Working on Android version

This commit is contained in:
Vladislav Khorev 2026-07-18 13:19:08 +03:00
parent 0975f3b9cd
commit e773b51985
19 changed files with 418 additions and 264 deletions

View File

@ -11,10 +11,10 @@ android {
if (buildAsApplication) {
namespace "org.libsdl.app"
}
compileSdkVersion 34
compileSdkVersion 37
defaultConfig {
minSdkVersion 19
targetSdkVersion 34
minSdkVersion 21
targetSdkVersion 37
versionCode 1
versionName "1.0"
externalNativeBuild {
@ -23,8 +23,8 @@ android {
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}*/
cmake {
arguments "-DANDROID_APP_PLATFORM=android-19", "-DANDROID_STL=c++_static"
cppFlags "-std=c++11 -frtti -fexceptions"
arguments /*"-DANDROID_APP_PLATFORM=android-19",*/ "-DANDROID_STL=c++_static"
cppFlags "-std=c++17 -frtti -fexceptions"
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}
}
@ -32,7 +32,7 @@ android {
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
applicationVariants.all { variant ->

View File

@ -21,7 +21,7 @@ set(TP_ROOT "${THIRDPARTY_DIR}")
# ==============================================================================
# --- ZLIB ---
add_subdirectory("${TP_ROOT}/zlib-1.3.1" zlib-build)
#add_subdirectory("${TP_ROOT}/zlib-1.3.2" zlib-build)
# --- LIBPNG ---
set(PNG_STATIC ON CACHE BOOL "Build static library" FORCE)
@ -39,6 +39,9 @@ add_subdirectory("${TP_ROOT}/libpng-1.6.51" libpng-build)
# --- SDL2 ---
# Android-версия SDL требует специфичных настроек, но add_subdirectory обычно подхватывает их сама
add_subdirectory("${TP_ROOT}/SDL-release-2.32.10" sdl-build)
#add_subdirectory("${TP_ROOT}/SDL_mixer-release-2.8.0" sdl-mixer-build)
add_subdirectory("${TP_ROOT}/SDL_ttf-release-2.24.0" sdl-ttf-build)
# --- LIBZIP ---
# Отключаем поиск системных крипто-библиотек, так как в NDK их может не быть в стандартных путях

View File

@ -33,62 +33,143 @@ endforeach()
# Создаем кастомную цель, которая будет запускать процесс копирования
add_custom_target(sync_resources ALL DEPENDS ${RES_OUTPUTS})
set(LUA_SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/lua-5.4.8")
file(GLOB LUA_SOURCES "${LUA_SRC_DIR}/*.c")
list(REMOVE_ITEM LUA_SOURCES
"${LUA_SRC_DIR}/lua.c"
"${LUA_SRC_DIR}/luac.c"
"${LUA_SRC_DIR}/onelua.c"
)
add_library(lua_static STATIC ${LUA_SOURCES})
target_include_directories(lua_static PUBLIC "${LUA_SRC_DIR}")
add_library(main SHARED
SDL_android_main.c
../../../../src/BoneAnimatedModel.cpp
../../../../src/Environment.cpp
../../../../src/Game.cpp
SDL_android_main.c
../../../../src/main.cpp
../../../../src/Projectile.cpp
../../../../src/SparkEmitter.cpp
../../../../src/TextModel.cpp
../../../../src/UiManager.cpp
../../../../src/utils/Perlin.cpp
../../../../src/utils/TaskManager.cpp
../../../../src/utils/Utils.cpp
../../../../src/navigation/PathFinder.cpp
../../../../src/planet/PlanetData.cpp
../../../../src/planet/PlanetObject.cpp
../../../../src/planet/StoneObject.cpp
../../../../src/render/FrameBuffer.cpp
../../../../src/render/ShadowMap.cpp
../../../../src/Game.cpp
../../../../src/Game.h
../../../../src/Character.cpp
../../../../src/Character.h
../../../../src/CharacterState.cpp
../../../../src/CharacterState.h
../../../../src/Environment.cpp
../../../../src/Environment.h
../../../../src/Localization.cpp
../../../../src/Localization.h
../../../../src/render/Renderer.cpp
../../../../src/render/Renderer.h
../../../../src/render/ShaderManager.cpp
../../../../src/render/ShaderManager.h
../../../../src/render/TextureManager.cpp
../../../../src/render/TextureManager.h
../../../../src/TextModel.cpp
../../../../src/TextModel.h
../../../../src/AudioPlayerAsync.cpp
../../../../src/AudioPlayerAsync.h
../../../../src/BoneAnimatedModelNew.cpp
../../../../src/BoneAnimatedModelNew.h
../../../../src/render/OpenGlExtensions.cpp
)
# Подключаем заголовки
target_include_directories(main PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
${CMAKE_CURRENT_SOURCE_DIR}/../zlib
${CMAKE_CURRENT_SOURCE_DIR}/../libpng
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/eigen-5.0.0
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/boost_1_90_0
${CMAKE_CURRENT_SOURCE_DIR}/../../../../src
${CMAKE_CURRENT_SOURCE_DIR}/../libzip
)
# ВАЖНО: Линкуемся с png_static (статика) или png_shared (динамика)
# Так как мы установили PNG_STATIC=ON и PNG_SHARED=OFF,
# должна создаться цель png_static
target_link_libraries(main
png_static # ЭТО ПРАВИЛЬНОЕ ИМЯ ЦЕЛИ!
z
SDL2
../../../../src/render/OpenGlExtensions.h
../../../../src/utils/Utils.cpp
../../../../src/utils/Utils.h
../../../../src/SparkEmitter.cpp
../../../../src/SparkEmitter.h
../../../../src/TeleportZone.h
../../../../src/TeleportZone.cpp
../../../../src/utils/TaskManager.cpp
../../../../src/utils/TaskManager.h
../../../../src/render/FrameBuffer.cpp
../../../../src/render/FrameBuffer.h
../../../../src/render/ShadowMap.cpp
../../../../src/render/ShadowMap.h
../../../../src/UiManager.cpp
../../../../src/UiManager.h
../../../../src/render/TextRenderer.h
../../../../src/render/TextRenderer.cpp
../../../../src/MenuManager.h
../../../../src/MenuManager.cpp
../../../../src/Location.h
../../../../src/Location.cpp
../../../../src/LocationState.h
../../../../src/LocationState.cpp
../../../../src/LocationEditor.h
../../../../src/LocationEditor.cpp
../../../../src/NpcCar.h
../../../../src/NpcCar.cpp
../../../../src/GameConstants.h
../../../../src/GameConstants.cpp
../../../../src/GameState.h
../../../../src/GameState.cpp
../../../../src/ScriptEngine.h
../../../../src/ScriptEngine.cpp
../../../../src/navigation/PathFinder.h
../../../../src/navigation/PathFinder.cpp
../../../../src/items/GameObjectLoader.h
../../../../src/items/GameObjectLoader.cpp
../../../../src/items/Item.h
../../../../src/items/Item.cpp
../../../../src/items/ItemRegistry.h
../../../../src/items/ItemRegistry.cpp
../../../../src/items/InteractiveObject.h
../../../../src/items/InteractiveObject.cpp
../../../../src/items/InteractiveObjectState.h
../../../../src/dialogue/DialogueTypes.h
../../../../src/dialogue/DialogueDatabase.h
../../../../src/dialogue/DialogueDatabase.cpp
../../../../src/dialogue/DialogueRuntime.h
../../../../src/dialogue/DialogueRuntime.cpp
../../../../src/dialogue/DialogueOverlay.h
../../../../src/dialogue/DialogueOverlay.cpp
../../../../src/dialogue/DialogueSystem.h
../../../../src/dialogue/DialogueSystem.cpp
../../../../src/dialogue/TranslationDatabase.h
../../../../src/dialogue/TranslationDatabase.cpp
../../../../src/quest/QuestTypes.h
../../../../src/quest/QuestJournal.h
../../../../src/quest/QuestJournal.cpp
../../../../src/cutscene/CutsceneTypes.h
../../../../src/cutscene/CutsceneDatabase.h
../../../../src/cutscene/CutsceneDatabase.cpp
../../../../src/cutscene/CutsceneRuntime.h
../../../../src/cutscene/CutsceneRuntime.cpp
../../../../src/cutscene/CutsceneOverlay.h
../../../../src/cutscene/CutsceneOverlay.cpp
../../../../src/render/UiQuad.h
)
find_library(OPENGLES2_LIB GLESv2)
find_library(OPENGLES3_LIB GLESv3)
target_link_libraries(main
${OPENGLES2_LIB} # OpenGL ES 2.0/3.0
${OPENGLES3_LIB}
png_static
z
SDL2
SDL2_ttf
log
android
OpenSLES
dl
zip
zip
lua_static
#freetype
)
# Подключаем заголовки
target_include_directories(main PRIVATE
#${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/SDL_ttf-release-2.24.0/external/freetype/include
#${CMAKE_CURRENT_SOURCE_DIR}/../zlib
#${CMAKE_CURRENT_SOURCE_DIR}/../libpng
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/eigen-5.0.0
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/boost_1_90_0
${CMAKE_CURRENT_SOURCE_DIR}/../../../../src
${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/sol2-3.3.0/include
#${CMAKE_CURRENT_SOURCE_DIR}/../libzip
)
add_dependencies(main sync_resources)

View File

@ -8,7 +8,7 @@
android:installLocation="auto">
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<uses-feature android:glEsVersion="0x00030000" />
<!-- Touchscreen support -->
<uses-feature
@ -68,7 +68,7 @@
<!-- Example of setting SDL hints from AndroidManifest.xml:
<meta-data android:name="SDL_ENV.SDL_ACCELEROMETER_AS_JOYSTICK" android:value="0"/>
-->
<activity android:name="SDLActivity"
android:label="@string/app_name"
android:alwaysRetainTaskState="true"

View File

@ -6,7 +6,7 @@ buildscript {
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:8.1.1'
classpath 'com.android.tools.build:gradle:9.3.0'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files

View File

@ -9,6 +9,17 @@
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
android.builtInKotlin=false
android.defaults.buildfeatures.resvalues=true
android.dependency.useConstraints=true
android.enableAppCompileTimeRClass=false
android.newDsl=false
android.r8.optimizedResourceShrinking=false
android.r8.strictFullModeForKeepRules=false
android.sdk.defaultTargetSdkToCompileSdkIfUnset=false
android.uniquePackageNames=false
android.useAndroidX=false
android.usesSdkInManifest.disallowed=false
org.gradle.jvmargs=-Xmx1536m
# When configured, Gradle will run in incubating parallel mode.

View File

@ -1,6 +1,6 @@
#Sat Jan 10 10:31:05 MSK 2026
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.4-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-9.5.0-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

View File

@ -22,7 +22,7 @@ AudioPlayerAsync::~AudioPlayerAsync() {
}
bool AudioPlayerAsync::init() {
if (initialized) return true;
/*if (initialized) return true;
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
std::cerr << "SDL_InitSubSystem(SDL_INIT_AUDIO) failed: " << SDL_GetError() << std::endl;
@ -37,13 +37,13 @@ bool AudioPlayerAsync::init() {
Mix_AllocateChannels(16);
initialized = true;
FRG::logger() << "AudioPlayerAsync initialized with SDL2_mixer" << std::endl;
FRG::logger() << "AudioPlayerAsync initialized with SDL2_mixer" << std::endl;*/
return true;
}
void AudioPlayerAsync::shutdown() {
if (!initialized) return;
/*
if (currentMusic_) {
Mix_HaltMusic();
Mix_FreeMusic(currentMusic_);
@ -61,11 +61,11 @@ void AudioPlayerAsync::shutdown() {
Mix_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
initialized = false;
FRG::logger() << "AudioPlayerAsync shutdown" << std::endl;
FRG::logger() << "AudioPlayerAsync shutdown" << std::endl;*/
}
void AudioPlayerAsync::playSoundAsync(const std::string& filePath, int loops, int channel) {
if (!initialized) {
/*if (!initialized) {
std::cerr << "AudioPlayerAsync not initialized" << std::endl;
return;
}
@ -104,10 +104,11 @@ void AudioPlayerAsync::playSoundAsync(const std::string& filePath, int loops, in
taskQueue.push(std::move(task));
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::playMusicAsync(const std::string& filePath, int loops) {
if (!initialized) return;
/*if (!initialized) return;
if (filePath == currentTrack)
return;
@ -141,10 +142,11 @@ void AudioPlayerAsync::playMusicAsync(const std::string& filePath, int loops) {
taskQueue.push(std::move(task));
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::stopMusicAsync() {
if (!initialized) return;
/*if (!initialized) return;
currentTrack = "";
@ -157,10 +159,11 @@ void AudioPlayerAsync::stopMusicAsync() {
});
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::pauseMusicAsync() {
if (!initialized) return;
/*if (!initialized) return;
#ifdef __EMSCRIPTEN__
Mix_PauseMusic();
#else
@ -170,10 +173,11 @@ void AudioPlayerAsync::pauseMusicAsync() {
});
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::resumeMusicAsync() {
if (!initialized) return;
/*if (!initialized) return;
#ifdef __EMSCRIPTEN__
Mix_ResumeMusic();
#else
@ -183,9 +187,11 @@ void AudioPlayerAsync::resumeMusicAsync() {
});
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::setMusicVolume(int volume) {
/*
if (!initialized) return;
volume = std::max(0, std::min(128, volume));
musicVolume_ = volume;
@ -198,9 +204,11 @@ void AudioPlayerAsync::setMusicVolume(int volume) {
});
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::setSoundVolume(int volume) {
/*
if (!initialized) return;
volume = std::max(0, std::min(128, volume));
soundVolume_ = volume;
@ -213,10 +221,11 @@ void AudioPlayerAsync::setSoundVolume(int volume) {
});
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::crossFadeMusicAsync(const std::string& filePath, int fadeDurationMs, int loops) {
if (!initialized) return;
/*if (!initialized) return;
if (filePath == currentTrack) return;
currentTrack = filePath;
if (!musicEnabled_) return;
@ -253,10 +262,11 @@ void AudioPlayerAsync::crossFadeMusicAsync(const std::string& filePath, int fade
taskQueue.push(std::move(task));
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::crossFadeMusicFromPositionAsync(const std::string& filePath, int fadeDurationMs, int loops) {
if (!initialized) return;
/*if (!initialized) return;
if (filePath == currentTrack) return;
currentTrack = filePath;
if (!musicEnabled_) return;
@ -296,10 +306,11 @@ void AudioPlayerAsync::crossFadeMusicFromPositionAsync(const std::string& filePa
taskQueue.push(std::move(task));
cv.notify_one();
#endif
*/
}
void AudioPlayerAsync::setMusicEnabled(bool enabled) {
if (musicEnabled_ == enabled) return;
/*if (musicEnabled_ == enabled) return;
musicEnabled_ = enabled;
if (!initialized) return;
@ -319,7 +330,7 @@ void AudioPlayerAsync::setMusicEnabled(bool enabled) {
currentTrack = ""; // clear so crossFadeMusicAsync doesn't bail early
crossFadeMusicAsync(track);
}
}
}*/
}
void AudioPlayerAsync::setSoundEnabled(bool enabled) {

View File

@ -1,6 +1,8 @@
#pragma once
#if 0
#include <SDL2/SDL_mixer.h>
#endif
#include <string>
#include <unordered_map>
#include <memory>
@ -51,17 +53,18 @@ private:
std::queue<std::function<void()>> taskQueue;
#endif
bool stop = false;
#if 0
std::unordered_map<std::string, Mix_Chunk*> soundCache;
std::mutex soundCacheMutex;
std::string currentTrack;
Mix_Music* currentMusic_ = nullptr;
Mix_Music* currentMusic_ = nullptr;
#endif
int musicVolume_ = 128;
int soundVolume_ = 128;
bool musicEnabled_ = true;
bool soundEnabled_ = true;
bool initialized = false;
};
};

View File

@ -528,12 +528,14 @@ namespace FRG
}
else
{
/*
std::ifstream f(fileName, std::ios::binary | std::ios::ate);
if (!f.is_open()) throw std::runtime_error("Failed to open binary file: " + fileName);
std::streamsize fileSize = f.tellg();
f.seekg(0);
fileData.resize(static_cast<size_t>(fileSize));
f.read(fileData.data(), fileSize);
f.read(fileData.data(), fileSize);*/
fileData = readFile(fileName);
}
const char* ptr = fileData.data();

View File

@ -23,7 +23,7 @@ int Environment::height = CONST_DEFAULT_HEIGHT;
float Environment::zoom = DEFAULT_ZOOM;
bool Environment::enableLogging = false;
bool Environment::enableLogging = true;
SDL_Window* Environment::window = nullptr;

View File

@ -24,11 +24,16 @@
#include "GameConstants.h"
#ifdef __ANDROID__
extern bool isAppActive;
#endif
namespace FRG
{
static const float zoomMin = 6.0f;
static const float zoomMax = 20.0f;
#ifdef EMSCRIPTEN
const char* CONST_ZIP_FILE = "resources.zip";
#else
@ -81,8 +86,10 @@ namespace FRG
}
void Game::setup() {
#ifndef __ANDROID__
Environment::width = Environment::CONST_DEFAULT_WIDTH;
Environment::height = Environment::CONST_DEFAULT_HEIGHT;
#endif
Environment::computeProjectionDimensions();
FRG::BindOpenGlFunctions();
@ -156,7 +163,9 @@ namespace FRG
});
loadSteps.push([this]() {
#if defined(EMSCRIPTEN)
#if defined(EMSCRIPTEN) || defined(__ANDROID__)
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
@ -181,7 +190,14 @@ namespace FRG
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning_web.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow_web.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
/*#elif defined(__linux__)
renderer.shaderManager.AddShaderFromFiles("text2d",
"resources/shaders/text2d.vertex",
"resources/shaders/text2d_web.fragment",
CONST_ZIP_FILE
);
/*#elif defined(__linux__)
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
@ -233,6 +249,12 @@ namespace FRG
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("text2d",
"resources/shaders/text2d.vertex",
"resources/shaders/text2d_desktop.fragment",
CONST_ZIP_FILE
);
#endif
});
@ -1175,6 +1197,23 @@ namespace FRG
Environment::exitGameLoop = true;
}
#ifdef __ANDROID__
if (event.type == SDL_APP_WILLENTERBACKGROUND) {
isAppActive = false;
__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
break;
}
if (event.type == SDL_APP_DIDENTERFOREGROUND) {
isAppActive = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
break;
}
/*
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 1 event type: %d", event.type);
*/
#endif
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
const bool wasPortrait = Environment::width < Environment::height;
@ -1211,7 +1250,12 @@ namespace FRG
// Suppress all input while portrait overlay is shown
//if (mobileIsPortrait) continue;
/*
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 2 event type: %d", event.type);
#endif
*/
// Ignore pointer input until the initial loading screen has finished.
// Otherwise a click on the loading screen (e.g. at the spot where a
// main-menu button will later be) gets delivered to the menu UI as
@ -1222,6 +1266,12 @@ namespace FRG
continue;
}
/*
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 3 event type: %d", event.type);
#endif
*/
#ifdef __ANDROID__
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
Environment::exitGameLoop = true;
@ -1232,6 +1282,12 @@ namespace FRG
// SDL_HINT_TOUCH_MOUSE_EVENTS="0" is set in main.cpp so these do not
// also fire SDL_MOUSEBUTTONDOWN, preventing double-processing.
if (event.type == SDL_FINGERDOWN || event.type == SDL_FINGERUP || event.type == SDL_FINGERMOTION) {
/*
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 4 event type: %d", event.type);
#endif
*/
int eventX = static_cast<int>(event.tfinger.x * Environment::width);
int eventY = static_cast<int>(event.tfinger.y * Environment::height);
int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
@ -1249,7 +1305,12 @@ namespace FRG
}
continue;
}
/*
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::update step 5 event type: %d", event.type);
#endif
*/
// Mouse-left maps to a single virtual touch with MOUSE_FINGER_ID.
// Right mouse is intentionally unused now — camera rotation is on hold-and-drag.
if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
@ -1304,136 +1365,6 @@ namespace FRG
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) {
/*case SDLK_8:
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(8);
} else {
gameState.isDawn = !gameState.isDawn;
if (gameState.isDawn) gameState.isNight = true;
}
break;
case SDLK_9:
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(9);
} else {
startNightTransition();
}
break;
case SDLK_0:
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
}
else {
currentLocation()->requestDarklandsTransition();
}
break;
case SDLK_1:
case SDLK_2:
case SDLK_3:
case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
if (editorMode == EditorMode::InteractiveObjects && currentLocation()) {
currentLocation()->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
} else {
currentLocation()->switchNavigation(event.key.keysym.sym - SDLK_0);
logger() << "Switched to nav mesh " << (event.key.keysym.sym - SDLK_0) << std::endl;
}
break;
case SDLK_f:
currentLocation()->dialogueSystem.startDialogue("phone_night_aiperi001");
break;
case SDLK_e:
currentLocation()->dialogueSystem.startCutscene("computer_cutscene001"); //.startDialogue("test_cutscene_pan_dialogue");
break;
case SDLK_n:
if (editorMode == EditorMode::None)
editorMode = EditorMode::Navigation;
else if (editorMode == EditorMode::Navigation)
editorMode = EditorMode::InteractiveObjects;
else
editorMode = EditorMode::None;
if (currentLocation()) {
currentLocation()->editorMode = editorMode;
if (editorMode == EditorMode::Navigation)
currentLocation()->editor.buildNavMeshes();
else if (editorMode == EditorMode::InteractiveObjects)
currentLocation()->editor.buildInteractiveObjectBoundsMeshes();
}
{
const char* modeName = (editorMode == EditorMode::Navigation) ? "Navigation"
: (editorMode == EditorMode::InteractiveObjects) ? "InteractiveObjects"
: "None";
logger() << "[EDITOR] Mode: " << modeName << std::endl;
}
break;
case SDLK_o:
x = x + 0.05;
logger() << "current x: " << x << std::endl;
//y = y + 0.002;
//currentLocation->player->hp = 200;
//currentLocation->npcs[0]->walkSpeed += 0.01f;
//logger() << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
break;
case SDLK_k:
x = x - 0.05;
logger() << "current x: " << x << std::endl;
logger() << "Player pos: " << currentLocation()->player->state.position.transpose() << std::endl;
logger() << "Player rotation: " << currentLocation()->player->state.facingAngle*180.0/M_PI << std::endl;
//currentLocation->npcs[0]->walkSpeed -= 0.01f;
//logger() << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
break;
case SDLK_p:
gameState.currentLocationName = "uni_interior";
currentLocation()->player->state.position = Eigen::Vector3f(-0.0189243, 0, -13.4314);
currentLocation()->player->setTarget(currentLocation()->player->state.position);
//logger() << "Switched to location " << ((currentLocation == locations["location1"]) ? "1" : "2") << std::endl;
break;
case SDLK_l:
//x = x - 1;
//logger() << "current x: " << x << std::endl;
logger() << "Azimuth: " << currentLocation()->state.cameraAzimuth << std::endl;
logger() << "Inclination: " << currentLocation()->state.cameraInclination << std::endl;
break;
case SDLK_c:
logger() << "SLOW-MO activated!" << std::endl;
activateSlowMoEffect();
break;
case SDLK_i:
y = y - 1;
logger() << "current y: " << y << std::endl;
break;
case SDLK_b:
if (editorMode != EditorMode::None && currentLocation()) {
currentLocation()->editor.saveAll();
}
break;
case SDLK_j:
currentLocation()->editor.placeTree();
break;
case SDLK_v:
if (editorMode != EditorMode::None && currentLocation()) {
currentLocation()->editor.saveObjects();
}
break;
case SDLK_RETURN:*/
default:
break;
}
@ -1586,21 +1517,41 @@ namespace FRG
const int uiX = mx;
const int uiY = Environment::projectionHeight - my;
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::onPointerDown step 1");
#endif
menuManager.topUiManager.onTouchDown(fingerId, uiX, uiY);
const bool capturedByTopUi = menuManager.topUiManager.isUiInteractionForFinger(fingerId);
const bool dialogueActive = currentLocation() && currentLocation()->dialogueSystem.isActive();
if (!dialogueActive && !capturedByTopUi) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::onPointerDown step 2");
#endif
menuManager.uiManager.onTouchDown(fingerId, uiX, uiY);
}
st.capturedByUi = capturedByTopUi || (!dialogueActive && menuManager.uiManager.isUiInteractionForFinger(fingerId));
activePointers[fingerId] = st;
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::onPointerDown step 3");
#endif
if (st.capturedByUi) {
// UI button / slider / text-field grabbed this press; don't drive
// gameplay or pinch from it.
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::onPointerDown step 4");
#endif
return;
}
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game",
"Game::onPointerDown step 5");
#endif
if (countNonUiPointers() >= 2) {
// Second finger landed on the gameplay area: switch to pinch-zoom

View File

@ -861,7 +861,39 @@ namespace FRG {
}
});
lua.script_file(scriptPath);
//lua.script_file(scriptPath);
#ifdef __ANDROID__
// Читаем файл в строку через SDL_RWops
std::string scriptContent = readTextFile(scriptPath);
if (scriptContent.empty()) {
std::cerr << "[script] Failed to read script file or file is empty: " << scriptPath << "\n";
}
else {
// Загружаем (компилируем) строку скрипта. Вторым аргументом передаем имя для логов
auto loadResult = lua.load(scriptContent, scriptPath);
if (!loadResult.valid()) {
sol::error err = loadResult;
std::cerr << "[script] Lua compile error: " << err.what() << "\n";
}
else {
// Если компиляция успешна — вызываем функцию для выполнения кода скрипта
auto runResult = loadResult();
if (!runResult.valid()) {
sol::error err = runResult;
std::cerr << "[script] Lua runtime error: " << err.what() << "\n";
}
}
}
#else
// На остальных платформах оставляем стандартную загрузку из файла
auto result = lua.script_file(scriptPath, sol::script_pass_on_error);
if (!result.valid()) {
sol::error err = result;
std::cerr << "[script] Lua load error: " << err.what() << "\n";
}
#endif
}
void ScriptEngine::callNpcInteractCallback(int npcIndex) {
@ -885,14 +917,14 @@ namespace FRG {
std::cerr << "[SCRIPT] Lua function 'on_npc_interact' not found!" << std::endl;
}
}
/*
void ScriptEngine::runScript(const std::string& path) {
auto result = impl->lua.safe_script_file(path, sol::script_pass_on_error);
if (!result.valid()) {
sol::error err = result;
std::cerr << "[script] Error in " << path << ": " << err.what() << "\n";
}
}
}*/
void ScriptEngine::callActivateFunction(const std::string& functionName) {
if (!impl) {

View File

@ -22,7 +22,7 @@ public:
void init(Location* game, Inventory* inventory, AudioPlayerAsync* audioPlayer, const std::string& scriptPath);
// Execute a Lua script file. Logs errors to stderr.
void runScript(const std::string& path);
//void runScript(const std::string& path);
void callItemPickupCallback(const std::string& objectName);

View File

@ -117,6 +117,8 @@ int main(int argc, char* argv[]) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
FRG::Environment::window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
glContext_x = SDL_GL_CreateContext(FRG::Environment::window);
@ -149,40 +151,61 @@ int main(int argc, char* argv[]) {
#ifdef __ANDROID__
extern "C" int SDL_main(int argc, char* argv[]) {
// Инициализация SDL перед получением информации о дисплее
#include <jni.h>
#include <android/log.h>
void Android_InitTouchDevices() {
JNIEnv* env = (JNIEnv*)SDL_AndroidGetJNIEnv();
if (!env) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "[Android] Failed to get JNIEnv for touch init");
return;
}
jclass activityClass = env->FindClass("org/libsdl/app/SDLActivity");
if (!activityClass) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "[Android] Failed to find SDLActivity class");
return;
}
jmethodID initTouchMethod = env->GetStaticMethodID(activityClass, "initTouch", "()V");
if (!initTouchMethod) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "[Android] Failed to find initTouch method");
return;
}
env->CallStaticVoidMethod(activityClass, initTouchMethod);
__android_log_print(ANDROID_LOG_INFO, "Game", "[Android] JNI initTouch() successfully invoked");
}
// Переменная для отслеживания фокуса приложения на Android
bool isAppActive = true;
int main(int argc, char* argv[]) {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
return 1;
}
SDL_DisplayMode displayMode;
if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
SDL_Quit();
return 1;
}
FRG::Environment::width = displayMode.w;
FRG::Environment::height = displayMode.h;
__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
FRG::Environment::width, FRG::Environment::height);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
// Передаем 0, 0 — на Android SDL автоматически растянет окно
// на весь экран с учетом системной ориентации Активити
FRG::Environment::window = SDL_CreateWindow(
"Shadow Over Bishkek",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
FRG::Environment::width, FRG::Environment::height,
0, 0,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
);
@ -208,32 +231,87 @@ extern "C" int SDL_main(int argc, char* argv[]) {
return 1;
}
// Настройка VSync
// СТРОГО ТУТ: Запрашиваем у созданного окна реальный размер буфера
// Это исключит баг перевернутых координат ширины и высоты
int realWidth, realHeight;
SDL_GL_GetDrawableSize(FRG::Environment::window, &realWidth, &realHeight);
FRG::Environment::width = realWidth;
FRG::Environment::height = realHeight;
__android_log_print(ANDROID_LOG_INFO, "Game", "Actual Render Resolution: %dx%d",
FRG::Environment::width, FRG::Environment::height);
// Теперь, когда окно гарантированно создано в правильной ориентации,
// привязываем тач-устройства на стороне Java
Android_InitTouchDevices();
if (SDL_GL_SetSwapInterval(1) < 0) {
__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
}
// Настройка игры
try {
game.setup();
g_game = new FRG::Game();
g_game->setup();
}
catch (const std::exception& e) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
if (g_game) {
delete g_game;
g_game = nullptr;
}
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(FRG::Environment::window);
SDL_Quit();
return 1;
}
while (!game.shouldExit()) {
game.update();
SDL_Delay(16);
while (!g_game->shouldExit()) {
SDL_Event event;
// Обрабатываем системные события Android до обновления кадра
/*while (SDL_PollEvent(&event)) {
// Перенаправляем событие в игру, чтобы сработал ваш внутренний цикл (память, ресайз и т.д.)
// Примечание: внутри Game::update у вас тоже стоит PollEvent.
// Чтобы события не терялись, лучше обрабатывать их в одном месте,
// но жизненно важные для ОС флаги перехватываем здесь:
if (event.type == SDL_QUIT) {
break;
}
// Сворачивание / Разворачивание приложения в Android
if (event.type == SDL_APP_WILLENTERBACKGROUND) {
isAppActive = false;
__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
}
if (event.type == SDL_APP_DIDENTERFOREGROUND) {
isAppActive = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
}
}*/
if (isAppActive) {
g_game->update();
// На Android шаг кадров завязан на VSync (SwapInterval = 1).
// SDL_Delay(16) здесь не нужен, он будет вызывать микро-фризы (stuttering).
}
else {
// Если игра свернута — спим, чтобы не нагружать CPU/GPU
SDL_Delay(100);
}
}
delete g_game;
g_game = nullptr;
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(FRG::Environment::window);
SDL_Quit();
return 0;
}
#endif
#ifndef __ANDROID__
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__linux__)
// Read the persisted fullscreen preference (if any) before creating the
@ -417,3 +495,4 @@ int main(int argc, char* argv[]) {
return 0;
}
#endif
#endif

View File

@ -12,8 +12,8 @@
#ifdef __ANDROID__
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#else
#ifdef __linux__
#include <GL/gl.h>

View File

@ -87,13 +87,13 @@ namespace FRG {
GL_TEXTURE_2D, depthTexture, 0);
// No color buffer for this FBO — depth only.
#ifdef EMSCRIPTEN
//#ifdef EMSCRIPTEN
GLenum drawBuffers[] = { GL_NONE };
glDrawBuffers(1, drawBuffers);
#else
/*#else
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
#endif
#endif*/
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {

View File

@ -1,6 +1,8 @@
#include "render/TextRenderer.h"
#include <ft2build.h>
#include FT_FREETYPE_H
//#include "freetype/freetype.h"
#include "Environment.h"
#include "render/OpenGlExtensions.h"
@ -50,27 +52,6 @@ bool TextRenderer::init(Renderer& renderer, const std::string& ttfPath, int pixe
r = &renderer;
static bool shaderAlreadyAdded = false;
if (shaderAlreadyAdded == false)
{
shaderAlreadyAdded = true;
#ifdef EMSCRIPTEN
r->shaderManager.AddShaderFromFiles(shaderName,
"resources/shaders/text2d.vertex",
"resources/shaders/text2d_web.fragment",
zipfilename
);
#else
r->shaderManager.AddShaderFromFiles(shaderName,
"resources/shaders/text2d.vertex",
"resources/shaders/text2d_desktop.fragment",
zipfilename
);
#endif
}
FRG::CheckGlError(__FILE__, __LINE__);
if (!loadGlyphs(ttfPath, pixelSize, zipfilename)) return false;
FRG::CheckGlError(__FILE__, __LINE__);

View File

@ -49,7 +49,7 @@ private:
VertexRenderStruct textMesh;
std::string shaderName = "text2d";
const std::string shaderName = "text2d";
// caching for static texts
struct CachedText {