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Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp
This commit is contained in:
63
Source/Core/DolphinWX/Src/Android/ButtonManager.h
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63
Source/Core/DolphinWX/Src/Android/ButtonManager.h
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string>
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#include "CommonPaths.h"
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#include "Android/TextureLoader.h"
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namespace ButtonManager
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{
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enum ButtonType
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{
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BUTTON_A = 0,
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BUTTON_B,
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BUTTON_START,
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};
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enum ButtonState
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{
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BUTTON_RELEASED = 0,
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BUTTON_PRESSED = 1
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};
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class Button
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{
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private:
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GLuint m_tex;
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ButtonType m_button;
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ButtonState m_state;
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float m_coords[8];
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public:
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Button(std::string filename, ButtonType button, float *coords)
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{
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m_tex = LoadPNG((std::string(DOLPHIN_DATA_DIR "/") + filename).c_str());
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m_button = button;
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memcpy(m_coords, coords, sizeof(float) * 8);
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m_state = BUTTON_RELEASED;
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}
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void SetState(ButtonState state) { m_state = state; }
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bool Pressed() { return m_state == BUTTON_PRESSED; }
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ButtonType GetButtonType() { return m_button; }
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GLuint GetTexture() { return m_tex; }
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float *GetCoords() { return m_coords; }
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~Button() { glDeleteTextures(1, &m_tex); }
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};
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void Init();
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void DrawButtons();
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bool GetButtonPressed(ButtonType button);
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void TouchEvent(int action, float x, float y);
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void Shutdown();
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}
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