

This was fairly easy to do, with the exception of aliasing warnings related to the "Quake C" interpreter FFI.Ĭonverted the graphics from OpenGL to OpenGL ES Also, as part of the general cleanup I fixed all gcc warnings. The game remains 99% pure C, since I didn't rewrite I like the ability to use classes occasionally. I did this early in development, because I'm more comfortable writing in C++ than in C. It would be cleaner if this was communicated by a separate API call. This is used to tell the game when the screen size has changed. Similarly, the "step" function takes arguments that give the current screen size. This might better have been handled by providing a series of Java methods that the C code could call back.

That it wants ASCII character events, because it is in menu / console mode.That the game wants raw PC keyboard events, because it is in normal gameplay mode.For example the "step" function returns a trinary value indicating:
QUAKE II FOR ANDROID HOW TO
At the time I developed this game I didn't know very much about how to use JNI, so I didn't implement any C-to-Java calls, preferring to pass status back in return values.
