2007-11-27 00:35:52 +00:00
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/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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2008-01-31 17:34:48 +00:00
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* $Id$
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2007-11-27 00:35:52 +00:00
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*
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* Copyright (C) 1999 Chris Allegretta
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* Copyright (C) 2005 Alastair S - ported to podzilla
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* Copyright (C) 2005 Jonas H<EFBFBD>ggqvist - ported to rockbox
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*
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/*
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* TODO:
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* - The font is a bit large, create smaller one
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* - For colour/greyscale displays, the font from the xscreensaver xmatrix
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* should be converted and used
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* BUGS:
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* - The animation "dies" after a few seconds, not sure why. Works in sim.
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* Symtom Fixed Oct 2007 GRaTT (Gerritt Gonzales)
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*/
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#include "plugin.h"
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PLUGIN_HEADER
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/* Images */
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#define MAXCHARS 27 - 1
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extern const fb_data matrix_bold[];
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extern const fb_data matrix_normal[];
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#define COL_W 14
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#define COL_H 15
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#define COLS LCD_WIDTH/COL_W
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#define ROWS LCD_HEIGHT/COL_H
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#define LEFTMARGIN (LCD_WIDTH-(COLS*COL_W))/2
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#define TOPMARGIN (LCD_HEIGHT-(ROWS*COL_H))/2
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2007-11-27 01:28:00 +00:00
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#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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2007-11-27 00:35:52 +00:00
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#define MATRIX_EXIT BUTTON_MENU
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#define MATRIX_SLEEP_MORE BUTTON_SCROLL_BACK|BUTTON_REPEAT
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#define MATRIX_SLEEP_LESS BUTTON_SCROLL_FWD|BUTTON_REPEAT
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#define MATRIX_PAUSE BUTTON_PLAY
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2007-11-27 01:28:00 +00:00
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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2007-11-27 00:35:52 +00:00
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#define MATRIX_EXIT BUTTON_OFF
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#define MATRIX_SLEEP_MORE BUTTON_UP
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#define MATRIX_SLEEP_LESS BUTTON_DOWN
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#define MATRIX_PAUSE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define MATRIX_EXIT BUTTON_POWER
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#define MATRIX_SLEEP_MORE BUTTON_SCROLL_UP|BUTTON_REPEAT
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#define MATRIX_SLEEP_LESS BUTTON_SCROLL_DOWN|BUTTON_REPEAT
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#define MATRIX_PAUSE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
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#define MATRIX_EXIT BUTTON_POWER
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#define MATRIX_SLEEP_MORE BUTTON_UP
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#define MATRIX_SLEEP_LESS BUTTON_DOWN
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#define MATRIX_PAUSE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define MATRIX_EXIT BUTTON_A
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#define MATRIX_SLEEP_MORE BUTTON_UP
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#define MATRIX_SLEEP_LESS BUTTON_DOWN
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#define MATRIX_PAUSE BUTTON_SELECT
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#elif CONFIG_KEYPAD == SANSA_E200_PAD
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#define MATRIX_EXIT BUTTON_POWER
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2008-01-10 08:08:31 +00:00
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#define MATRIX_SLEEP_MORE BUTTON_SCROLL_BACK|BUTTON_REPEAT
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#define MATRIX_SLEEP_LESS BUTTON_SCROLL_FWD|BUTTON_REPEAT
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2007-11-27 00:35:52 +00:00
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#define MATRIX_PAUSE BUTTON_SELECT
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#elif CONFIG_KEYPAD == SANSA_C200_PAD
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#define MATRIX_EXIT BUTTON_POWER
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#define MATRIX_SLEEP_MORE BUTTON_UP
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#define MATRIX_SLEEP_LESS BUTTON_DOWN
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#define MATRIX_PAUSE BUTTON_SELECT
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#else
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#error Unsupported keypad
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#endif
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#define SLEEP HZ/50
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/* Codec api pointer */
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static struct plugin_api* rb;
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/* Each position is of this type */
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typedef struct cmatrix {
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int val;
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int bold;
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} cmatrix;
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/* The matrix - who'd have guessed it was just a few hundred bytes? */
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static cmatrix matrix[ROWS][COLS];
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static int length[COLS];
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static int spaces[COLS];
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static int updates[COLS];
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static void matrix_init(void) {
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int i,j;
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/* Seed rand */
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rb->srand(*rb->current_tick);
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/* Make the matrix */
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for (i = 0; i <= ROWS; i++) {
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for (j = 0; j <= COLS - 1; j++ ) {
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matrix[i][j].val = -1;
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matrix[i][j].bold = 0;
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}
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}
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for (j = 0; j <= COLS - 1; j++) {
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/* Set up spaces[] array of how many spaces to skip */
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spaces[j] = rb->rand() % ROWS + 1;
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/* And length of the stream */
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length[j] = rb->rand() % (ROWS - 3) + 3;
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/* Sentinel value for creation of new objects */
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matrix[1][j].val = 129;
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/* And set updates[] array for update speed. */
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updates[j] = rb->rand() % 3 + 1;
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}
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}
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static void matrix_blit_char(const int row, const int col, int cha)
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{
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if (cha == 129 || cha == 2 || cha > MAXCHARS)
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cha = 0;
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if (matrix[row][col].bold == 1) {
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rb->lcd_bitmap_part(matrix_bold, cha*COL_W, 0, 392,
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col*COL_W + LEFTMARGIN, row*COL_H + TOPMARGIN, COL_W, COL_H);
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}
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else {
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rb->lcd_bitmap_part(matrix_normal, cha*COL_W, 0, 392,
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col*COL_W + LEFTMARGIN, row*COL_H + TOPMARGIN, COL_W, COL_H);
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}
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}
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static void matrix_loop(void)
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{
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int i, j = 0, y, z, firstcoldone = 0;
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static int count = 0;
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int randomness = 6;
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count++;
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if (count > 4)
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count = 1;
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for (j = 0; j <= COLS - 1; j++) {
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if (count > updates[j]) {
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/* New style scrolling */
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if (matrix[0][j].val == -1 && matrix[1][j].val == 129
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&& spaces[j] > 0) {
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matrix[0][j].val = -1;
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spaces[j]--;
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} else if (matrix[0][j].val == -1 && matrix[1][j].val == 129){
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length[j] = rb->rand() % (ROWS - 3) + 3;
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matrix[0][j].val = rb->rand() % (MAXCHARS-1) + 1;
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if (rb->rand() % 2 == 1)
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matrix[0][j].bold = 2;
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spaces[j] = rb->rand() % ROWS + 1;
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}
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i = 0;
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y = 0;
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firstcoldone = 0;
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while (i <= ROWS) {
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/* Skip over spaces */
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/* this is whear the characters were disappearing */
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/*
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while (i <= ROWS && (matrix[i][j].val == 129 ||
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matrix[i][j].val == -1))
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i++;
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*/
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/* A little more random now for spaces */
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if (rb->rand() % randomness == 1){
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while (i <= ROWS && (matrix[i][j].val == 129 ||
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matrix[i][j].val == -1)){
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i++;
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randomness--;
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if(randomness <=1)
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randomness = 6;}
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}else{
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randomness++;
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if(randomness >6)
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randomness = 6;
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}
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if (i > ROWS)
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break;
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/* Go to the head of this collumn */
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z = i;
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y = 0;
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while (i <= ROWS && (matrix[i][j].val != 129 &&
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matrix[i][j].val != -1)) {
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i++;
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y++;
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}
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if (i > ROWS) {
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matrix[z][j].val = 129;
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matrix[ROWS][j].bold = 1;
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matrix_blit_char(z - 1, j, matrix[z][j].val);
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continue;
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}
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matrix[i][j].val = rb->rand() % (MAXCHARS-1) + 1;
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if (matrix[i - 1][j].bold == 2) {
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matrix[i - 1][j].bold = 1;
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matrix[i][j].bold = 2;
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}
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/* If we're at the top of the collumn and it's reached its
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* full length (about to start moving down), we do this
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* to get it moving. This is also how we keep segments
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* not already growing from growing accidentally =>
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*/
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if (y > length[j] || firstcoldone) {
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matrix[z][j].val = 129;
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matrix[0][j].val = -1;
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}
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firstcoldone = 1;
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i++;
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}
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for (i = 1; i <= ROWS; i++) {
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if (matrix[i][j].val == 0 || matrix[i][j].bold == 2) {
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if (matrix[i][j].val == 0)
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matrix_blit_char(i - 1, j, 20);
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else
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matrix_blit_char(i - 1, j, matrix[i][j].val);
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} else {
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if (matrix[i][j].val == 1)
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matrix_blit_char(i - 1, j, 2);
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else if (matrix[i][j].val == -1)
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matrix_blit_char(i - 1, j, 129);
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else
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matrix_blit_char(i - 1, j, matrix[i][j].val);
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}
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}
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}
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}
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}
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enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
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int button;
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int sleep = SLEEP;
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bool frozen = false;
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(void)parameter;
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rb = api;
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rb->lcd_set_background(LCD_BLACK);
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rb->lcd_set_backdrop(NULL);
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rb->lcd_clear_display();
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matrix_init();
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while (1) {
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if (!frozen) {
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matrix_loop();
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rb->lcd_update();
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rb->sleep(sleep);
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}
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button = rb->button_get(false);
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switch(button) {
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case MATRIX_PAUSE:
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frozen = !frozen;
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break;
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case MATRIX_EXIT:
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return PLUGIN_OK;
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break;
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case MATRIX_SLEEP_MORE:
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/* Sleep longer */
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sleep += SLEEP;
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break;
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case MATRIX_SLEEP_LESS:
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/* Sleep less */
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sleep -= SLEEP;
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if (sleep < 0) sleep = 0;
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break;
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default:
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if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
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return PLUGIN_USB_CONNECTED;
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}
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break;
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}
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}
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return PLUGIN_OK;
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}
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