = pointerId;
joystickTouchPoints[0] = x;
joystickTouchPoints[1] = y;
if( SDL_ANDROID_joysticksAmount > 0 )
{
SDL_ANDROID_MainThreadPushJoystickAxis( 0, 0, 1 ); // Non-zero joystick coordinate
SDL_ANDROID_MainThreadPushJoystickAxis( 0, 1, 0 );
}
}
}
else
@@ -547,9 +557,8 @@ unsigned SDL_ANDROID_processTouchscreenKeyboard(int x, int y, int action, int po
if( floatingScreenJoystick && j == 0 && ! InsideRect( &arrows[j], x, y ) )
{
int xx = 0, yy = 0;
// Move joystick back under finger
// A finger moved outside the joystick - move the joystick back under the finger
LineAndRectangleIntersection(x - (arrows[0].x + arrows[0].w / 2), y - (arrows[0].y + arrows[0].h / 2), arrows[0].w, arrows[0].h, &xx, &yy);
//__android_log_print(ANDROID_LOG_INFO, "libSDL", "Touch %4d:%4d dpad %4d:%4d:%4d:%4d move by %4d:%4d", x, y, pointerId, action);
arrows[0].x += xx;
arrows[0].y += yy;
arrowsDraw[0] = arrowsExtended[0] = arrows[0];
@@ -579,7 +588,10 @@ unsigned SDL_ANDROID_processTouchscreenKeyboard(int x, int y, int action, int po
if( SDL_ANDROID_joysticksAmount > 0 )
{
int axis = j < 2 ? j*2 : MAX_MULTITOUCH_POINTERS + 4;
SDL_ANDROID_MainThreadPushJoystickAxis( 0, axis, (x - arrows[j].x - arrows[j].w / 2) * 65534 / arrows[j].w );
int xx = (x - arrows[j].x - arrows[j].w / 2) * 65534 / arrows[j].w;
if( xx == 0 ) // Do not allow (0,0) coordinate, when the user touches the joystick - this indicates 'finger up' in OpenArena
xx = 1; // Yeah, maybe I should not include app-specific hacks into the library
SDL_ANDROID_MainThreadPushJoystickAxis( 0, axis, xx );
SDL_ANDROID_MainThreadPushJoystickAxis( 0, axis + 1, (y - arrows[j].y - arrows[j].h / 2) * 65534 / arrows[j].h );
}
else