android-native: auto hunt, in-client account registration, mobile UI polish
- Auto hunt (client-only): PythonPlayerAutoHunt.cpp + AutoHuntScript.inc as the embedded mt_autohunt module, AUTO touch button, F9/F8. - Account registration: tools/40250/register_server.py (rc.d mt_register, :11080) inserts into account.account; net.RegisterAccount/GetRegisterAccountResult (PythonAccountRegister.cpp) and the mt_register login-window dialog (RegisterScript.inc). - --py-exec also runs in --login-screen mode for scripted login-screen tests. - Touch controller, window manager and render command updates for the Android native client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
53d06c3c26
commit
3e3708ef06
@@ -59,6 +59,10 @@ bool Evaluate(const char* expression, std::string* result, std::string* error);
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// Forward physical Godot input to the original 40250 window manager. Coordinates
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// are viewport pixels; SetUISize also establishes its logical resolution.
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void SetUISize(int width, int height);
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// Mobile safe area: the 40250 windows are laid out width - 2 * inset wide and drawn inset pixels
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// right of the screen edge (clear of rounded corners and cutouts) while the 3D world keeps the whole
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// screen. Input coordinates stay screen pixels. Takes effect at the next SetUISize; 0 = off.
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void SetUISafeInset(int inset);
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void UIMouseMove(int x, int y);
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void UIMouseButton(int button, bool pressed, int x, int y);
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void UIMouseWheel(int nLen);
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@@ -68,11 +72,32 @@ void SetMoveDirection(float angleDeg, bool moving);
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void SetAttackKey(bool pressed);
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void UseLocalQuickSlot(int localSlotIndex);
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bool TryAssignAttachedObjectToLocalQuickSlot(int localSlotIndex);
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std::string LocalQuickSlotSkillIcon(int localSlotIndex);
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void CameraBeginDrag(int x, int y);
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void CameraDrag(int x, int y);
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void CameraEndDrag();
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// PORT: auto hunt (CPythonPlayer::AutoHunt_*, window in AutoHuntScript.inc): start/stop, the settings
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// window, and whether it runs / a character is in the world to run it.
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void AutoHuntToggle();
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void AutoHuntOpenSettings();
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bool AutoHuntIsEnabled();
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bool AutoHuntAvailable();
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// The skill or inventory item in the local quick slot: its UI texture name, the icon's (su, sv, eu, ev)
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// inside it and the item count (0 for a skill).
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bool LocalQuickSlotIcon(int localSlotIndex, std::string* texture, float uv[4], int* count);
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// Touch gestures: a Win32 WM_LBUTTONDBLCLK (40250 CPythonApplication::OnMouseLeftButtonDoubleClick),
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// whether an icon hangs on the cursor (CWindowManager::IsAttaching) and mouseController.DeattachObject().
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void UIMouseDoubleClick(int x, int y);
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bool UIIsAttaching();
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void UIDeattachObject();
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// Turns the camera around the player immediately, without CCamera::Drag's decaying velocity.
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void CameraRotateBy(float rollDeg, float pitchDeg);
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bool IsPointInsideActiveUI(int x, int y);
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// Touch hosts: hide 40250's on-screen login keypad (the system keyboard types instead).
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// Also drops the mouse arrow: touch hosts run 40250's hardware-cursor mode with no OS cursor, so
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// mouseModule draws only the attached icon.
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void SetTouchInput(bool touch);
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bool TouchInput();
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// An EditLine has focus (40250 ui.EditLine.OnSetFocus -> ime.EnableCaptureInput).
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bool TextInputFocused();
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// (x, y) hits the focused window, i.e. the tap landed on the focused EditLine.
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bool IsPointInsideFocusedWindow(int x, int y);
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struct PlayerStatusInfo {
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int level = 1;
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