c24b7f15cb
build / build (push) Successful in 2m14s
Add a player_controls config group that maps game actions to controller inputs, and a Controller Options menu tab to rebind them in-headset. - 45 actions: movement, click/double-click, jump, fire, and the engine's own keyboard hotkeys (posture, save/load, weapon/MFD select, etc.), sent to the engine as synthetic key events. Cheat and dead hotkeys are not exposed. - Press-to-capture rebinding with per-input exclusivity, Reset to Defaults (built-in defaults, then questshock.config.default.json), and new defaults: left stick moves/strafes, right stick turns. - Controller profiles for Touch, Vive and generic OpenXR (res/controller_profiles/), matched to the active interaction profile at runtime, with a fatal dialog if a profile's bindings are rejected at startup. - The menu's thumbstick locomotion is disabled while the Controller Options tab is open or a capture is active. A scrollable list with a tap-to-jump scroll bar handles the long action list. - Opening the menu pauses a running game and resumes it on close. - Reset Position now keeps the player's facing instead of turning the screen to the current gaze. - Play the intro video in the game's language (engine patch 23), falling back to English. - Watchdog and shared-key handling for stuck movement keys, plus key-edge logging.
117 lines
5.5 KiB
Bash
Executable File
117 lines
5.5 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Prepares android/ to be built: a scratch, patched copy of engine/ (see
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# android/engine-patches/) and of android/gl4es-src/ (see
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# android/gl4es-patches/) - neither vendored tree itself is ever modified -
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# gl4esDir/prebuiltDir, read by android/app/build.gradle). gl4es itself is
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# NOT prebuilt here - it's compiled from this scratch copy as a CMake
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# subdirectory of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal rebuild, not a build-image rebuild. Always
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# run inside this image (via ../run-image.sh, or directly if already
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# inside it) - it reads from /opt/prebuilt/android/*, which only exists
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# there.
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#
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# Two modes:
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# (no args) - for build-apk.sh's own gradlew, invoked in this same
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# container - engine.properties points at this
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# container's own paths (e.g. /workspace/build/...).
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# --host-paths - for building android/ natively in Android Studio on
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# the HOST afterwards, instead of via build-apk.sh.
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# Needs HOST_REPO_ROOT (set by run-image.sh) to know
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# this container's bind-mounted repo root's path on
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# the host, since a plain container-internal path
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# like /workspace/... doesn't resolve there. Also
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# exports /opt/prebuilt/android (host-invisible,
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# image-only) to build/android-prebuilt so a host-side
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# CMake configure can actually find it.
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set -euo pipefail
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HOST_PATHS=0
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if [ "${1:-}" = "--host-paths" ]; then
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HOST_PATHS=1
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fi
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
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SCRATCH_GL4ES="$REPO_ROOT/build/android-gl4es"
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PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
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echo "== Preparing a scratch, patched copy of engine/ =="
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rm -rf "$SCRATCH_ENGINE"
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mkdir -p "$(dirname "$SCRATCH_ENGINE")"
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cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
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for p in "$ANDROID_DIR"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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echo "== Preparing a scratch, patched copy of android/gl4es-src/ =="
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rm -rf "$SCRATCH_GL4ES"
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cp -a "$ANDROID_DIR/gl4es-src" "$SCRATCH_GL4ES"
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for p in "$ANDROID_DIR"/gl4es-patches/*.patch; do
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patch -p1 -d "$SCRATCH_GL4ES" < "$p"
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done
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echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
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mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
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cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
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mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src"
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cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/"
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cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/"
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if [ "$HOST_PATHS" -eq 1 ]; then
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: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr for host-side use =="
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rm -rf "$PREBUILT_EXPORT_DIR"
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cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
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ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
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GL4ES_DIR_PROP="$HOST_REPO_ROOT/build/android-gl4es"
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PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
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else
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ENGINE_DIR_PROP="$SCRATCH_ENGINE"
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GL4ES_DIR_PROP="$SCRATCH_GL4ES"
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PREBUILT_DIR_PROP="/opt/prebuilt/android"
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fi
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{
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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} > "$ANDROID_DIR/engine.properties"
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echo "== Staging bundled assets (shaders, soundfont, get-assets text, default config) =="
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ASSETS_DIR="$ANDROID_DIR/app/src/main/assets"
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rm -rf "$ASSETS_DIR"
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mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res"
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# GLES ports of engine/shaders/ (see android/gles-shaders/ and
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# android/engine-patches/04-android-opengl-es-render.patch) - not
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# engine/shaders/ itself, which is desktop-only GLSL.
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cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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cp "$REPO_ROOT/res/questshock.config.default.json" "$ASSETS_DIR/questshock.config.default.json"
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cp -a "$REPO_ROOT/res/controller_profiles" "$ASSETS_DIR/controller_profiles"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
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# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
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# from $SCRATCH_GL4ES as part of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch); AGP's own native-build
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# packaging picks up its compiled libGL.so directly, without needing it
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# staged into jniLibs by this script.
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JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
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rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
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mkdir -p "$JNI_LIBS_DIR"
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find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
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/opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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if [ "$HOST_PATHS" -eq 1 ]; then
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echo "android/ is ready to open and build natively in Android Studio on the host."
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fi
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