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:
Ryan Houdek
2013-04-14 20:39:56 -05:00
parent 24347e5176
commit bde7ea00ef
16 changed files with 486 additions and 304 deletions

View File

@ -33,19 +33,17 @@
#include "ConfigManager.h"
#include "LogManager.h"
#include "BootManager.h"
#include "OnScreenDisplay.h"
#include "Android/ButtonManager.h"
#include <jni.h>
#include <android/log.h>
#include <android/native_window_jni.h>
JNIEnv *g_env = NULL;
ANativeWindow* surf;
int g_width, g_height;
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "Dolphinemu", __VA_ARGS__))
bool rendererHasFocus = true;
bool running = true;
bool KeyStates[15];
void Host_NotifyMapLoaded() {}
void Host_RefreshDSPDebuggerWindow() {}
@ -77,7 +75,7 @@ void Host_UpdateBreakPointView(){}
bool Host_GetKeyState(int keycode)
{
return KeyStates[keycode];
return ButtonManager::GetButtonPressed((ButtonManager::ButtonType)keycode);
}
void Host_GetRenderWindowSize(int& x, int& y, int& width, int& height)
@ -123,26 +121,29 @@ void Host_SysMessage(const char *fmt, ...)
void Host_SetWiiMoteConnectionState(int _State) {}
extern void DrawButton(int tex, int ID);
extern void SetButtonCoords(float *Coords);
void OSDCallbacks(u32 UserData)
{
switch(UserData)
{
case 0: // Init
ButtonManager::Init();
break;
case 1: // Draw
ButtonManager::DrawButtons();
break;
case 2: // Shutdown
ButtonManager::Shutdown();
break;
default:
WARN_LOG(COMMON, "Error, wrong OSD type");
break;
}
}
#ifdef __cplusplus
extern "C"
{
#endif
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeRenderer_SetButtonCoords(JNIEnv *env, jobject obj, jfloatArray Coords)
{
jfloat* flt1 = env->GetFloatArrayElements(Coords, 0);
SetButtonCoords((float*)flt1);
env->ReleaseFloatArrayElements(Coords, flt1, 0);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeRenderer_DrawButton(JNIEnv *env, jobject obj,
jint GLTex, jint ID
)
{
DrawButton((int)GLTex, (int)ID);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeGLSurfaceView_UnPauseEmulation(JNIEnv *env, jobject obj)
{
PowerPC::Start();
@ -156,10 +157,9 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeGLSurfaceView_StopEm
{
PowerPC::Stop();
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_DolphinEmulator_SetKey(JNIEnv *env, jobject obj, jint Value, jint Key)
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_DolphinEmulator_onTouchEvent(JNIEnv *env, jobject obj, jint Action, jfloat X, jfloat Y)
{
WARN_LOG(COMMON, "Key %d with action %d\n", (int)Key, (int)Value);
KeyStates[(int)Key] = (int)Value == 0 ? true : false;
ButtonManager::TouchEvent(Action, X, Y);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeGLSurfaceView_main(JNIEnv *env, jobject obj, jstring jFile, jobject _surf, jint _width, jint _height)
@ -167,16 +167,19 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeGLSurfaceView_main(J
surf = ANativeWindow_fromSurface(env, _surf);
g_width = (int)_width;
g_height = (int)_height;
g_env = env;
// Install our callbacks
OSD::AddCallback(OSD::OSD_INIT, OSDCallbacks, 0);
OSD::AddCallback(OSD::OSD_ONFRAME, OSDCallbacks, 1);
OSD::AddCallback(OSD::OSD_SHUTDOWN, OSDCallbacks, 2);
LogManager::Init();
SConfig::Init();
VideoBackend::PopulateList();
VideoBackend::ActivateBackend(SConfig::GetInstance().
m_LocalCoreStartupParameter.m_strVideoBackend);
VideoBackend::ActivateBackend(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strVideoBackend);
WiimoteReal::LoadSettings();
const char *File = env->GetStringUTFChars(jFile, NULL);
const char *File = env->GetStringUTFChars(jFile, NULL);
// No use running the loop when booting fails
if ( BootManager::BootCore( File ) )
while (PowerPC::GetState() != PowerPC::CPU_POWERDOWN)