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authorfrogbotherer <therealchriswest@hotmail.com>2012-09-08 13:40:44 +0200
committerRaphael Langella <raphael.langella@gmail.com>2012-09-08 13:40:44 +0200
commitf4002528321dbb23f92bade00d46ce515dd1bd27 (patch)
treec4c8a91fdbe7f14f4a6d66f59f0b1e8429a553f8 /crawl-ref/source/glwrapper.h
parent58ccbffacfa6feedebee83d6fc22b9037f29bf92 (diff)
downloadcrawl-ref-f4002528321dbb23f92bade00d46ce515dd1bd27.tar.gz
crawl-ref-f4002528321dbb23f92bade00d46ce515dd1bd27.zip
Android port.
2 files are added to the root of the repository: * AndroidAppSettings.cfg: settings file required for Android SDL port. Will change on each minor release to reset configuration. * AndroidBuild.sh: script called by the Android SDL port to commence building the game itself It might be nice to be able to move them elsewhere, but for now, their presence here is required. The build process is documented in docs/develop/android.txt There's a TOUCH_UI compiler flag which sets all the things specific to a touch screen interface. There has been a large amount of changes in the Makefile for redefining where the dat/, saves/, etc. directories go, because the "install" part of the make isn't the final destination for these files under Android - the environment we deploy to is a separate device from the build environment. There is also a number of changes to the tiles interface. Some are specific to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL. Touch only: * 'a'bilities menu goes straight to menu without prompting first * tap menu header to toggle/submit * menu instead of prompt to select which corpse to butcher * same for eating food from the floor (those 2 could go in local tiles too) * show_more defaults to false and less --more-- messages * pickup mode defaults to menu * defaults for tile_layout_priority is different (commands are more important than inventory) * popup for yes/no prompts, level-up stat gain and swapping rings (should be used for all prompts, and probably local tiles too) * spell casting: force selection menu * map mode: left-click rather than right-click for mouse mode; autotravel on left-click removed * remove skills training and memorisation panels Also local tiles (some could also be integrated in webtiles): * commands below description are clickable * clickable shopping menu (uses PrecisionMenu) * split the command panel in 2 (common actions and system commands) * add a map command panel * tapping or left-clicking the player is smarter: * picks up the item if there's one on the tile, otherwise * shows pick-up menu if there's several items on the tile, otherwise * traverses stairs (or enters a portal or shop) if one is present, otherwise * prays if an altar is present, otherwise * waits one turn * right-clicking the map enters map mode and brings the map commands tab to the front; map mode stays until exited rather than upon release of mouse Some more details can be found in android_patch_notes.txt on #5677 (although some TODOs are already obsolete). Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Diffstat (limited to 'crawl-ref/source/glwrapper.h')
-rw-r--r--crawl-ref/source/glwrapper.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/glwrapper.h b/crawl-ref/source/glwrapper.h
index 1fcddd8375..c675583b99 100644
--- a/crawl-ref/source/glwrapper.h
+++ b/crawl-ref/source/glwrapper.h
@@ -170,6 +170,10 @@ public:
virtual void reset_view_for_resize(const coord_def &m_windowsz) = 0;
virtual void set_transform(const GLW_3VF &trans, const GLW_3VF &scale) = 0;
virtual void reset_transform() = 0;
+#ifdef __ANDROID__
+ virtual void fixup_gl_state() = 0;
+#endif
+
// Texture-specific functinos
virtual void delete_textures(size_t count, unsigned int *textures) = 0;