Working on Android version
This commit is contained in:
parent
0975f3b9cd
commit
e773b51985
@ -11,10 +11,10 @@ android {
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if (buildAsApplication) {
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namespace "org.libsdl.app"
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}
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compileSdkVersion 34
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compileSdkVersion 37
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defaultConfig {
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minSdkVersion 19
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targetSdkVersion 34
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minSdkVersion 21
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targetSdkVersion 37
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versionCode 1
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versionName "1.0"
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externalNativeBuild {
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@ -23,8 +23,8 @@ android {
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abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
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}*/
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cmake {
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arguments "-DANDROID_APP_PLATFORM=android-19", "-DANDROID_STL=c++_static"
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cppFlags "-std=c++11 -frtti -fexceptions"
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arguments /*"-DANDROID_APP_PLATFORM=android-19",*/ "-DANDROID_STL=c++_static"
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cppFlags "-std=c++17 -frtti -fexceptions"
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abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
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}
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}
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@ -32,7 +32,7 @@ android {
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buildTypes {
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release {
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minifyEnabled false
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proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
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proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
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}
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}
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applicationVariants.all { variant ->
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@ -21,7 +21,7 @@ set(TP_ROOT "${THIRDPARTY_DIR}")
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# ==============================================================================
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# --- ZLIB ---
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add_subdirectory("${TP_ROOT}/zlib-1.3.1" zlib-build)
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#add_subdirectory("${TP_ROOT}/zlib-1.3.2" zlib-build)
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# --- LIBPNG ---
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set(PNG_STATIC ON CACHE BOOL "Build static library" FORCE)
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@ -39,6 +39,9 @@ add_subdirectory("${TP_ROOT}/libpng-1.6.51" libpng-build)
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# --- SDL2 ---
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# Android-версия SDL требует специфичных настроек, но add_subdirectory обычно подхватывает их сама
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add_subdirectory("${TP_ROOT}/SDL-release-2.32.10" sdl-build)
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#add_subdirectory("${TP_ROOT}/SDL_mixer-release-2.8.0" sdl-mixer-build)
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add_subdirectory("${TP_ROOT}/SDL_ttf-release-2.24.0" sdl-ttf-build)
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# --- LIBZIP ---
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# Отключаем поиск системных крипто-библиотек, так как в NDK их может не быть в стандартных путях
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@ -33,62 +33,143 @@ endforeach()
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# Создаем кастомную цель, которая будет запускать процесс копирования
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add_custom_target(sync_resources ALL DEPENDS ${RES_OUTPUTS})
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set(LUA_SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/lua-5.4.8")
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file(GLOB LUA_SOURCES "${LUA_SRC_DIR}/*.c")
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list(REMOVE_ITEM LUA_SOURCES
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"${LUA_SRC_DIR}/lua.c"
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"${LUA_SRC_DIR}/luac.c"
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"${LUA_SRC_DIR}/onelua.c"
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)
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add_library(lua_static STATIC ${LUA_SOURCES})
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target_include_directories(lua_static PUBLIC "${LUA_SRC_DIR}")
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add_library(main SHARED
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SDL_android_main.c
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../../../../src/BoneAnimatedModel.cpp
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../../../../src/Environment.cpp
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../../../../src/Game.cpp
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../../../../src/main.cpp
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../../../../src/Projectile.cpp
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../../../../src/SparkEmitter.cpp
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../../../../src/TextModel.cpp
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../../../../src/UiManager.cpp
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../../../../src/utils/Perlin.cpp
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../../../../src/utils/TaskManager.cpp
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../../../../src/utils/Utils.cpp
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../../../../src/navigation/PathFinder.cpp
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../../../../src/planet/PlanetData.cpp
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../../../../src/planet/PlanetObject.cpp
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../../../../src/planet/StoneObject.cpp
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../../../../src/render/FrameBuffer.cpp
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../../../../src/render/ShadowMap.cpp
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../../../../src/Game.cpp
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../../../../src/Game.h
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../../../../src/Character.cpp
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../../../../src/Character.h
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../../../../src/CharacterState.cpp
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../../../../src/CharacterState.h
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../../../../src/Environment.cpp
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../../../../src/Environment.h
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../../../../src/Localization.cpp
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../../../../src/Localization.h
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../../../../src/render/Renderer.cpp
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../../../../src/render/Renderer.h
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../../../../src/render/ShaderManager.cpp
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../../../../src/render/ShaderManager.h
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../../../../src/render/TextureManager.cpp
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../../../../src/render/TextureManager.h
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../../../../src/TextModel.cpp
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../../../../src/TextModel.h
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../../../../src/AudioPlayerAsync.cpp
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../../../../src/AudioPlayerAsync.h
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../../../../src/BoneAnimatedModelNew.cpp
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../../../../src/BoneAnimatedModelNew.h
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../../../../src/render/OpenGlExtensions.cpp
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../../../../src/render/OpenGlExtensions.h
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../../../../src/utils/Utils.cpp
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../../../../src/utils/Utils.h
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../../../../src/SparkEmitter.cpp
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../../../../src/SparkEmitter.h
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../../../../src/TeleportZone.h
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../../../../src/TeleportZone.cpp
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../../../../src/utils/TaskManager.cpp
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../../../../src/utils/TaskManager.h
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../../../../src/render/FrameBuffer.cpp
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../../../../src/render/FrameBuffer.h
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../../../../src/render/ShadowMap.cpp
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../../../../src/render/ShadowMap.h
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../../../../src/UiManager.cpp
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../../../../src/UiManager.h
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../../../../src/render/TextRenderer.h
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../../../../src/render/TextRenderer.cpp
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../../../../src/MenuManager.h
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../../../../src/MenuManager.cpp
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../../../../src/Location.h
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../../../../src/Location.cpp
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../../../../src/LocationState.h
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../../../../src/LocationState.cpp
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../../../../src/LocationEditor.h
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../../../../src/LocationEditor.cpp
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../../../../src/NpcCar.h
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../../../../src/NpcCar.cpp
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../../../../src/GameConstants.h
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../../../../src/GameConstants.cpp
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../../../../src/GameState.h
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../../../../src/GameState.cpp
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../../../../src/ScriptEngine.h
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../../../../src/ScriptEngine.cpp
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../../../../src/navigation/PathFinder.h
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../../../../src/navigation/PathFinder.cpp
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../../../../src/items/GameObjectLoader.h
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../../../../src/items/GameObjectLoader.cpp
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../../../../src/items/Item.h
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../../../../src/items/Item.cpp
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../../../../src/items/ItemRegistry.h
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../../../../src/items/ItemRegistry.cpp
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../../../../src/items/InteractiveObject.h
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../../../../src/items/InteractiveObject.cpp
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../../../../src/items/InteractiveObjectState.h
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../../../../src/dialogue/DialogueTypes.h
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../../../../src/dialogue/DialogueDatabase.h
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../../../../src/dialogue/DialogueDatabase.cpp
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../../../../src/dialogue/DialogueRuntime.h
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../../../../src/dialogue/DialogueRuntime.cpp
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../../../../src/dialogue/DialogueOverlay.h
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../../../../src/dialogue/DialogueOverlay.cpp
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../../../../src/dialogue/DialogueSystem.h
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../../../../src/dialogue/DialogueSystem.cpp
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../../../../src/dialogue/TranslationDatabase.h
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../../../../src/dialogue/TranslationDatabase.cpp
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../../../../src/quest/QuestTypes.h
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../../../../src/quest/QuestJournal.h
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../../../../src/quest/QuestJournal.cpp
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../../../../src/cutscene/CutsceneTypes.h
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../../../../src/cutscene/CutsceneDatabase.h
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../../../../src/cutscene/CutsceneDatabase.cpp
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../../../../src/cutscene/CutsceneRuntime.h
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../../../../src/cutscene/CutsceneRuntime.cpp
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../../../../src/cutscene/CutsceneOverlay.h
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../../../../src/cutscene/CutsceneOverlay.cpp
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../../../../src/render/UiQuad.h
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)
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# Подключаем заголовки
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target_include_directories(main PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
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${CMAKE_CURRENT_SOURCE_DIR}/../zlib
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${CMAKE_CURRENT_SOURCE_DIR}/../libpng
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/eigen-5.0.0
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/boost_1_90_0
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../src
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${CMAKE_CURRENT_SOURCE_DIR}/../libzip
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)
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# ВАЖНО: Линкуемся с png_static (статика) или png_shared (динамика)
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# Так как мы установили PNG_STATIC=ON и PNG_SHARED=OFF,
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# должна создаться цель png_static
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find_library(OPENGLES3_LIB GLESv3)
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target_link_libraries(main
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png_static # ← ЭТО ПРАВИЛЬНОЕ ИМЯ ЦЕЛИ!
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${OPENGLES3_LIB}
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png_static
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z
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SDL2
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)
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find_library(OPENGLES2_LIB GLESv2)
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target_link_libraries(main
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${OPENGLES2_LIB} # OpenGL ES 2.0/3.0
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SDL2_ttf
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log
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android
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OpenSLES
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dl
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zip
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lua_static
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#freetype
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)
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# Подключаем заголовки
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target_include_directories(main PRIVATE
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#${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/SDL_ttf-release-2.24.0/external/freetype/include
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#${CMAKE_CURRENT_SOURCE_DIR}/../zlib
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#${CMAKE_CURRENT_SOURCE_DIR}/../libpng
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/eigen-5.0.0
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/boost_1_90_0
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../src
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${CMAKE_CURRENT_SOURCE_DIR}/../../../../thirdparty/sol2-3.3.0/include
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#${CMAKE_CURRENT_SOURCE_DIR}/../libzip
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)
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add_dependencies(main sync_resources)
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@ -8,7 +8,7 @@
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android:installLocation="auto">
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<!-- OpenGL ES 2.0 -->
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<uses-feature android:glEsVersion="0x00020000" />
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<uses-feature android:glEsVersion="0x00030000" />
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<!-- Touchscreen support -->
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<uses-feature
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@ -6,7 +6,7 @@ buildscript {
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google()
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}
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dependencies {
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classpath 'com.android.tools.build:gradle:8.1.1'
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classpath 'com.android.tools.build:gradle:9.3.0'
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// NOTE: Do not place your application dependencies here; they belong
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// in the individual module build.gradle files
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@ -9,6 +9,17 @@
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# Specifies the JVM arguments used for the daemon process.
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# The setting is particularly useful for tweaking memory settings.
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android.builtInKotlin=false
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android.defaults.buildfeatures.resvalues=true
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android.dependency.useConstraints=true
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android.enableAppCompileTimeRClass=false
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android.newDsl=false
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android.r8.optimizedResourceShrinking=false
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android.r8.strictFullModeForKeepRules=false
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android.sdk.defaultTargetSdkToCompileSdkIfUnset=false
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android.uniquePackageNames=false
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android.useAndroidX=false
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android.usesSdkInManifest.disallowed=false
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org.gradle.jvmargs=-Xmx1536m
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# When configured, Gradle will run in incubating parallel mode.
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@ -1,6 +1,6 @@
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#Sat Jan 10 10:31:05 MSK 2026
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distributionBase=GRADLE_USER_HOME
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distributionPath=wrapper/dists
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distributionUrl=https\://services.gradle.org/distributions/gradle-8.4-bin.zip
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distributionUrl=https\://services.gradle.org/distributions/gradle-9.5.0-bin.zip
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zipStoreBase=GRADLE_USER_HOME
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zipStorePath=wrapper/dists
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@ -22,7 +22,7 @@ AudioPlayerAsync::~AudioPlayerAsync() {
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}
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bool AudioPlayerAsync::init() {
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if (initialized) return true;
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/*if (initialized) return true;
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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std::cerr << "SDL_InitSubSystem(SDL_INIT_AUDIO) failed: " << SDL_GetError() << std::endl;
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@ -37,13 +37,13 @@ bool AudioPlayerAsync::init() {
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Mix_AllocateChannels(16);
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initialized = true;
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FRG::logger() << "AudioPlayerAsync initialized with SDL2_mixer" << std::endl;
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FRG::logger() << "AudioPlayerAsync initialized with SDL2_mixer" << std::endl;*/
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return true;
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}
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void AudioPlayerAsync::shutdown() {
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if (!initialized) return;
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/*
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if (currentMusic_) {
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Mix_HaltMusic();
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Mix_FreeMusic(currentMusic_);
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@ -61,11 +61,11 @@ void AudioPlayerAsync::shutdown() {
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Mix_CloseAudio();
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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initialized = false;
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FRG::logger() << "AudioPlayerAsync shutdown" << std::endl;
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FRG::logger() << "AudioPlayerAsync shutdown" << std::endl;*/
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}
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void AudioPlayerAsync::playSoundAsync(const std::string& filePath, int loops, int channel) {
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if (!initialized) {
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/*if (!initialized) {
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std::cerr << "AudioPlayerAsync not initialized" << std::endl;
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return;
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}
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@ -104,10 +104,11 @@ void AudioPlayerAsync::playSoundAsync(const std::string& filePath, int loops, in
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taskQueue.push(std::move(task));
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::playMusicAsync(const std::string& filePath, int loops) {
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if (!initialized) return;
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/*if (!initialized) return;
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if (filePath == currentTrack)
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return;
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@ -141,10 +142,11 @@ void AudioPlayerAsync::playMusicAsync(const std::string& filePath, int loops) {
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taskQueue.push(std::move(task));
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::stopMusicAsync() {
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if (!initialized) return;
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/*if (!initialized) return;
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currentTrack = "";
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@ -157,10 +159,11 @@ void AudioPlayerAsync::stopMusicAsync() {
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});
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::pauseMusicAsync() {
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if (!initialized) return;
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/*if (!initialized) return;
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#ifdef __EMSCRIPTEN__
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Mix_PauseMusic();
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#else
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@ -170,10 +173,11 @@ void AudioPlayerAsync::pauseMusicAsync() {
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});
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::resumeMusicAsync() {
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if (!initialized) return;
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/*if (!initialized) return;
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#ifdef __EMSCRIPTEN__
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Mix_ResumeMusic();
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#else
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@ -183,9 +187,11 @@ void AudioPlayerAsync::resumeMusicAsync() {
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});
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::setMusicVolume(int volume) {
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/*
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if (!initialized) return;
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volume = std::max(0, std::min(128, volume));
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musicVolume_ = volume;
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@ -198,9 +204,11 @@ void AudioPlayerAsync::setMusicVolume(int volume) {
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});
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::setSoundVolume(int volume) {
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/*
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if (!initialized) return;
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volume = std::max(0, std::min(128, volume));
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soundVolume_ = volume;
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@ -213,10 +221,11 @@ void AudioPlayerAsync::setSoundVolume(int volume) {
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});
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::crossFadeMusicAsync(const std::string& filePath, int fadeDurationMs, int loops) {
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if (!initialized) return;
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/*if (!initialized) return;
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if (filePath == currentTrack) return;
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currentTrack = filePath;
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if (!musicEnabled_) return;
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@ -253,10 +262,11 @@ void AudioPlayerAsync::crossFadeMusicAsync(const std::string& filePath, int fade
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taskQueue.push(std::move(task));
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::crossFadeMusicFromPositionAsync(const std::string& filePath, int fadeDurationMs, int loops) {
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if (!initialized) return;
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/*if (!initialized) return;
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if (filePath == currentTrack) return;
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currentTrack = filePath;
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if (!musicEnabled_) return;
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@ -296,10 +306,11 @@ void AudioPlayerAsync::crossFadeMusicFromPositionAsync(const std::string& filePa
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taskQueue.push(std::move(task));
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cv.notify_one();
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#endif
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*/
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}
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void AudioPlayerAsync::setMusicEnabled(bool enabled) {
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if (musicEnabled_ == enabled) return;
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/*if (musicEnabled_ == enabled) return;
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musicEnabled_ = enabled;
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if (!initialized) return;
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@ -319,7 +330,7 @@ void AudioPlayerAsync::setMusicEnabled(bool enabled) {
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currentTrack = ""; // clear so crossFadeMusicAsync doesn't bail early
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crossFadeMusicAsync(track);
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}
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}
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}*/
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}
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void AudioPlayerAsync::setSoundEnabled(bool enabled) {
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@ -1,6 +1,8 @@
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#pragma once
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#if 0
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#include <SDL2/SDL_mixer.h>
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#endif
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#include <string>
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#include <unordered_map>
|
||||
#include <memory>
|
||||
@ -51,13 +53,14 @@ 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;
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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;
|
||||
|
||||
|
||||
219
src/Game.cpp
219
src/Game.cpp
@ -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);
|
||||
@ -181,6 +190,13 @@ 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);
|
||||
|
||||
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);
|
||||
@ -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
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -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);
|
||||
|
||||
|
||||
137
src/main.cpp
137
src/main.cpp
@ -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
|
||||
@ -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>
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -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__);
|
||||
|
||||
@ -49,7 +49,7 @@ private:
|
||||
|
||||
VertexRenderStruct textMesh;
|
||||
|
||||
std::string shaderName = "text2d";
|
||||
const std::string shaderName = "text2d";
|
||||
|
||||
// caching for static texts
|
||||
struct CachedText {
|
||||
|
||||
Loading…
Reference in New Issue
Block a user