Make some more games touchscreen compatible.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17707 a1c6a512-1295-4272-9138-f99709370657
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fb573630b8
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2 changed files with 111 additions and 36 deletions
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@ -446,6 +446,20 @@ enum menu_items {
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#endif
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#ifdef HAVE_TOUCHPAD
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#include "lib/touchscreen.h"
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static struct ts_mapping main_menu_items[4] =
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{
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{MENU_ITEMXOFS, BMPYOFS_start, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
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{MENU_ITEMXOFS, BMPYOFS_resume, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
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{MENU_ITEMXOFS, BMPYOFS_help, MENU_ITEMWIDTH, MENU_ITEMHEIGHT},
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{MENU_ITEMXOFS, BMPYOFS_quit, MENU_ITEMWIDTH, MENU_ITEMHEIGHT}
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};
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static struct ts_mappings main_menu = {main_menu_items, 4};
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#endif
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int levels_num = 29;
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static unsigned char levels[29][8][10] = {
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@ -1008,6 +1022,18 @@ int game_menu(int when)
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rb->lcd_update();
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button = rb->button_get(true);
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#ifdef HAVE_TOUCHPAD
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if(button & BUTTON_TOUCHPAD)
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{
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unsigned int result = touchscreen_map(&main_menu, rb->button_get_data() >> 16, rb->button_get_data() & 0xffff);
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if(result != (unsigned)-1 && button & BUTTON_REL)
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{
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if(cur == (signed)result)
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button = SELECT;
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cur = result;
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}
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}
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#endif
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switch(button) {
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case UP:
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case UP | BUTTON_REPEAT:
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@ -1147,6 +1173,9 @@ int help(int when)
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switch (button) {
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#ifdef RC_QUIT
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case RC_QUIT:
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#endif
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#ifdef HAVE_TOUCHPAD
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case BUTTON_TOUCHPAD:
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#endif
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case QUIT:
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switch (game_menu(when)) {
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@ -1840,6 +1869,31 @@ int game_loop(void)
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button = QUIT;
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#endif
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#ifdef HAVE_TOUCHPAD
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if(button & BUTTON_TOUCHPAD)
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{
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short touch_x, touch_y;
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touch_x = rb->button_get_data() >> 16;
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touch_y = rb->button_get_data() & 0xffff;
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if(touch_y >= PAD_POS_Y && touch_y <= PAD_POS_Y+PAD_HEIGHT)
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{
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pad_pos_x += (flip_sides ? -1 : 1) * ( (touch_x-pad_pos_x-PAD_WIDTH/2) / 4 );
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if(pad_pos_x < 0)
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pad_pos_x = 0;
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else if(pad_pos_x+PAD_WIDTH > LCD_WIDTH)
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pad_pos_x = LCD_WIDTH-PAD_WIDTH;
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for(k=0;k<used_balls;k++)
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if ((start_game==1 || ball[k].glue))
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ball[k].pos_x = pad_pos_x+PAD_WIDTH/2;
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}
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if(button & BUTTON_REL)
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button = SELECT;
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}
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else
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{
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#endif
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move_button=rb->button_status();
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#ifdef ALTRIGHT
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button_right=((move_button & RIGHT) || (move_button & ALTRIGHT));
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@ -1880,6 +1934,9 @@ int game_loop(void)
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pad_pos_x-=8;
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}
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}
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#ifdef HAVE_TOUCHPAD
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}
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#endif
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switch(button) {
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@ -199,10 +199,9 @@ void singlepad(int x, int y, int set)
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}
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}
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static int xpos[2]={0, LCD_WIDTH-PAD_WIDTH};
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void pad(struct pong *p, int pad)
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{
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static int xpos[2]={0, LCD_WIDTH-PAD_WIDTH};
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/* clear existing pad */
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singlepad(xpos[pad], p->e_pad[pad], 0);
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@ -396,13 +395,32 @@ int keys(struct pong *p)
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static bool pause = false;
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#endif
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int time = 4; /* number of ticks this function will loop reading keys */
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/* number of ticks this function will loop reading keys */
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#ifndef HAVE_TOUCHPAD
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int time = 4;
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#else
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int time = 1;
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#endif
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int start = *rb->current_tick;
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int end = start + time;
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while(end > *rb->current_tick) {
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key = rb->button_get_w_tmo(end - *rb->current_tick);
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#ifdef HAVE_TOUCHPAD
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short touch_x, touch_y;
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if(key & BUTTON_TOUCHPAD)
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{
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touch_x = rb->button_get_data() >> 16;
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touch_y = rb->button_get_data() & 0xFFFF;
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if(touch_x >= xpos[0] && touch_x <= xpos[0]+(PAD_WIDTH*4))
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padmove(&p->w_pad[0], touch_y-(p->e_pad[0]*2+PAD_HEIGHT)/2);
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if(touch_x >= xpos[1]-(PAD_WIDTH*4) && touch_x <= xpos[1])
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padmove(&p->w_pad[1], touch_y-(p->e_pad[1]*2+PAD_HEIGHT)/2);
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}
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#endif
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#ifdef HAS_BUTTON_HOLD
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if (rb->button_hold())
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return 2; /* Pause game */
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