Rockblox: Map touchscreen top-middle to rotate CW
- Add support for defining a secondary 'rotate CCW' action - could be needed by future touchscreen targets - Update manual accordingly git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24895 a1c6a512-1295-4272-9138-f99709370657
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2 changed files with 13 additions and 9 deletions
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@ -249,6 +249,7 @@ PLUGIN_HEADER
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#define ROCKBLOX_RESTART BUTTON_RC_MODE
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#define ROCKBLOX_RESTART BUTTON_RC_MODE
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#elif CONFIG_KEYPAD == COWON_D2_PAD
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#elif CONFIG_KEYPAD == COWON_D2_PAD
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#define ROCKBLOX_OFF BUTTON_POWER
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#define ROCKBLOX_OFF BUTTON_POWER
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#define ROCKBLOX_RESTART BUTTON_MENU
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#define ROCKBLOX_RESTART BUTTON_MENU
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@ -342,6 +343,7 @@ PLUGIN_HEADER
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#define ROCKBLOX_ROTATE_CW2 BUTTON_BOTTOMRIGHT
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#define ROCKBLOX_ROTATE_CW2 BUTTON_BOTTOMRIGHT
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#else
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#else
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#define ROCKBLOX_ROTATE_CW BUTTON_BOTTOMRIGHT
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#define ROCKBLOX_ROTATE_CW BUTTON_BOTTOMRIGHT
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#define ROCKBLOX_ROTATE_CW2 BUTTON_TOPMIDDLE
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#endif
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#endif
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#ifndef ROCKBLOX_DOWN
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#ifndef ROCKBLOX_DOWN
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#define ROCKBLOX_DOWN BUTTON_BOTTOMMIDDLE
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#define ROCKBLOX_DOWN BUTTON_BOTTOMMIDDLE
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@ -1371,6 +1373,10 @@ static int rockblox_loop (void)
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/* if it's enabled, go ahead and rotate.. */
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/* if it's enabled, go ahead and rotate.. */
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if(wheel_enabled)
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if(wheel_enabled)
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#endif
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#ifdef ROCKBLOX_ROTATE_CCW2
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/* fallback */
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case ROCKBLOX_ROTATE_CCW2:
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#endif
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#endif
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move_block (0, 0, (rockblox_status.co + 1) % figures[rockblox_status.cf].max_or);
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move_block (0, 0, (rockblox_status.co + 1) % figures[rockblox_status.cf].max_or);
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break;
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break;
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@ -1382,18 +1388,16 @@ static int rockblox_loop (void)
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wheel_events++;
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wheel_events++;
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if(wheel_enabled)
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if(wheel_enabled)
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#endif
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#ifdef ROCKBLOX_ROTATE_CW2
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/* fallback */
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case ROCKBLOX_ROTATE_CW2:
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#endif
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#endif
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move_block (0, 0,
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move_block (0, 0,
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(rockblox_status.co + figures[rockblox_status.cf].max_or -
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(rockblox_status.co + figures[rockblox_status.cf].max_or -
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1) % figures[rockblox_status.cf].max_or);
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1) % figures[rockblox_status.cf].max_or);
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break;
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break;
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#ifdef ROCKBLOX_ROTATE_CCW2
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case ROCKBLOX_ROTATE_CCW2:
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move_block (0, 0, (rockblox_status.co + 1) % figures[rockblox_status.cf].max_or);
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break;
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#endif
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case ROCKBLOX_DOWN:
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case ROCKBLOX_DOWN:
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case ROCKBLOX_DOWN | BUTTON_REPEAT:
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case ROCKBLOX_DOWN | BUTTON_REPEAT:
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move_block (0, 1, rockblox_status.co);
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move_block (0, 1, rockblox_status.co);
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@ -61,7 +61,7 @@ the blocks fall faster. If the pile of blocks reaches the ceiling, the game is o
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\opt{MROBE100_PAD}{\ButtonMenu}
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\opt{MROBE100_PAD}{\ButtonMenu}
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\opt{COWON_D2_PAD}{\TouchBottomLeft}
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\opt{COWON_D2_PAD}{\TouchBottomLeft}
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\opt{HAVEREMOTEKEYMAP}{& }
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\opt{HAVEREMOTEKEYMAP}{& }
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& Rotate left\\
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& Rotate CCW\\
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\opt{PLAYER_PAD}{\ButtonPlay}
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\opt{PLAYER_PAD}{\ButtonPlay}
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\opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
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\opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
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{\ButtonUp}
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{\ButtonUp}
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@ -71,9 +71,9 @@ the blocks fall faster. If the pile of blocks reaches the ceiling, the game is o
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\opt{SANSA_C200_PAD}{\ButtonVolUp/\ButtonUp}
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\opt{SANSA_C200_PAD}{\ButtonVolUp/\ButtonUp}
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\opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonVolDown}
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\opt{GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonVolDown}
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\opt{MROBE100_PAD}{\ButtonPlay}
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\opt{MROBE100_PAD}{\ButtonPlay}
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\opt{COWON_D2_PAD}{\TouchBottomRight}
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\opt{COWON_D2_PAD}{\TouchBottomRight{} / \TouchTopMiddle }
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\opt{HAVEREMOTEKEYMAP}{& }
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\opt{HAVEREMOTEKEYMAP}{& }
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& Rotate right\\
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& Rotate CW\\
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\opt{PLAYER_PAD,RECORDER_PAD}{\ButtonOn}
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\opt{PLAYER_PAD,RECORDER_PAD}{\ButtonOn}
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\opt{ONDIO_PAD}{\ButtonMenu}
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\opt{ONDIO_PAD}{\ButtonMenu}
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonMode}
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\opt{IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonMode}
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