rockbox/apps/plugins/clix.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2008-2009 Rene Peinthor
* Contribution from Johannes Schwarz (new menu system, use of highscore lib)
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"
#include "lib/display_text.h"
PLUGIN_HEADER
#if (CONFIG_KEYPAD == SANSA_E200_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD
#define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
#define CLIX_BUTTON_QUIT BUTTON_HOME
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD
#define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#define CLIX_BUTTON_SCROLL_FWD BUTTON_VOL_UP
#define CLIX_BUTTON_SCROLL_BACK BUTTON_VOL_DOWN
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define CLIX_BUTTON_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define CLIX_BUTTON_UP BUTTON_MENU
#define CLIX_BUTTON_DOWN BUTTON_PLAY
#define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD
#define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
#define CLIX_BUTTON_QUIT BUTTON_BACK
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_PLAY
#define CLIX_BUTTON_UP BUTTON_SCROLL_UP
#define CLIX_BUTTON_DOWN BUTTON_SCROLL_DOWN
#elif CONFIG_KEYPAD == IAUDIO67_PAD
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_PLAY
#define CLIX_BUTTON_UP BUTTON_STOP
#define CLIX_BUTTON_DOWN BUTTON_PLAY
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define CLIX_BUTTON_QUIT BUTTON_OFF
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define CLIX_BUTTON_QUIT BUTTON_BACK
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif (CONFIG_KEYPAD == PHILIPS_HDD1630_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_SELECT
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#elif CONFIG_KEYPAD == COWOND2_PAD
#define CLIX_BUTTON_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == ONDAVX747_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#define CLIX_BUTTON_CLICK BUTTON_MENU
#elif (CONFIG_KEYPAD == ONDAVX777_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == MROBE500_PAD)
#define CLIX_BUTTON_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
#define CLIX_BUTTON_QUIT BUTTON_REC
#define CLIX_BUTTON_LEFT BUTTON_LEFT
#define CLIX_BUTTON_RIGHT BUTTON_RIGHT
#define CLIX_BUTTON_CLICK BUTTON_PLAY
#define CLIX_BUTTON_UP BUTTON_UP
#define CLIX_BUTTON_DOWN BUTTON_DOWN
#else
#error "no keymap"
#endif
#ifndef CLIX_BUTTON_CLICK
#define CLIX_BUTTON_CLICK BUTTON_CENTER
#endif
#define HIGHSCORE_FILE PLUGIN_GAMES_DIR "/clix.score"
#define NUM_SCORES 5
struct highscore highest[NUM_SCORES];
#define NUM_LEVELS 9
#define BLINK_TICKCOUNT 25
#define MARGIN 5
#if (LCD_WIDTH >= LCD_HEIGHT)
#define BOARD_WIDTH 18
#define BOARD_HEIGHT 12
#else
#define BOARD_WIDTH 12
#define BOARD_HEIGHT 18
#endif
#if (LCD_WIDTH>=480)
#if (LCD_WIDTH/BOARD_WIDTH) > (LCD_HEIGHT/BOARD_HEIGHT)
#define CELL_SIZE (LCD_HEIGHT/BOARD_HEIGHT)
#else
#define CELL_SIZE (LCD_WIDTH/BOARD_WIDTH)
#endif
#elif (LCD_WIDTH >= 306 && LCD_HEIGHT>= 204)
#define CELL_SIZE 16
#elif (LCD_WIDTH >= 270 && LCD_HEIGHT>= 180)
#define CELL_SIZE 14
#elif (LCD_WIDTH >= 234 && LCD_HEIGHT>= 156)
#define CELL_SIZE 12
#elif (LCD_WIDTH >= 198 && LCD_HEIGHT>= 132)
#define CELL_SIZE 10
#elif (LCD_WIDTH >= 162 && LCD_HEIGHT>= 108)
#define CELL_SIZE 8
#elif (LCD_WIDTH >= 126 && LCD_HEIGHT>= 84)
#define CELL_SIZE 6
#elif (LCD_WIDTH >= 60)
#define CELL_SIZE 4
#endif
#define XYPOS(x,y) ((y) * BOARD_WIDTH + x)
#define XOFS LCD_WIDTH/2-(BOARD_WIDTH * (CELL_SIZE + 1)/2)
#define YOFS (LCD_HEIGHT+10)/2-(BOARD_HEIGHT * (CELL_SIZE + 1)/2)
struct clix_game_state_t {
int level; /* current level */
int score; /* current game score */
int x,y; /* current positions of the cursor */
int board[BOARD_WIDTH * BOARD_HEIGHT]; /* play board*/
/* state of selected fields,maybe we can store this in the play board too */
bool board_selected[ BOARD_WIDTH * BOARD_HEIGHT];
int selected_count;
int status;
bool blink; /* true if selected CELLS are currently white */
};
/* game state enum */
enum {
CLIX_GAMEOVER = -1,
CLIX_CONTINUE,
CLIX_CLEARED
};
/* cell color enum */
enum {
CC_BLACK = -1,
CC_BLUE,
CC_GREEN,
CC_RED,
CC_YELLOW,
CC_ORANGE,
CC_CYAN,
CC_BROWN,
CC_PINK,
CC_DARK_BLUE,
CC_DARK_GREEN
};
/* recursive function to check if a neighbour cell is of the same color
if so call the function with the neighbours position
*/
static void clix_set_selected(struct clix_game_state_t* state,
const int x, const int y)
{
state->selected_count++;
state->board_selected[ XYPOS( x, y)] = true;
int current_color = state->board[ XYPOS( x, y)];
if( (x - 1) >= 0 &&
state->board[ XYPOS( x - 1, y)] == current_color &&
state->board_selected[ XYPOS(x - 1, y)] == false)
clix_set_selected( state, x - 1, y);
if( (y + 1) < BOARD_HEIGHT &&
state->board[ XYPOS( x, y + 1)] == current_color &&
state->board_selected[ XYPOS(x, y + 1)] == false)
clix_set_selected( state, x, y + 1);
if( (x + 1) < BOARD_WIDTH &&
state->board[ XYPOS( x + 1, y)] == current_color &&
state->board_selected[ XYPOS(x + 1, y)] == false)
clix_set_selected( state, x + 1, y);
if( (y - 1) >= 0 &&
state->board[ XYPOS( x, y - 1)] == current_color &&
state->board_selected[ XYPOS(x, y - 1)] == false)
clix_set_selected( state, x, y - 1);
}
/* updates "blinking" cells by finding out which one is a valid neighbours */
static void clix_update_selected(struct clix_game_state_t* state)
{
int i;
for( i = 0; i < BOARD_WIDTH * BOARD_HEIGHT; ++i)
{
state->board_selected[i] = false;
}
state->selected_count = 0;
/* recursion starts here */
clix_set_selected( state, state->x, state->y);
}
/* inits the board with new random colors according to the level */
static void clix_init_new_level(struct clix_game_state_t* state)
{
int i;
int r;
state->y = BOARD_HEIGHT / 2;
state->x = BOARD_WIDTH / 2;
rb->srand( *rb->current_tick);
/* create a random colored board, according to the current level */
for(i = 0; i < BOARD_HEIGHT * BOARD_WIDTH; ++i)
{
r = rb->rand() % (state->level + 1);
state->board[i] = r;
}
}
/* this inits the game state structure */
static void clix_init(struct clix_game_state_t* state)
{
state->level = 1;
state->score = 0;
state->blink = false;
state->status = CLIX_CONTINUE;
clix_init_new_level(state);
clix_update_selected(state);
}
/* Function for drawing a cell */
static void clix_draw_cell(struct clix_game_state_t* state, const int x, const int y)
{
int realx = XOFS;
int realy = YOFS;
realx += x * (CELL_SIZE + 1);
realy += y * (CELL_SIZE + 1);
if (state->blink && state->board_selected[ XYPOS( x, y)]) {
rb->lcd_set_foreground(LCD_WHITE);
} else {
switch (state->board[ XYPOS( x, y)])
{
case CC_BLUE:
rb->lcd_set_foreground( LCD_RGBPACK( 25, 25, 255));
break;
case CC_GREEN:
rb->lcd_set_foreground( LCD_RGBPACK( 25, 255, 25));
break;
case CC_RED:
rb->lcd_set_foreground( LCD_RGBPACK( 255, 25, 25));
break;
case CC_YELLOW:
rb->lcd_set_foreground( LCD_RGBPACK( 225, 225, 25));
break;
case CC_ORANGE:
rb->lcd_set_foreground( LCD_RGBPACK( 230, 140, 15));
break;
case CC_CYAN:
rb->lcd_set_foreground( LCD_RGBPACK( 25, 245, 230));
break;
case CC_BROWN:
rb->lcd_set_foreground( LCD_RGBPACK(139, 69, 19));
break;
case CC_PINK:
rb->lcd_set_foreground( LCD_RGBPACK(255, 105, 180));
break;
case CC_DARK_GREEN:
rb->lcd_set_foreground( LCD_RGBPACK( 0, 100, 0));
break;
case CC_DARK_BLUE:
rb->lcd_set_foreground( LCD_RGBPACK( 280, 32, 144));
break;
default:
rb->lcd_set_foreground( LCD_BLACK);
break;
}
}
rb->lcd_fillrect( realx, realy, CELL_SIZE, CELL_SIZE);
/* draw cursor */
if ( x == state->x && y == state->y) {
rb->lcd_set_foreground( LCD_WHITE);
rb->lcd_drawrect( realx - 1, realy - 1, CELL_SIZE + 2, CELL_SIZE + 2);
}
}
/* main function of drawing the whole board and score... */
static void clix_draw(struct clix_game_state_t* state)
{
int i,j;
char str[30];
/* Clear screen */
rb->lcd_clear_display();
rb->lcd_set_foreground( LCD_WHITE);
rb->lcd_putsxy( MARGIN, MARGIN, "Score:");
rb->snprintf( str, sizeof(str), "%d", state->score);
rb->lcd_putsxy( 43, MARGIN, str);
#if LCD_WIDTH <= 100
rb->lcd_putsxy( 75, MARGIN, "L:");
rb->snprintf( str, sizeof(str), "%d", state->level);
rb->lcd_putsxy( 90, MARGIN, str);
#else
rb->lcd_putsxy( 75, MARGIN, "Level:");
rb->snprintf( str, sizeof(str), "%d", state->level);
rb->lcd_putsxy( 113, MARGIN, str);
#endif
for( i = 0; i < BOARD_WIDTH; ++i)
{
for( j = 0; j < BOARD_HEIGHT; ++j)
{
clix_draw_cell( state, i, j);
}
}
rb->lcd_update();
}
static void clix_move_cursor(struct clix_game_state_t* state, const bool left)
{
int x, y;
x = state->x;
do
{
y = state->y;
while(state->board[ XYPOS( x, y)] == CC_BLACK && y < BOARD_HEIGHT) y++;
if (y < BOARD_HEIGHT) {
state->y = y;
state->x = x;
}
else
{
if (left) {
if( x >= 0)
x--;
else
y = state->y;
}
else
{
if( x < BOARD_WIDTH - 1)
x++;
else
x = 0;
}
}
} while ( y != state->y);
}
/* returns the color of the given position, if out of bounds return CC_BLACK */
static int clix_get_color(struct clix_game_state_t* state, const int x, const int y)
{
if( x >= 0 && x < BOARD_WIDTH && y >= 0 && y < BOARD_HEIGHT)
return state->board[XYPOS( x, y)];
else
return CC_BLACK;
}
static int clix_clear_selected(struct clix_game_state_t* state)
{
int i, j, x, y;
state->status = CLIX_CLEARED;
/* clear the selected blocks */
for( i = 0; i < BOARD_WIDTH; ++i)
{
for( j = 0; j < BOARD_HEIGHT; ++j)
{
if( state->board_selected[ XYPOS( i, j)] )
{
state->board_selected[ XYPOS( i, j)] = false;
state->board[ XYPOS( i, j)] = CC_BLACK;
}
}
}
/* count score */
state->score += state->selected_count * state->level;
state->selected_count = 0;
/* let blocks falling down */
for( i = BOARD_WIDTH - 1; i >= 0; --i)
{
for( j = BOARD_HEIGHT - 1; j >= 0; --j)
{
y = j;
while( (y + 1) < BOARD_HEIGHT &&
state->board[ XYPOS( i, y + 1)] == CC_BLACK
)
y++;
if (y != j) {
state->board[ XYPOS( i, y)] = state->board[ XYPOS( i, j)];
state->board[ XYPOS( i, j)] = CC_BLACK;
}
}
}
/* move columns to left side */
for( i = 0; i < BOARD_WIDTH; ++i)
{
x = i;
while( (x - 1) >= 0 &&
state->board[ XYPOS( x - 1, BOARD_HEIGHT - 1)] == CC_BLACK
)
x--;
if (x != i)
{
for( j = 0; j < BOARD_HEIGHT; ++j)
{
state->board[ XYPOS( x, j)] = state->board[ XYPOS( i, j)];
state->board[ XYPOS( i, j)] = CC_BLACK;
}
}
}
if(state->board[ XYPOS( 0, BOARD_HEIGHT - 1)] != CC_BLACK)
state->status = CLIX_CONTINUE;
if (state->status != CLIX_CLEARED) {
/* check if a move is still possible, otherwise the game is over.
tart from the left bottom, because there are the last fields
at the end of the game.
*/
for( i = 0; i < BOARD_WIDTH; ++i)
{
for( j = BOARD_HEIGHT - 1; j >= 0; --j)
{
int color = state->board[ XYPOS( i, j)];
if (color != CC_BLACK) {
if (color == clix_get_color( state, i - 1, j) ||
color == clix_get_color( state, i + 1, j) ||
color == clix_get_color( state, i, j - 1) ||
color == clix_get_color( state, i, j + 1)
)
{
/* end the loop, but in a diffrent way than usually*/
i = BOARD_WIDTH + 1;
j = -2;
}
}
}
}
/* if the loops ended without a possible move, the game is over */
if( i == BOARD_WIDTH && j == -1)
state->status = CLIX_GAMEOVER;
/* set cursor to the right position */
if (state->status == CLIX_CONTINUE) {
clix_move_cursor( state, true);
clix_update_selected( state);
}
}
return state->status;
}
static bool clix_help(void)
{
#define WORDS (sizeof help_text / sizeof (char*))
static char *help_text[] = {
"Clix", "", "Aim", "",
"Remove", "all", "blocks", "from", "the", "board", "to", "achieve",
"the", "next", "level.", "You", "can", "only", "remove", "blocks,",
"if", "at", "least", "two", "blocks", "with", "the", "same", "color",
"have", "a", "direct", "connection.", "The", "more", "blocks", "you",
"remove", "per", "turn,", "the", "more", "points", "you", "get."
};
static struct style_text formation[]={
{ 0, TEXT_CENTER|TEXT_UNDERLINE },
{ 2, C_RED },
{ -1, 0 }
};
int button;
rb->lcd_setfont(FONT_UI);
rb->lcd_set_foreground(LCD_WHITE);
if (display_text(WORDS, help_text, formation, NULL))
return true;
do {
button = rb->button_get(true);
if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return true;
} while( ( button == BUTTON_NONE )
|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
rb->lcd_setfont(FONT_SYSFIXED);
return 0;
}
static bool _ingame;
static int clix_menu_cb(int action, const struct menu_item_ex *this_item)
{
if(action == ACTION_REQUEST_MENUITEM
&& !_ingame && ((intptr_t)this_item)==0)
return ACTION_EXIT_MENUITEM;
return action;
}
static int clix_menu(struct clix_game_state_t* state, bool ingame)
{
rb->button_clear_queue();
int choice = 0;
bool leave_menu=false;
int ret=0;
_ingame = ingame;
MENUITEM_STRINGLIST (main_menu, "Clix Menu", clix_menu_cb,
"Resume Game",
"Start New Game",
"Help",
"High Scores",
"Playback Control",
"Quit");
#ifdef HAVE_TOUCHSCREEN
/* Entering Menu, set the touchscreen to the global setting */
rb->touchscreen_set_mode(rb->global_settings->touch_mode);
#endif
while (!leave_menu) {
switch (rb->do_menu(&main_menu, &choice, NULL, false)) {
case 0:
leave_menu=true;
ret = 0;
break;
case 1:
clix_init(state);
leave_menu=true;
ret = 0;
break;
case 2:
if (clix_help()) {
leave_menu=true;
ret = 1;
}
break;
case 3:
highscore_show(NUM_SCORES, highest, NUM_SCORES, true);
break;
case 4:
playback_control(NULL);
break;
case 5:
case MENU_ATTACHED_USB:
leave_menu=true;
ret = 1;
break;
default:
break;
}
}
#ifdef HAVE_TOUCHSCREEN
/* Leaving the menu, set back to pointer mode */
rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
#endif
return ret;
}
static int clix_handle_game(struct clix_game_state_t* state)
{
if (clix_menu(state, 0))
return 1;
int button;
int blink_tick = *rb->current_tick + BLINK_TICKCOUNT;
int position;
int time;
int start;
int end;
int oldx, oldy;
int lastbutton = BUTTON_NONE;
while(true)
{
if (blink_tick < *rb->current_tick) {
state->blink = state->blink ? false : true;
blink_tick = *rb->current_tick + BLINK_TICKCOUNT;
}
time = 6; /* number of ticks this function will loop reading keys */
start = *rb->current_tick;
end = start + time;
while(end > *rb->current_tick)
{
oldx = state->x;
oldy = state->y;
button = rb->button_get_w_tmo(end - *rb->current_tick);
#ifdef HAVE_TOUCHSCREEN
if(button & BUTTON_TOUCHSCREEN)
{
int x = rb->button_get_data() >> 16;
int y = rb->button_get_data() & 0xffff;
x -= XOFS;
y -= YOFS;
if(x >= 0 && y >= 0)
{
x /= CELL_SIZE + 1;
y /= CELL_SIZE + 1;
if(x < BOARD_WIDTH && y < BOARD_HEIGHT
&& state->board[XYPOS(x, y)] != CC_BLACK)
{
if(state->x == x && state->y == y)
button = CLIX_BUTTON_CLICK;
else
{
state->x = x;
state->y = y;
}
}
}
}
#endif
switch( button)
{
#ifndef HAVE_TOUCHSCREEN
#ifdef CLIX_BUTTON_SCROLL_BACK
case CLIX_BUTTON_SCROLL_BACK:
case CLIX_BUTTON_SCROLL_BACK|BUTTON_REPEAT:
#endif
case CLIX_BUTTON_UP:
if( state->y == 0 ||
state->board[ XYPOS( state->x, state->y - 1)] ==
CC_BLACK
)
state->y = BOARD_HEIGHT - 1;
else
state->y--;
clix_move_cursor(state, true);
break;
case CLIX_BUTTON_RIGHT:
if( state->x == (BOARD_WIDTH - 1))
state->x = 0;
else
state->x++;
clix_move_cursor(state, false);
break;
#ifdef CLIX_BUTTON_SCROLL_FWD
case CLIX_BUTTON_SCROLL_FWD:
case CLIX_BUTTON_SCROLL_FWD|BUTTON_REPEAT:
#endif
case CLIX_BUTTON_DOWN:
if( state->y == (BOARD_HEIGHT - 1))
state->y = 0;
else
state->y++;
clix_move_cursor( state, true);
break;
case CLIX_BUTTON_LEFT:
if( state->x == 0)
state->x = BOARD_WIDTH - 1;
else
state->x--;
clix_move_cursor(state, true);
break;
#endif
case CLIX_BUTTON_CLICK:
{
if (state->selected_count > 1) {
switch( clix_clear_selected( state))
{
case CLIX_CLEARED:
state->score += state->level * 100;
clix_draw( state);
if (state->level < NUM_LEVELS) {
rb->splash(HZ*2, "Great! Next Level!");
state->level++;
clix_init_new_level( state);
clix_update_selected( state);
}
else {
rb->splash(HZ*2, "Congratulation!!!");
rb->lcd_clear_display();
rb->splash(HZ*2, "You have finished the game.");
if (clix_menu(state, 0))
return 1;
}
break;
case CLIX_GAMEOVER:
clix_draw( state);
rb->splash(HZ*2, "Game Over!");
rb->lcd_clear_display();
position=highscore_update(state->score,
state->level, "",
highest,NUM_SCORES);
if (position == 0)
rb->splash(HZ*2, "New High Score");
if (position != -1)
highscore_show(position, highest,
NUM_SCORES, true);
if (clix_menu(state, 0))
return 1;
break;
default:
rb->sleep(10); /* prevent repeating clicks */
break;
}
}
}
break;
case CLIX_BUTTON_QUIT:
if (clix_menu(state, 1) != 0) {
rb->button_clear_queue();
return 1;
}
break;
default:
break;
}
if(button != BUTTON_NONE)
lastbutton = button;
if( (oldx != state->x || oldy != state->y) &&
state->board_selected[ XYPOS( oldx, oldy)] !=
state->board_selected[ XYPOS( state->x, state->y)]
)
{
clix_update_selected(state);
}
clix_draw(state);
rb->sleep(time);
}
}
}
/* this is the plugin entry point */
enum plugin_status plugin_start(const void* parameter)
{
(void)parameter;
rb->lcd_set_backdrop(NULL);
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(LCD_BLACK);
rb->lcd_setfont(FONT_SYSFIXED);
#ifdef HAVE_TOUCHSCREEN
rb->touchscreen_set_mode(TOUCHSCREEN_POINT);
#endif
highscore_load(HIGHSCORE_FILE, highest, NUM_SCORES);
struct clix_game_state_t state;
clix_handle_game( &state);
highscore_save(HIGHSCORE_FILE, highest, NUM_SCORES);
return PLUGIN_OK;
}