Onscreen controls?

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Mik

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Dec 26, 2010, 11:13:44 AM12/26/10
to PrBoom 4 Android
Hi

Ive downloaded the latest beta and got the sounds and freedoom wad
installed. However I dont have a keyboard or dpad. I have enabled the
virtual dpad and can see the presses registered. I can scroll up and
down the menu, but I cant actually start a game (i.e. there seems to
be no functional "OK" or "Return" keypress). Am I doing something
wrong?? With no keyboard, what are the equivalents for all the keys in
the game?

thanks

mike

Ivan Volosyuk

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Jan 5, 2011, 8:27:18 AM1/5/11
to doom-for...@googlegroups.com
Here is the version I hacked with the onscreen controls.
I wanted to attach source, but the groups limit is 3mb, while sources
are larger. I will try to find a way to share it, as there is no
source repository available at the original site.

It uses accelerometer sensor for movements and touch-mouse-look for
rotations. Volume Down is Enter to start a game, Volume Up is Ctrl to
fire.

Usage:
1. Run (I have /sdcard/doom/freedoom.wad and some more files there)
2. Enable Virtual DPAD
3. Press 'Play'
4. Try to position device almost horizontally with a bit tilt towards
you to stop arrow circling on the menu. Press Volume down to start the
game when you selected the right option.
5. Now you can move with accelerometer and use mouse look. Fire is -
Volume Up. Open door - onscreen control 'Use/Open'.
That's it.
--
Regards,
Ivan

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doom.apk

Colin Knapp

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Jan 5, 2011, 9:41:45 AM1/5/11
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Here is the version I've hacked with a multi-touch control overlay. It's not quite perfect, but, getting there.

I'm actually going to start my own prBoom version for Android. I'm looking into prBoomPlus as well as that has 'true' openGL support. We'll see what happens :)

http://ckcodeanddesign.com

--
Colin Knapp
PC Tech - Microworks POS Solutions Inc

PrBoom4Android.apk

Ivan Volosyuk

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Jan 5, 2011, 10:30:24 AM1/5/11
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Did you try mine? I can't play yours, because it looks it assumes different screen size and I can't rotate to the left somehow.
Btw, I tried to add missing parts to build native lib, but it seems a few parts missing.


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> PC Tech - Microworks POS Solutions Inc
>

Colin Knapp

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Jan 5, 2011, 10:36:34 AM1/5/11
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It is set to 854x480 for HDPI phones I should have said.

As for the missing Native libs, all I had to do after SVN'ing the source was rename a few things, like AudioManager to AudioManager2, etc. I also got rid of most of the @Override as they aren't needed where they were used.

I am going to probably branch as I've mentioned. Just working on building prBoom differently than it currently was.
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