Compare commits

...
156 Commits
Author SHA1 Message Date
Alexander Batalov cb9c72d1db Bump version to 1.1.0 2022-09-23 09:42:47 +03:00
Edgar Miró 7a455dcad5 Update readme (#143) 2022-09-23 09:33:03 +03:00
Alexander Batalov cacbecb324 Update license 2022-09-22 13:23:09 +03:00
Alexander Batalov c521dcaf57 Fix storing pointers in map local variables
Closes #152
2022-09-22 12:45:58 +03:00
Alexander Batalov b89c06008b Add Windows icon 2022-09-22 10:13:28 +03:00
Alexander Batalov c20e40652d Add Android icon 2022-09-15 22:06:36 +03:00
Alexander Batalov 2fe74627bd Add macOS icon 2022-09-15 20:59:02 +03:00
Alexander Batalov 9864a2551d Uninline mapSetEnteringLocation 2022-09-15 19:59:16 +03:00
Alexander Batalov dea8c98399 Decompile square_init 2022-09-15 18:25:48 +03:00
Alexander Batalov 108a20ef27 Decompile mapLocalVariablesLoad 2022-09-15 18:22:27 +03:00
Alexander Batalov 0adc65054c Decompile mapLocalVariablesInit 2022-09-15 18:19:50 +03:00
Alexander Batalov d72a74f6c3 Decompile mapGlobalVariablesLoad 2022-09-15 18:17:16 +03:00
Alexander Batalov 1d05bac7a1 Decompile mapGlobalVariablesInit 2022-09-15 18:16:46 +03:00
Alexander Batalov 980b40dcdd Review mapNewMap 2022-09-15 17:49:40 +03:00
Alexander Batalov b1a8707fb2 Review isoExit 2022-09-15 17:45:35 +03:00
Alexander Batalov 382de999cc Review isoReset 2022-09-15 17:43:33 +03:00
Alexander Batalov 06618d9e21 Uninline wmAreaSetVisibleState 2022-09-15 14:25:21 +03:00
Alexander Batalov 1b6e29acc0 Reorder includes 2022-09-15 12:38:23 +03:00
Alexander Batalov e5992779f3 Reconcile worldmap.cc 2022-09-15 11:42:02 +03:00
Alexander Batalov d7bc8e4176 Rename worldmap.cc 2022-09-15 09:00:11 +03:00
Alexander Batalov 629978d7a6 Reconcile with reference edition 2022-09-01 18:41:37 +03:00
Alexander Batalov 039ad65557 Add getFileSize 2022-09-01 07:37:00 +03:00
Alexander Batalov 26e5104a96 Add compat_strdup 2022-09-01 06:48:26 +03:00
Alexander Batalov d39276fe3a Update fpattern config 2022-09-01 06:24:01 +03:00
Alexander Batalov 2a17a07784 Fix AI behaviour for Snipe distance preference 2022-08-31 22:02:08 +03:00
Alexander Batalov 56d35bef0d Add more checks for AI to pick secondary hit mode 2022-08-31 20:25:40 +03:00
Alexander Batalov 676098dc5f Fix weapon safety check 2022-08-31 19:56:09 +03:00
Alexander Batalov 857d3902bb Fix AI weapon switching 2022-08-31 19:53:12 +03:00
Alexander Batalov 7803378d82 Fix some warnings 2022-08-31 18:52:01 +03:00
Alexander Batalov 893a116fb4 Fix getting random target 2022-08-31 18:31:23 +03:00
Alexander Batalov 916bf40602 Add CombatBadShot enum 2022-08-31 18:29:46 +03:00
Alexander Batalov 40d6348b09 Fix incorrect AP cost when AI reloads a weapon 2022-08-31 17:41:50 +03:00
Alexander Batalov 1e5047cd48 Improve aiHaveAmmo 2022-08-31 12:05:56 +03:00
Alexander Batalov 7750006127 Fix warnings 2022-08-31 10:11:01 +03:00
Alexander Batalov 1b69c97ce4 Improve aiAttemptWeaponReload 2022-08-31 10:05:00 +03:00
Alexander Batalov b3431fadf7 Fix some warnings 2022-08-29 23:58:03 +03:00
Alexander Batalov 2a0d0633f1 Fix images for scroll buttons 2022-08-29 23:42:36 +03:00
Alexander Batalov 4ed86be78e Add missing worldmap button sounds 2022-08-29 23:35:58 +03:00
Alexander Batalov db13317613 Fix default worldmap font 2022-08-29 23:33:03 +03:00
Alexander Batalov 8deb855b12 Fix Pathfinder perk 2022-08-29 17:37:58 +03:00
Alexander Batalov 24277424d2 Fix typo 2022-08-29 16:08:23 +03:00
Alexander Batalov c593eceaaf Add pip-boy automaps patch 2022-08-29 16:07:34 +03:00
Alexander Batalov e3a811c83d Add a flashing icon to the Horrigan encounter 2022-08-29 15:14:16 +03:00
Alexander Batalov 89fd83012a Fix quick destinations positioning 2022-08-24 13:11:46 +03:00
Alexander Batalov e71447a3d3 Use pop-up message box about death from radiation 2022-08-19 20:25:14 +03:00
Alexander Batalov b89d6dfd72 Fix crash when opening bag on the bartering table 2022-08-19 19:54:39 +03:00
Alexander Batalov 3878be0d09 Fix items disappearing when using bag 2022-08-19 19:42:21 +03:00
Alexander Batalov 21d550ad1e Fix attackDetermineToHit 2022-08-19 18:58:18 +03:00
Alexander Batalov 134ab451e3 Fix item name separator position 2022-08-19 18:07:12 +03:00
Alexander Batalov 25fc67fec1 Add mouse support on Android
Closes #116
2022-08-19 13:36:14 +03:00
Alexander Batalov a41780caa2 Rename some item functions 2022-08-18 08:41:15 +03:00
Edgar MiróandAlexander Batalov 4eb5e39946 Add loading dialog (#125)
Co-authored-by: Alexander Batalov <alex.batalov@gmail.com>
2022-08-17 09:32:08 +03:00
Alexander Batalov 354b0812c9 Fix missing Android signing configs in forks/PRs 2022-08-17 00:01:20 +03:00
Alexander Batalov bee34bfdf4 Add items weight summary 2022-08-16 23:06:40 +03:00
Alexander Batalov d31e367870 Tweak inventory scroller positions 2022-08-16 22:19:23 +03:00
Alexander Batalov 16f0be1a45 Add more inventory UI constants 2022-08-16 21:08:04 +03:00
Alexander Batalov ebba548206 Use inventory slot size constants 2022-08-16 16:26:21 +03:00
Alexander Batalov c9fa9a4765 Fix inventory defines misuse 2022-08-16 16:09:13 +03:00
Alexander Batalov cfca07f7f2 Add idle func 2022-08-16 14:24:57 +03:00
Alexander Batalov 0f60556b73 Decompile some input functions 2022-08-16 14:14:53 +03:00
Nikola Đurinec a1521049b5 Fix interface button positions (#131) 2022-08-16 11:52:37 +03:00
Alexander Batalov 1128813bf0 Fix testing pointers for nulls in Sonora 2022-08-16 11:35:21 +03:00
Alexander Batalov 1f6339b3b3 Uncollapse _db_select 2022-08-16 11:25:56 +03:00
Alexander Batalov 79f5e00f6e Fix town map hotkeys 2022-08-15 00:16:36 +03:00
Alexander Batalov 957c5af66b Fix pcx extension check 2022-08-14 23:22:37 +03:00
Alexander Batalov c5c5ecd499 Fix for Jet antidote not being removed 2022-08-14 23:06:11 +03:00
Alexander Batalov df4382f2e0 Fix Silent Death bonus for critical hits 2022-08-14 22:46:28 +03:00
Alexander Batalov 8700d0c601 Remove unreferenced label 2022-08-14 22:16:48 +03:00
Alexander Batalov 27c5beea01 Fix max items quantity added via scripting 2022-08-14 22:15:13 +03:00
Alexander Batalov 52af5cfc1f Fix object search when loading game in combat mode 2022-08-14 22:07:22 +03:00
Alexander Batalov 5a47f74023 Fix base EMP damage resistance 2022-08-14 21:45:58 +03:00
Alexander Batalov c35ea77c59 Fix ammo details when examining in barter screen 2022-08-14 20:45:26 +03:00
Alexander Batalov b10c580d6f Fix displaying xp gained with Swift Learner bonus 2022-08-14 18:46:02 +03:00
Alexander Batalov 7096116296 Fix best weapon calculations 2022-08-14 17:48:59 +03:00
Alexander Batalov 330edde003 Fix radiation bugs 2022-08-14 17:30:45 +03:00
Alexander Batalov cac96bfc13 Add gender-specific text improvements (#130) 2022-08-14 13:06:51 +03:00
Alexander Batalov 31edb19379 Use English as fallback language 2022-08-14 12:52:13 +03:00
Alexander Batalov d482f0e610 Add healing items improvements (#29) 2022-08-14 12:42:18 +03:00
Alexander Batalov c3bffa6777 Increase script message lists capacity 2022-08-12 15:49:43 +03:00
Alexander Batalov 140234f40e Add game dialog fix 2022-08-12 15:03:06 +03:00
Alexander Batalov 13b76287f8 Add science/repair on critters patch 2022-08-12 14:55:36 +03:00
Alexander Batalov a55feb9301 Add custom mouse mode frms 2022-08-12 14:19:16 +03:00
Alexander Batalov d86a887cf9 Add damage mod (#29) 2022-08-12 13:54:18 +03:00
Alexander Batalov 5b2a1d13a1 Fix displaying secondary weapon mode stats 2022-08-11 14:30:06 +03:00
Alexander Batalov 1ca08cb97a Fix unarmed attack mode reset when using inventory 2022-08-11 14:12:29 +03:00
Alexander Batalov ca78b94a7d Fix sprintf warning 2022-08-11 13:41:06 +03:00
Alexander Batalov dcb53393c1 FIx opFloatMessage string arg handling
Closes #129
2022-08-11 13:34:37 +03:00
Alexander Batalov 4ece7d1188 Workaround for wrong animate_rotation usage
Closes #128
2022-08-11 13:25:43 +03:00
Alexander Batalov 87289a34c0 Add unarmed hits improvements (#29) 2022-08-10 20:46:09 +03:00
Alexander Batalov 2859410d4b Fix character selector not being reset 2022-08-08 12:04:03 +03:00
Alexander Batalov 9d53496521 Fix premade characters data freed too early 2022-08-08 11:34:36 +03:00
Alexander Batalov 4a8d5b13a8 Fix queue clearing 2022-08-08 11:01:52 +03:00
Alexander Batalov 8ba4fa309d Add shortcuts to close game windows 2022-08-07 21:49:53 +03:00
Alexander Batalov 0cab26227a Fix holodisk highlighting 2022-08-07 21:05:42 +03:00
Alexander Batalov 1694c68ebc Fix rest clickability exploit 2022-08-07 19:54:04 +03:00
Alexander Batalov 6c74c461c2 Review pipboyOpen 2022-08-07 19:03:43 +03:00
Alexander Batalov 0ec5306de5 Fix Barter button 2022-08-07 15:52:28 +03:00
Alexander Batalov ba2ae3c303 Uninline gameDialogHighlightsExit 2022-08-07 15:38:47 +03:00
Alexander Batalov 019dbbb56e Add mouse wheel support 2022-08-07 14:52:44 +03:00
Alexander Batalov a47918a83c Fix Pipboy screensaver on non-Windows platforms
Closes #115
2022-08-06 22:46:13 +03:00
Alexander Batalov 25e07fb597 Fix flags on non-door objects 2022-08-06 20:33:53 +03:00
Alexander Batalov 43ad927817 Fix dead critters reload weapons when combat ends 2022-08-06 20:12:23 +03:00
Alexander Batalov d7966cdab2 Fix updating armor class 2022-08-06 20:05:33 +03:00
Alexander Batalov 33bda1612c Fix withdrawal perk crash 2022-08-06 18:45:44 +03:00
Alexander Batalov f3eef3fe6c Fix negative Skilldex values 2022-08-06 18:21:47 +03:00
Alexander Batalov d8ae5fbd32 Fix car charging bugs 2022-08-06 17:49:24 +03:00
Alexander Batalov 02e83a1989 Fix Sharshooter bonus 2022-08-06 17:07:07 +03:00
Alexander Batalov 5c8f7c4b00 Fix negate operator 2022-08-06 16:57:43 +03:00
Alexander Batalov 3592a7232c Add town reputation improvements (#29) 2022-08-06 15:50:33 +03:00
Alexander Batalov ef067cd954 Reconcile with reference edition 2022-08-06 13:48:16 +03:00
Alexander Batalov 17382d7c7e Fix poping uninitialized pointer
Closes #113
2022-08-06 12:46:05 +03:00
Alexander Batalov 5170948588 Add explosions improvements (#29) 2022-08-05 17:43:00 +03:00
Alexander Batalov 3ccb087d20 Add burst mod (#29) 2022-08-03 17:23:24 +03:00
Alexander Batalov 3f9145b745 Remove varargs.h 2022-08-03 16:13:18 +03:00
Alexander Batalov 5b79d8ca79 Add premade characters improvements (#29) 2022-08-03 16:06:44 +03:00
Alexander Batalov 25c1eeee5c Add display monitor improvements (#29) 2022-08-03 13:54:26 +03:00
Alexander Batalov f5060c301b Add elevators improvements (#29) 2022-08-03 12:34:13 +03:00
Alexander Batalov 8a2ca4b733 Add books improvements (#29) 2022-08-02 21:52:32 +03:00
Alexander Batalov 9610de0a66 Add criticals config defaults 2022-08-02 21:04:58 +03:00
Alexander Batalov 64627ddde9 Fix sprintf_s 2022-08-02 19:46:44 +03:00
Alexander Batalov 63bcb2d009 Add critical hits improvements (#29) 2022-08-02 19:37:31 +03:00
Alexander Batalov df5bceaf2a Reconcile with reference edition 2022-08-02 13:31:26 +03:00
Alexander Batalov 66d46bd8a5 Fix skills usage slots
Closes #110
2022-08-02 12:09:33 +03:00
Alexander Batalov 28a433ea76 Fix parentesis warnings 2022-08-01 19:47:09 +03:00
Alexander Batalov 2c69834a12 Fix unequipped armor flags
Closes #108
2022-08-01 07:17:01 +03:00
Alexander Batalov 00ee53efca Fix CI branch 2022-07-31 23:06:27 +03:00
Alexander Batalov 4989cf6d5a Update CI workflow trigger events 2022-07-31 23:05:30 +03:00
Alexander Batalov 0d5aa705f0 Add activity to import game assets on Android
Fixes #105
2022-07-31 22:52:26 +03:00
Alexander Batalov 307b032118 Fix movie decoding on x64
Closes #107
2022-07-31 22:32:50 +03:00
Alexander Batalov ab8279078e Fix party member level up message
Closes #104
2022-07-31 12:09:39 +03:00
Alexander Batalov b7ac80e684 Fix floating point division
Closes #103
2022-07-31 12:03:43 +03:00
Alexander Batalov 6064a4bc79 Add Android controls (#101) 2022-07-29 20:04:37 +03:00
Alexander Batalov e41a4b8e16 Reconcile with reference edition (#100) 2022-07-29 16:04:05 +03:00
Alexander Batalov 39057fd1fb Fix missing result on stack
Closes #95
Closes #96
2022-07-27 23:22:06 +03:00
Alexander Batalov cbdb0eeba4 Make configGetInt compatible with atoi
Fixes #94
2022-07-27 10:24:45 +03:00
Alexander Batalov 73b6a16551 Fix loading save game crash on Windows 2022-07-27 10:11:33 +03:00
Alexander Batalov 42376b7172 Format workflows 2022-07-26 16:49:10 +03:00
Alexander Batalov 6a6d691b8d Fix release workflow 2022-07-26 16:34:07 +03:00
Alexander Batalov e457fc1383 Remove Android builds 2022-07-26 16:23:36 +03:00
Alexander Batalov cf844e6224 Provide release workflow for Android 2022-07-26 10:49:47 +03:00
Alexander Batalov 684d943062 Add Android support (#92) 2022-07-26 04:30:17 +03:00
Alexander Batalov 23d37621d5 Backport to OS X 10.11 (#91) 2022-07-26 00:58:02 +03:00
Alexander Batalov 8bd75e9737 Fix splitpath/makepath issues
See #68
2022-07-25 20:48:35 +03:00
Alexander Batalov 8ef9b66950 Get rid of std::filesystem
See #68
2022-07-25 20:38:11 +03:00
Alexander Batalov 8a006d2818 Rewrite fileCopy
See #68
2022-07-25 18:37:22 +03:00
Alexander Batalov a60382e044 Fix type 2022-07-25 00:02:54 +03:00
Alexander Batalov a20e2a8b50 Fix unsigned checks 2022-07-24 22:58:01 +03:00
Alexander Batalov 032969ce5b Add Apple Silicon support (#86) 2022-07-24 15:52:29 +03:00
Alexander Batalov 365805afe8 Fix opRemoveObjectFromInventory arguments order
Closes #83
2022-07-24 11:11:56 +03:00
Alexander Batalov da75a76ed9 Update macOS installation instructions 2022-07-24 09:26:45 +03:00
Alexander Batalov 757330bff4 Add pointer vs int equality check 2022-07-23 07:42:33 +03:00
Alexander Batalov f3869e0acf Fix pointer comparison
See #82
2022-07-23 07:25:39 +03:00
Alexander Batalov cee3af7cc4 Fix opAdd concatenating string and pointer
Closes #78
2022-07-22 16:43:40 +03:00
Alexander Batalov 8ab7f8493a Fix kills folder
Closes #76
2022-07-15 16:58:58 +03:00
Alexander Batalov 1e5cda5dde Update contributing notes 2022-07-13 09:20:46 +03:00
Alexander Batalov f1006d981c Update installation instructions 2022-07-12 22:10:20 +03:00
214 changed files with 28561 additions and 12060 deletions
+10 -1
View File
@@ -2,14 +2,23 @@
*.c text eol=lf
*.cc text eol=lf
*.cmake text eol=lf
*.gradle text eol=lf
*.h text eol=lf
*.md text eol=lf
*.java text eol=lf
*.json text eol=lf
*.md text eol=lf
*.plist text eol=lf
*.pro text eol=lf
*.properties text eol=lf
*.xml text eol=lf
*.yml text eol=lf
.clang-format text eol=lf
.editorconfig text eol=lf
.gitattributes text eol=lf
.gitignore text eol=lf
gradlew text eol=lf
CMakeLists.txt text eol=lf
LICENSE text eol=lf
# Force CRLF
*.bat text eol=crlf
@@ -2,19 +2,12 @@ name: Build
on:
push:
paths:
- '.github/workflows/Build.yml'
- 'src/**.cc'
- 'src/**.h'
- '**/CMakeLists.txt'
- '**/*.cmake'
branches:
- main
pull_request:
paths:
- '.github/workflows/Build.yml'
- 'src/**.cc'
- 'src/**.h'
- '**/CMakeLists.txt'
- '**/*.cmake'
types:
- opened
- synchronize
defaults:
run:
@@ -38,6 +31,50 @@ jobs:
- name: cppcheck
run: cppcheck --std=c++17 src/
android:
name: Android
runs-on: ubuntu-latest
steps:
- name: Clone
uses: actions/checkout@v3
- name: Setup Java
uses: actions/setup-java@v2
with:
distribution: temurin
java-version: 11
cache: gradle
- name: Cache cmake build
uses: actions/cache@v3
with:
path: os/android/app/.cxx
key: android-cmake-v1
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
run: |
cd os/android
echo "$KEYSTORE_FILE_BASE64" | base64 --decode > debug.keystore
echo "$KEYSTORE_PROPERTIES_FILE_BASE64" | base64 --decode > debug-keystore.properties
env:
KEYSTORE_FILE_BASE64: ${{ secrets.ANDROID_DEBUG_KEYSTORE_FILE_BASE64 }}
KEYSTORE_PROPERTIES_FILE_BASE64: ${{ secrets.ANDROID_DEBUG_KEYSTORE_PROPERTIES_FILE_BASE64 }}
- name: Build
run: |
cd os/android
./gradlew assembleDebug
- name: Upload
uses: actions/upload-artifact@v3
with:
name: fallout2-ce-debug.apk
path: os/android/app/build/outputs/apk/debug/app-debug.apk
retention-days: 7
linux:
name: Linux (${{ matrix.arch }})
@@ -93,7 +130,10 @@ jobs:
- name: Build
run: |
cmake --build build -j $(nproc)
cmake \
--build build \
-j $(nproc) \
# EOL
- name: Upload
uses: actions/upload-artifact@v3
@@ -111,29 +151,32 @@ jobs:
- name: Clone
uses: actions/checkout@v3
- name: Dependencies
run: |
brew install sdl2
- name: Cache cmake build
uses: actions/cache@v3
with:
path: build
key: macos-cmake-v1
key: macos-cmake-v3
- name: Configure
run: |
cmake -B build -D CMAKE_BUILD_TYPE=RelWithDebInfo
cmake \
-B build \
-D CMAKE_BUILD_TYPE=RelWithDebInfo \
# EOL
- name: Build
run: |
cmake --build build -j $(sysctl -n hw.physicalcpu) --target package
cmake \
--build build \
-j $(sysctl -n hw.physicalcpu) \
--target package \
# EOL
- name: Upload
uses: actions/upload-artifact@v3
with:
name: fallout2-ce-macos.dmg
path: build/_CPack_Packages/Darwin/DragNDrop/fallout2-ce/fallout2-ce.dmg
path: build/fallout2-ce.dmg
retention-days: 7
windows:
+51 -6
View File
@@ -10,6 +10,52 @@ defaults:
shell: bash
jobs:
android:
name: Android
runs-on: ubuntu-latest
steps:
- name: Clone
uses: actions/checkout@v3
- name: Setup Java
uses: actions/setup-java@v2
with:
distribution: temurin
java-version: 11
cache: gradle
- name: Cache cmake build
uses: actions/cache@v3
with:
path: os/android/app/.cxx
key: android-cmake-v1
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
run: |
cd os/android
echo "$KEYSTORE_FILE_BASE64" | base64 --decode > release.keystore
echo "$KEYSTORE_PROPERTIES_FILE_BASE64" | base64 --decode > release-keystore.properties
env:
KEYSTORE_FILE_BASE64: ${{ secrets.ANDROID_RELEASE_KEYSTORE_FILE_BASE64 }}
KEYSTORE_PROPERTIES_FILE_BASE64: ${{ secrets.ANDROID_RELEASE_KEYSTORE_PROPERTIES_FILE_BASE64 }}
- name: Build
run: |
cd os/android
./gradlew assembleRelease
- name: Upload
run: |
cd os/android/app/build/outputs/apk/release
cp app-release.apk fallout2-ce-android.apk
gh release upload ${{ github.ref_name }} fallout2-ce-android.apk
rm fallout2-ce-android.apk
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
linux:
name: Linux (${{ matrix.arch }})
@@ -65,7 +111,10 @@ jobs:
- name: Build
run: |
cmake --build build -j $(nproc)
cmake \
--build build \
-j $(nproc) \
# EOL
- name: Upload
run: |
@@ -85,10 +134,6 @@ jobs:
- name: Clone
uses: actions/checkout@v3
- name: Dependencies
run: |
brew install sdl2
- name: Import code signing certificates
uses: apple-actions/import-codesign-certs@v1
with:
@@ -99,7 +144,7 @@ jobs:
uses: actions/cache@v3
with:
path: build
key: macos-cmake-v1
key: macos-cmake-v3
- name: Configure
run: |
+30 -5
View File
@@ -4,13 +4,24 @@ set(CMAKE_POLICY_DEFAULT_CMP0077 NEW)
set(EXECUTABLE_NAME fallout2-ce)
if (APPLE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "")
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
endif()
project(${EXECUTABLE_NAME})
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED YES)
set(CMAKE_CXX_EXTENSIONS NO)
add_executable(${EXECUTABLE_NAME} WIN32 MACOSX_BUNDLE
if (ANDROID)
add_library(${EXECUTABLE_NAME} SHARED)
else()
add_executable(${EXECUTABLE_NAME} WIN32 MACOSX_BUNDLE)
endif()
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/actions.cc"
"src/actions.h"
"src/animation.cc"
@@ -159,6 +170,8 @@ add_executable(${EXECUTABLE_NAME} WIN32 MACOSX_BUNDLE
"src/palette.h"
"src/party_member.cc"
"src/party_member.h"
"src/pcx.cc"
"src/pcx.h"
"src/perk_defs.h"
"src/perk.cc"
"src/perk.h"
@@ -226,8 +239,8 @@ add_executable(${EXECUTABLE_NAME} WIN32 MACOSX_BUNDLE
"src/window.h"
"src/word_wrap.cc"
"src/word_wrap.h"
"src/world_map.cc"
"src/world_map.h"
"src/worldmap.cc"
"src/worldmap.h"
"src/xfile.cc"
"src/xfile.h"
)
@@ -263,19 +276,31 @@ if(WIN32)
)
endif()
if (WIN32)
target_sources(${EXECUTABLE_NAME} PUBLIC
"os/windows/fallout2-ce.ico"
"os/windows/fallout2-ce.rc"
)
endif()
if(APPLE)
target_sources(${EXECUTABLE_NAME} PUBLIC "os/macos/fallout2-ce.icns")
set_source_files_properties("os/macos/fallout2-ce.icns" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set_target_properties(${EXECUTABLE_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/os/macos/Info.plist")
set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.alexbatalov.fallout2-ce")
set(MACOSX_BUNDLE_BUNDLE_NAME "${EXECUTABLE_NAME}")
set(MACOSX_BUNDLE_ICON_FILE "fallout2-ce.icns")
set(MACOSX_BUNDLE_DISPLAY_NAME "Fallout 2")
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0")
set(MACOSX_BUNDLE_SHORT_VERSION_STRING "1.1.0")
set(MACOSX_BUNDLE_BUNDLE_VERSION "1.1.0")
endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} ${FPATTERN_LIBRARY})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${FPATTERN_INCLUDE_DIR})
if(NOT APPLE AND NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux")
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Linux")
add_subdirectory("third_party/zlib")
add_subdirectory("third_party/sdl2")
else()
+51
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@@ -0,0 +1,51 @@
# Sustainable Use License
Version 1.0
## Acceptance
By using the software, you agree to all of the terms and conditions below.
## Copyright License
The licensor grants you a non-exclusive, royalty-free, worldwide, non-sublicensable, non-transferable license to use, copy, distribute, make available, and prepare derivative works of the software, in each case subject to the limitations below.
## Limitations
You may use or modify the software only for your own internal business purposes or for non-commercial or personal use. You may distribute the software or provide it to others only if you do so free of charge for non-commercial purposes. You may not alter, remove, or obscure any licensing, copyright, or other notices of the licensor in the software. Any use of the licensors trademarks is subject to applicable law.
## Patents
The licensor grants you a license, under any patent claims the licensor can license, or becomes able to license, to make, have made, use, sell, offer for sale, import and have imported the software, in each case subject to the limitations and conditions in this license. This license does not cover any patent claims that you cause to be infringed by modifications or additions to the software. If you or your company make any written claim that the software infringes or contributes to infringement of any patent, your patent license for the software granted under these terms ends immediately. If your company makes such a claim, your patent license ends immediately for work on behalf of your company.
## Notices
You must ensure that anyone who gets a copy of any part of the software from you also gets a copy of these terms. If you modify the software, you must include in any modified copies of the software a prominent notice stating that you have modified the software.
## No Other Rights
These terms do not imply any licenses other than those expressly granted in these terms.
## Termination
If you use the software in violation of these terms, such use is not licensed, and your license will automatically terminate. If the licensor provides you with a notice of your violation, and you cease all violation of this license no later than 30 days after you receive that notice, your license will be reinstated retroactively. However, if you violate these terms after such reinstatement, any additional violation of these terms will cause your license to terminate automatically and permanently.
## No Liability
As far as the law allows, the software comes as is, without any warranty or condition, and the licensor will not be liable to you for any damages arising out of these terms or the use or nature of the software, under any kind of legal claim.
## Definitions
The "licensor" is the entity offering these terms.
The "software" is the software the licensor makes available under these terms, including any portion of it.
"You" refers to the individual or entity agreeing to these terms.
"Your company" is any legal entity, sole proprietorship, or other kind of organization that you work for, plus all organizations that have control over, are under the control of, or are under common control with that organization. Control means ownership of substantially all the assets of an entity, or the power to direct its management and policies by vote, contract, or otherwise. Control can be direct or indirect.
"Your license" is the license granted to you for the software under these terms.
"Use" means anything you do with the software requiring your license.
"Trademark" means trademarks, service marks, and similar rights.
+15 -24
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@@ -2,7 +2,7 @@
## Installation
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2) or [Steam](https://store.steampowered.com/app/38410). Download latest build or build from source.
You must own the game to play. Purchase your copy on [GOG](https://www.gog.com/game/fallout_2) or [Steam](https://store.steampowered.com/app/38410). Download latest release or build from source.
### Windows
@@ -14,12 +14,6 @@ Download and copy `fallout2-ce.exe` to your `Fallout2` folder. It serves as a dr
- Download and copy `fallout2-ce` to this folder.
- Fix permissions (GitHub artifacts issue):
```console
$ chmod a+x /home/john/Desktop/Fallout2/fallout2-ce
```
- Install [SDL2](https://libsdl.org/download-2.0.php):
```console
@@ -30,37 +24,34 @@ $ sudo apt install libsdl2-2.0-0
### macOS
> **NOTE**: macOS 11 or higher is required. The app is not universal. It should run on Apple Silicon under Rosetta 2, but I haven't tried it. The app is neither signed, nor notarized.
> **NOTE**: macOS 10.11 (El Capitan) or higher is required. Runs natively on Intel-based Macs and Apple Silicon.
- Use Windows installation as a base - it contains data assets needed to play. Copy `Fallout2` folder somewhere, for example `/Applications/Fallout2`.
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Download and copy `fallout2-ce.app` to this folder.
- Run `fallout2-ce.app`.
- When running for the first time, macOS will complain that the app is not signed and you'll be present two options - `Move to bin`, and `Cancel`. Click `Cancel`, open `System Preferences`, go to `Security & Privacy`. The pane at the bottom will say `fallout2-ce was blocked from use because it is not from an identified developer`. Click `Open Anyway`. Confirm once again. Alternatively you can remove quarantine attribute from terminal:
### Android
```console
$ xattr -d com.apple.quarantine /Applications/Fallout2/fallout2-ce.app
```
> **NOTE**: Fallout 2 was designed with mouse in mind. There are many controls that require precise cursor positioning, which is not possible with fingers. When playing on Android you'll use fingers to move mouse cursor, not a character, or a map. Double tap to "click" left mouse button in the current cursor position, triple tap to "click" right mouse button. It might feel awkward at first, but it's super handy - you can play with just a thumb. This is not set in stone and might change in the future.
- Use Windows installation as a base - it contains data assets needed to play. Copy `Fallout2` folder to your device, for example to `Downloads`. You need `master.dat`, `critter.dat`, `patch000.dat`, and `data` folder.
- Download `fallout2-ce.apk` and copy it to your device. Open it with file explorer, follow instructions (install from unknown source).
- When you run the game for the first time it will immediately present file picker. Select the folder from the first step. Wait until this data is copied. A loading dialog will appear, just wait for about 30 seconds. The game will start automatically.
## Contributing
For now there are three major areas.
Integrating Sfall goodies is the top priority. Quality of life updates are OK too. Please no large scale refactorings at this time as we need to reconcile changes from Reference Edition, which will make this process slow and error-prone. In any case open up an issue with your suggestion or to notify other people that something is being worked on.
### Intergrating Sfall
There are literally hundreds if not thousands of fixes and features in sfall. I guess not all of them are needed in Community Edition, but for the sake of compatibility with big mods out there, let's integrate them all.
### SDL
## License
Migrate DirectX stuff to SDL. This is the shortest path to native Linux version.
### Prepare to 64-bit
Modern macOS requires apps to be 64-bit, so even if we have SDL, the scripting part of the game will not work, because of builtin SSL interpreter. It stores pointers (both functions and variables) as 32-bit integers, so 64-bit pointers will not fit into stack. Since the stack is shared for both instructions and data, it needs some attention.
## Legal & License
See [Fallout 2 Reference Edition](https://github.com/alexbatalov/fallout2-re). Same conditions apply until the source code in this repository is changed significantly.
The source code is this repository is available under the [Sustainable Use License](LICENSE.md).
+13
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@@ -0,0 +1,13 @@
*.iml
.gradle
/.idea/assetWizardSettings.xml
/.idea/caches
/.idea/libraries
/.idea/modules.xml
/.idea/navEditor.xml
/.idea/workspace.xml
/local.properties
/debug-keystore.properties
/debug.keystore
/release-keystore.properties
/release.keystore
+5
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@@ -0,0 +1,5 @@
/.cxx
/build
# TODO: Cleanup root .gitignore
!/src/debug
+100
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@@ -0,0 +1,100 @@
plugins {
id 'com.android.application'
}
android {
compileSdk 32
defaultConfig {
applicationId 'com.alexbatalov.fallout2ce'
minSdk 21
targetSdk 32
versionCode 2
versionName '1.1.0'
externalNativeBuild {
cmake {
arguments '-DANDROID_STL=c++_static'
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
// TODO: Remove once format issues are resolved.
cppFlags '-Wno-format-security'
// Specify target library explicitly as there is a shared zlib,
// that we don't need to be linked in.
targets 'fallout2-ce'
}
}
}
signingConfigs {
// Override default debug signing config to make sure every CI runner
// uses the same key for painless updates.
def debugKeystorePropertiesFile = rootProject.file('debug-keystore.properties')
if (debugKeystorePropertiesFile.exists()) {
def debugKeystoreProperties = new Properties()
debugKeystoreProperties.load(new FileInputStream(debugKeystorePropertiesFile))
debug {
storeFile rootProject.file(debugKeystoreProperties.getProperty('storeFile'))
storePassword debugKeystoreProperties.getProperty('storePassword')
keyAlias debugKeystoreProperties.getProperty('keyAlias')
keyPassword debugKeystoreProperties.getProperty('keyPassword')
}
}
def releaseKeystoreProperties = new Properties()
def releaseKeystorePropertiesFile = rootProject.file('release-keystore.properties')
if (releaseKeystorePropertiesFile.exists()) {
releaseKeystoreProperties.load(new FileInputStream(releaseKeystorePropertiesFile))
release {
storeFile rootProject.file(releaseKeystoreProperties.getProperty('storeFile'))
storePassword releaseKeystoreProperties.getProperty('storePassword')
keyAlias releaseKeystoreProperties.getProperty('keyAlias')
keyPassword releaseKeystoreProperties.getProperty('keyPassword')
}
}
}
buildTypes {
debug {
// Prevents signing keys clashes between debug and release versions
// for painless development.
applicationIdSuffix '.debug'
}
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
// Release signing config is optional and might not be present in CI
// builds, hence `findByName`.
signingConfig signingConfigs.findByName('release')
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
applicationVariants.all { variant ->
tasks["merge${variant.name.capitalize()}Assets"]
.dependsOn("externalNativeBuild${variant.name.capitalize()}")
}
if (!project.hasProperty('EXCLUDE_NATIVE_LIBS')) {
sourceSets.main {
jniLibs.srcDir 'libs'
}
externalNativeBuild {
cmake {
path '../../../CMakeLists.txt'
}
}
}
}
dependencies {
implementation fileTree(include: ['*.jar'], dir: 'libs')
implementation 'androidx.documentfile:documentfile:1.0.1'
}
+21
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@@ -0,0 +1,21 @@
# Add project specific ProGuard rules here.
# You can control the set of applied configuration files using the
# proguardFiles setting in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile
@@ -0,0 +1,3 @@
<resources>
<string name="app_name">Fallout 2 (Debug)</string>
</resources>
+102
View File
@@ -0,0 +1,102 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.alexbatalov.fallout2ce"
android:versionCode="1"
android:versionName="1.0.0"
android:installLocation="auto">
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Touchscreen support -->
<uses-feature
android:name="android.hardware.touchscreen"
android:required="false" />
<!-- Game controller support -->
<uses-feature
android:name="android.hardware.bluetooth"
android:required="false" />
<uses-feature
android:name="android.hardware.gamepad"
android:required="false" />
<uses-feature
android:name="android.hardware.usb.host"
android:required="false" />
<!-- External mouse input events -->
<uses-feature
android:name="android.hardware.type.pc"
android:required="false" />
<!-- Audio recording support -->
<!-- if you want to capture audio, uncomment this. -->
<!-- <uses-feature
android:name="android.hardware.microphone"
android:required="false" /> -->
<!-- Allow downloading to the external storage on Android 5.1 and older -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" />
<!-- Allow access to Bluetooth devices -->
<!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> -->
<!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> -->
<!-- Allow access to the vibrator -->
<uses-permission android:name="android.permission.VIBRATE" />
<!-- if you want to capture audio, uncomment this. -->
<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> -->
<!-- Create a Java class extending SDLActivity and place it in a
directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below.
An example Java class can be found in README-android.md
-->
<application android:label="@string/app_name"
android:icon="@mipmap/ic_launcher"
android:allowBackup="true"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:hardwareAccelerated="true" >
<!-- Example of setting SDL hints from AndroidManifest.xml:
<meta-data android:name="SDL_ENV.SDL_ACCELEROMETER_AS_JOYSTICK" android:value="0"/>
-->
<activity android:name=".MainActivity"
android:label="@string/app_name"
android:alwaysRetainTaskState="true"
android:launchMode="singleInstance"
android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
android:preferMinimalPostProcessing="true"
android:exported="true"
android:screenOrientation="landscape"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<!-- Let Android know that we can handle some USB devices and should receive this event -->
<intent-filter>
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter>
<!-- Drop file event -->
<!--
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="*/*" />
</intent-filter>
-->
</activity>
<activity android:name=".ImportActivity"
android:theme="@style/AppTheme">
</activity>
</application>
</manifest>
@@ -0,0 +1,56 @@
package com.alexbatalov.fallout2ce;
import android.content.ContentResolver;
import androidx.documentfile.provider.DocumentFile;
import java.io.File;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
public class FileUtils {
static boolean copyRecursively(ContentResolver contentResolver, DocumentFile src, File dest) {
final DocumentFile[] documentFiles = src.listFiles();
for (final DocumentFile documentFile : documentFiles) {
if (documentFile.isFile()) {
if (!copyFile(contentResolver, documentFile, new File(dest, documentFile.getName()))) {
return false;
}
} else if (documentFile.isDirectory()) {
final File subdirectory = new File(dest, documentFile.getName());
if (!subdirectory.exists()) {
subdirectory.mkdir();
}
if (!copyRecursively(contentResolver, documentFile, subdirectory)) {
return false;
}
}
}
return true;
}
private static boolean copyFile(ContentResolver contentResolver, DocumentFile src, File dest) {
try {
final InputStream inputStream = contentResolver.openInputStream(src.getUri());
final OutputStream outputStream = new FileOutputStream(dest);
final byte[] buffer = new byte[16384];
int bytesRead;
while ((bytesRead = inputStream.read(buffer)) != -1) {
outputStream.write(buffer, 0, bytesRead);
}
inputStream.close();
outputStream.close();
} catch (IOException e) {
e.printStackTrace();
return false;
}
return true;
}
}
@@ -0,0 +1,74 @@
package com.alexbatalov.fallout2ce;
import android.app.Activity;
import android.app.ProgressDialog;
import android.content.ContentResolver;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
import androidx.documentfile.provider.DocumentFile;
import java.io.File;
public class ImportActivity extends Activity {
private static final int IMPORT_REQUEST_CODE = 1;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Intent intent = new Intent(Intent.ACTION_OPEN_DOCUMENT_TREE);
startActivityForResult(intent, IMPORT_REQUEST_CODE);
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent resultData) {
if (requestCode == IMPORT_REQUEST_CODE) {
if (resultCode == Activity.RESULT_OK) {
final Uri treeUri = resultData.getData();
if (treeUri != null) {
final DocumentFile treeDocument = DocumentFile.fromTreeUri(this, treeUri);
if (treeDocument != null) {
copyFiles(treeDocument);
return;
}
}
}
finish();
} else {
super.onActivityResult(requestCode, resultCode, resultData);
}
}
private void copyFiles(DocumentFile treeDocument) {
ProgressDialog dialog = createProgressDialog();
dialog.show();
new Thread(() -> {
ContentResolver contentResolver = getContentResolver();
File externalFilesDir = getExternalFilesDir(null);
FileUtils.copyRecursively(contentResolver, treeDocument, externalFilesDir);
startMainActivity();
dialog.dismiss();
finish();
}).start();
}
private void startMainActivity() {
Intent intent = new Intent(this, MainActivity.class);
startActivity(intent);
}
private ProgressDialog createProgressDialog() {
ProgressDialog progressDialog = new ProgressDialog(this,
android.R.style.Theme_Material_Light_Dialog);
progressDialog.setTitle(R.string.loading_dialog_title);
progressDialog.setMessage(getString(R.string.loading_dialog_message));
progressDialog.setProgressStyle(ProgressDialog.STYLE_SPINNER);
progressDialog.setCancelable(false);
return progressDialog;
}
}
@@ -0,0 +1,50 @@
package com.alexbatalov.fallout2ce;
import android.content.Intent;
import android.os.Bundle;
import org.libsdl.app.SDLActivity;
import java.io.File;
public class MainActivity extends SDLActivity {
private boolean noExit = false;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
final File externalFilesDir = getExternalFilesDir(null);
final File configFile = new File(externalFilesDir, "fallout2.cfg");
if (!configFile.exists()) {
final File masterDatFile = new File(externalFilesDir, "master.dat");
final File critterDatFile = new File(externalFilesDir, "critter.dat");
if (!masterDatFile.exists() || !critterDatFile.exists()) {
final Intent intent = new Intent(this, ImportActivity.class);
startActivity(intent);
noExit = true;
finish();
}
}
}
@Override
protected void onDestroy() {
super.onDestroy();
if (!noExit) {
// Needed to make sure libc calls exit handlers, which releases
// in-game resources.
System.exit(0);
}
}
@Override
protected String[] getLibraries() {
return new String[]{
"fallout2-ce",
};
}
}
@@ -0,0 +1,22 @@
package org.libsdl.app;
import android.hardware.usb.UsbDevice;
interface HIDDevice
{
public int getId();
public int getVendorId();
public int getProductId();
public String getSerialNumber();
public int getVersion();
public String getManufacturerName();
public String getProductName();
public UsbDevice getDevice();
public boolean open();
public int sendFeatureReport(byte[] report);
public int sendOutputReport(byte[] report);
public boolean getFeatureReport(byte[] report);
public void setFrozen(boolean frozen);
public void close();
public void shutdown();
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,309 @@
package org.libsdl.app;
import android.hardware.usb.*;
import android.os.Build;
import android.util.Log;
import java.util.Arrays;
class HIDDeviceUSB implements HIDDevice {
private static final String TAG = "hidapi";
protected HIDDeviceManager mManager;
protected UsbDevice mDevice;
protected int mInterfaceIndex;
protected int mInterface;
protected int mDeviceId;
protected UsbDeviceConnection mConnection;
protected UsbEndpoint mInputEndpoint;
protected UsbEndpoint mOutputEndpoint;
protected InputThread mInputThread;
protected boolean mRunning;
protected boolean mFrozen;
public HIDDeviceUSB(HIDDeviceManager manager, UsbDevice usbDevice, int interface_index) {
mManager = manager;
mDevice = usbDevice;
mInterfaceIndex = interface_index;
mInterface = mDevice.getInterface(mInterfaceIndex).getId();
mDeviceId = manager.getDeviceIDForIdentifier(getIdentifier());
mRunning = false;
}
public String getIdentifier() {
return String.format("%s/%x/%x/%d", mDevice.getDeviceName(), mDevice.getVendorId(), mDevice.getProductId(), mInterfaceIndex);
}
@Override
public int getId() {
return mDeviceId;
}
@Override
public int getVendorId() {
return mDevice.getVendorId();
}
@Override
public int getProductId() {
return mDevice.getProductId();
}
@Override
public String getSerialNumber() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
try {
result = mDevice.getSerialNumber();
}
catch (SecurityException exception) {
//Log.w(TAG, "App permissions mean we cannot get serial number for device " + getDeviceName() + " message: " + exception.getMessage());
}
}
if (result == null) {
result = "";
}
return result;
}
@Override
public int getVersion() {
return 0;
}
@Override
public String getManufacturerName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
result = mDevice.getManufacturerName();
}
if (result == null) {
result = String.format("%x", getVendorId());
}
return result;
}
@Override
public String getProductName() {
String result = null;
if (Build.VERSION.SDK_INT >= 21) {
result = mDevice.getProductName();
}
if (result == null) {
result = String.format("%x", getProductId());
}
return result;
}
@Override
public UsbDevice getDevice() {
return mDevice;
}
public String getDeviceName() {
return getManufacturerName() + " " + getProductName() + "(0x" + String.format("%x", getVendorId()) + "/0x" + String.format("%x", getProductId()) + ")";
}
@Override
public boolean open() {
mConnection = mManager.getUSBManager().openDevice(mDevice);
if (mConnection == null) {
Log.w(TAG, "Unable to open USB device " + getDeviceName());
return false;
}
// Force claim our interface
UsbInterface iface = mDevice.getInterface(mInterfaceIndex);
if (!mConnection.claimInterface(iface, true)) {
Log.w(TAG, "Failed to claim interfaces on USB device " + getDeviceName());
close();
return false;
}
// Find the endpoints
for (int j = 0; j < iface.getEndpointCount(); j++) {
UsbEndpoint endpt = iface.getEndpoint(j);
switch (endpt.getDirection()) {
case UsbConstants.USB_DIR_IN:
if (mInputEndpoint == null) {
mInputEndpoint = endpt;
}
break;
case UsbConstants.USB_DIR_OUT:
if (mOutputEndpoint == null) {
mOutputEndpoint = endpt;
}
break;
}
}
// Make sure the required endpoints were present
if (mInputEndpoint == null || mOutputEndpoint == null) {
Log.w(TAG, "Missing required endpoint on USB device " + getDeviceName());
close();
return false;
}
// Start listening for input
mRunning = true;
mInputThread = new InputThread();
mInputThread.start();
return true;
}
@Override
public int sendFeatureReport(byte[] report) {
int res = -1;
int offset = 0;
int length = report.length;
boolean skipped_report_id = false;
byte report_number = report[0];
if (report_number == 0x0) {
++offset;
--length;
skipped_report_id = true;
}
res = mConnection.controlTransfer(
UsbConstants.USB_TYPE_CLASS | 0x01 /*RECIPIENT_INTERFACE*/ | UsbConstants.USB_DIR_OUT,
0x09/*HID set_report*/,
(3/*HID feature*/ << 8) | report_number,
mInterface,
report, offset, length,
1000/*timeout millis*/);
if (res < 0) {
Log.w(TAG, "sendFeatureReport() returned " + res + " on device " + getDeviceName());
return -1;
}
if (skipped_report_id) {
++length;
}
return length;
}
@Override
public int sendOutputReport(byte[] report) {
int r = mConnection.bulkTransfer(mOutputEndpoint, report, report.length, 1000);
if (r != report.length) {
Log.w(TAG, "sendOutputReport() returned " + r + " on device " + getDeviceName());
}
return r;
}
@Override
public boolean getFeatureReport(byte[] report) {
int res = -1;
int offset = 0;
int length = report.length;
boolean skipped_report_id = false;
byte report_number = report[0];
if (report_number == 0x0) {
/* Offset the return buffer by 1, so that the report ID
will remain in byte 0. */
++offset;
--length;
skipped_report_id = true;
}
res = mConnection.controlTransfer(
UsbConstants.USB_TYPE_CLASS | 0x01 /*RECIPIENT_INTERFACE*/ | UsbConstants.USB_DIR_IN,
0x01/*HID get_report*/,
(3/*HID feature*/ << 8) | report_number,
mInterface,
report, offset, length,
1000/*timeout millis*/);
if (res < 0) {
Log.w(TAG, "getFeatureReport() returned " + res + " on device " + getDeviceName());
return false;
}
if (skipped_report_id) {
++res;
++length;
}
byte[] data;
if (res == length) {
data = report;
} else {
data = Arrays.copyOfRange(report, 0, res);
}
mManager.HIDDeviceFeatureReport(mDeviceId, data);
return true;
}
@Override
public void close() {
mRunning = false;
if (mInputThread != null) {
while (mInputThread.isAlive()) {
mInputThread.interrupt();
try {
mInputThread.join();
} catch (InterruptedException e) {
// Keep trying until we're done
}
}
mInputThread = null;
}
if (mConnection != null) {
UsbInterface iface = mDevice.getInterface(mInterfaceIndex);
mConnection.releaseInterface(iface);
mConnection.close();
mConnection = null;
}
}
@Override
public void shutdown() {
close();
mManager = null;
}
@Override
public void setFrozen(boolean frozen) {
mFrozen = frozen;
}
protected class InputThread extends Thread {
@Override
public void run() {
int packetSize = mInputEndpoint.getMaxPacketSize();
byte[] packet = new byte[packetSize];
while (mRunning) {
int r;
try
{
r = mConnection.bulkTransfer(mInputEndpoint, packet, packetSize, 1000);
}
catch (Exception e)
{
Log.v(TAG, "Exception in UsbDeviceConnection bulktransfer: " + e);
break;
}
if (r < 0) {
// Could be a timeout or an I/O error
}
if (r > 0) {
byte[] data;
if (r == packetSize) {
data = packet;
} else {
data = Arrays.copyOfRange(packet, 0, r);
}
if (!mFrozen) {
mManager.HIDDeviceInputReport(mDeviceId, data);
}
}
}
}
}
}
@@ -0,0 +1,85 @@
package org.libsdl.app;
import android.content.Context;
import java.lang.Class;
import java.lang.reflect.Method;
/**
SDL library initialization
*/
public class SDL {
// This function should be called first and sets up the native code
// so it can call into the Java classes
public static void setupJNI() {
SDLActivity.nativeSetupJNI();
SDLAudioManager.nativeSetupJNI();
SDLControllerManager.nativeSetupJNI();
}
// This function should be called each time the activity is started
public static void initialize() {
setContext(null);
SDLActivity.initialize();
SDLAudioManager.initialize();
SDLControllerManager.initialize();
}
// This function stores the current activity (SDL or not)
public static void setContext(Context context) {
mContext = context;
}
public static Context getContext() {
return mContext;
}
public static void loadLibrary(String libraryName) throws UnsatisfiedLinkError, SecurityException, NullPointerException {
if (libraryName == null) {
throw new NullPointerException("No library name provided.");
}
try {
// Let's see if we have ReLinker available in the project. This is necessary for
// some projects that have huge numbers of local libraries bundled, and thus may
// trip a bug in Android's native library loader which ReLinker works around. (If
// loadLibrary works properly, ReLinker will simply use the normal Android method
// internally.)
//
// To use ReLinker, just add it as a dependency. For more information, see
// https://github.com/KeepSafe/ReLinker for ReLinker's repository.
//
Class<?> relinkClass = mContext.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker");
Class<?> relinkListenerClass = mContext.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker$LoadListener");
Class<?> contextClass = mContext.getClassLoader().loadClass("android.content.Context");
Class<?> stringClass = mContext.getClassLoader().loadClass("java.lang.String");
// Get a 'force' instance of the ReLinker, so we can ensure libraries are reinstalled if
// they've changed during updates.
Method forceMethod = relinkClass.getDeclaredMethod("force");
Object relinkInstance = forceMethod.invoke(null);
Class<?> relinkInstanceClass = relinkInstance.getClass();
// Actually load the library!
Method loadMethod = relinkInstanceClass.getDeclaredMethod("loadLibrary", contextClass, stringClass, stringClass, relinkListenerClass);
loadMethod.invoke(relinkInstance, mContext, libraryName, null, null);
}
catch (final Throwable e) {
// Fall back
try {
System.loadLibrary(libraryName);
}
catch (final UnsatisfiedLinkError ule) {
throw ule;
}
catch (final SecurityException se) {
throw se;
}
}
}
protected static Context mContext;
}

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