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Android support (#299)
* AI libs registering shenanigans on android; * Fixed resolution aspect + mouse event scaling; * Proper server init/deinit (through android IPC); Enabled threaded init in CMT; * Prevented a deadlock in logger on some devices; * Fixed frozen intro frame after interrupting the video; Added android progressbar displaying during initial data loading; * Hacky fix for choppy animations during heroes movement (should look better now, but it's definitely not a good solution); * Changes/fixes for new android launcher building process; * Fixed app hang after getting SDL_QUIT when activity was destroyed; * Functioanal, configurable advmap swiping support; * VCMI changes cleanup; Added few missing VCMI_ANDROID guards on swipe mechanics; * Removed unneeded sleep in server startup code for android; * Removed android ioapi hack (fixed in newest ndk); * Removed unused android's library loading logic; * Added android's swipe option to settings schema; * Moved NO_STD_TOSTRING to be defined in global.h instead of build files;
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@@ -353,7 +353,11 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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for (int i=1; i<32; i+=2*speed)
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{
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movementPxStep(details, i, hp, hero);
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#ifndef VCMI_ANDROID
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// currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
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// most likely this is connected with the way that this manual animation+framerate handling is solved
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adventureInt->updateScreen = true;
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#endif
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adventureInt->show(screen);
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{
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//evil returns here ...
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@@ -1647,7 +1651,11 @@ void CPlayerInterface::update()
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GH.updateTime();
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GH.handleEvents();
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#ifdef VCMI_ANDROID
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if (adventureInt && !adventureInt->isActive() && (adventureInt->swipeTargetPosition.x >= 0 || adventureInt->swipeTargetPosition.y >= 0))
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#else // !VCMI_ANDROID
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if (adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
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#endif // !VCMI_ANDROID
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GH.totalRedraw();
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else
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GH.simpleRedraw();
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