/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2006 Eli Sherer * * 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" PLUGIN_HEADER #if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD) #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define PAUSE BUTTON_MODE #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define SELECT BUTTON_SELECT #elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_4G_PAD) #define QUIT (BUTTON_SELECT | BUTTON_MENU) #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define PAUSE BUTTON_SELECT #define SELECT BUTTON_SELECT #define UP BUTTON_MENU #define DOWN BUTTON_PLAY #elif CONFIG_KEYPAD == IAUDIO_X5_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define PAUSE BUTTON_PLAY #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define QUIT BUTTON_A #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define SELECT BUTTON_SELECT #define UP BUTTON_UP #define DOWN BUTTON_DOWN #define PAUSE BUTTON_MENU #else #error Unsupported keypad #endif #define MOVE_NO 0 /* player movement */ #define MOVE_UP 1 /* 1 */ #define MOVE_DN 2 /* 3 0 4 */ #define MOVE_LT 3 /* 2 */ #define MOVE_RT 4 #define MOVE_UUR 0 /* ball movement (12 ways) */ #define MOVE_UR 1 #define MOVE_URR 2 #define MOVE_DRR 3 /* UUL110UUR */ #define MOVE_DR 4 /* UL10 1UR */ #define MOVE_DDR 5 /* ULL9 . 2URR */ #define MOVE_DDL 6 /* DLL8 3DRR */ #define MOVE_DL 7 /* DL7 4DR */ #define MOVE_DLL 8 /* DDL6 5DDR */ #define MOVE_ULL 9 #define MOVE_UL 10 #define MOVE_UUL 11 #define CUBE_SIZE 8 /* 8x22=176 */ #define STARTING_QIXES 2 #define MAX_LEVEL 10 #define MAX_QIXES MAX_LEVEL+STARTING_QIXES #define BOARD_W ((int)LCD_WIDTH/CUBE_SIZE) #define BOARD_H ((int)LCD_HEIGHT/CUBE_SIZE) #define BOARD_X (LCD_WIDTH-BOARD_W*CUBE_SIZE)/2 #define BOARD_Y (LCD_HEIGHT-BOARD_H*CUBE_SIZE)/2 #ifdef HAVE_LCD_COLOR #define CLR_RED LCD_RGBPACK(255,0,0) /* used to imply danger */ #define CLR_BLUE LCD_RGBPACK(0,0,128) /* used for menu selection */ #define CLR_CYAN LCD_RGBPACK(0,128,128) /* used for frame and filling */ #else #define CLR_RED LCD_DARKGRAY /* used to imply danger */ #define CLR_BLUE LCD_LIGHTGRAY /* used for menu selection */ #define CLR_CYAN LCD_LIGHTGRAY /* used for frame and filling */ #endif #define EMPTIED LCD_BLACK /* empty spot */ #define FILLED CLR_CYAN /* filled spot */ #define TRAIL CLR_RED /* the red trail of the player */ #define QIX LCD_WHITE #define UNCHECKED 0 #define CHECKED 1 #define PIC_QIX 0 #define PIC_PLAYER 1 /* The time (in ms) for one iteration through the game loop - decrease this to speed up the game - note that current_tick is (currently) only accurate to 10ms. */ #define CYCLETIME 50 static struct plugin_api *rb; static bool quit = false; static unsigned short board[BOARD_H][BOARD_W], testboard[BOARD_H][BOARD_W], boardcopy[BOARD_H][BOARD_W]; /* 00001000 0x08 - 01110111 0x77 00011100 0x1c - 01110111 0x77 00111110 0x3e - 01100011 0x63 01111111 0x7f - 00000000 0x00 00111110 0x3e - 01100011 0x63 00011100 0x1c - 01110111 0x77 00001000 0x08 - 01110111 0x77 00000000 0x00 - 00000000 0x00 */ const unsigned char pics[2][8] = { {0x08, 0x1c, 0x3e, 0x7f, 0x3e, 0x1c, 0x08, 0x00}, /* Alien (QIX) */ {0x77, 0x77, 0x63, 0x00, 0x63, 0x77, 0x77, 0x00} /* Player (XONIX) */ }; static struct qix { short velocity; /* velocity */ short x, y; /* position on screen */ short angle; /* angle */ } qixes[MAX_QIXES]; /* black_qix */ static struct splayer { short i, j; /* position on board */ short move, score, level, lives; bool drawing; bool gameover; } player; /*************************** STACK STUFF **********************/ /* the stack */ #define STACK_SIZE BOARD_W*BOARD_H static struct pos { int x, y; /* position on board */ } stack[STACK_SIZE]; static int stackPointer; #define div(a,b) (((a)/(b))) static bool pop (struct pos *p) { if (stackPointer > 0) { p->x = stack[stackPointer].x; p->y = stack[stackPointer].y; stackPointer--; return true; } else return false; /* SE */ } static bool push (struct pos *p) { if (stackPointer < STACK_SIZE - 1) { stackPointer++; stack[stackPointer].x = p->x; stack[stackPointer].y = p->y; return true; } else return false; /* SOF */ } static void emptyStack (void) { stackPointer = 0; /* int x, y; while(pop(&x, &y)); */ } /*********************** END OF STACK STUFF *********************/ /* calculate the new x coordinate of the ball according to angle and speed */ static int get_newx (int x, int len, int deg) { int dx; if ((deg == MOVE_DRR) || (deg == MOVE_URR)) dx = 2; else if ((deg == MOVE_DDR) || (deg == MOVE_UUR) || (deg == MOVE_DR) || (deg == MOVE_UR)) dx = 1; else if ((deg == MOVE_DDL) || (deg == MOVE_UUL) || (deg == MOVE_DL) || (deg == MOVE_UL)) dx = -1; else dx = -2; return x + dx * len; } /* calculate the new y coordinate of the ball according to angle and speed */ static int get_newy (int y, int len, int deg) { int dy; if ((deg == MOVE_DRR) || (deg == MOVE_DLL) || (deg == MOVE_DR) || (deg == MOVE_DL)) dy = 1; else if ((deg == MOVE_DDR) || (deg == MOVE_DDL)) dy = 2; else if ((deg == MOVE_UUR) || (deg == MOVE_UUL)) dy = -2; else dy = -1; return y + dy * len; } /* make random function get it's value from the device ticker */ static inline void randomize (void) { rb->srand (*rb->current_tick); } /* get a random number between 0 and range-1 */ static int t_rand (int range) { return rb->rand () % range; } /* initializes the test help board */ static void init_testboard (void) { int i, j; /* testboard */ for (j = 0; j < BOARD_H; j++) for (i = 0; i < BOARD_W; i++) testboard[j][i] = UNCHECKED; } /* initializes the game board on with the player,qix's and black qix */ static void init_board (void) { int i, j; for (j = 0; j < BOARD_H; j++) for (i = 0; i < BOARD_W; i++) { /* make a nice cyan frame */ if ((i == 0) || (j == 1) || (j == 0) || (i == BOARD_W - 1) || (j == BOARD_H - 1) || (j == BOARD_H - 2)) board[j][i] = FILLED; else board[j][i] = EMPTIED; } /* (level+2) is the number of qixes */ for (j = 0; j < player.level + STARTING_QIXES; j++) { qixes[j].velocity = t_rand (2) + 1; /* 1 or 2 pix-per-sec */ /* not on frame */ qixes[j].x = BOARD_X + t_rand (((BOARD_W - 4) * CUBE_SIZE) - 2 * CUBE_SIZE) + 2 * CUBE_SIZE; qixes[j].y = BOARD_Y + t_rand (((BOARD_H - 6) * CUBE_SIZE) - 2 * CUBE_SIZE) + 3 * CUBE_SIZE; qixes[j].angle = t_rand (12); } /*black_qix.velocity=1; black_qix.x=BOARD_X+(BOARD_W*CUBE_SIZE)/2-CUBE_SIZE/2; black_qix.y=BOARD_Y+(BOARD_H*CUBE_SIZE)-CUBE_SIZE-CUBE_SIZE/2; black_qix.angle=MOVE_UR; */ player.move = MOVE_NO; player.drawing = false; player.i = BOARD_W / 2; player.j = 1; } /* calculates the percentage of the screen filling */ static int percentage (void) { int i, j, filled = 0; for (j = 2; j < BOARD_H - 2; j++) for (i = 1; i < BOARD_W - 1; i++) if (board[j][i] == FILLED) filled++; return filled * 100 / ((BOARD_W - 2) * (BOARD_H - 4)); } /* draw the board on with all the game figures */ static void refresh_board (void) { int i, j; char str[25]; rb->lcd_set_background (LCD_BLACK); rb->lcd_clear_display (); for (j = 0; j < BOARD_H; j++) for (i = 0; i < BOARD_W; i++) { rb->lcd_set_foreground (board[j][i]); rb->lcd_fillrect (BOARD_X + CUBE_SIZE * i, BOARD_Y + CUBE_SIZE * j, CUBE_SIZE, CUBE_SIZE); } rb->lcd_set_foreground (LCD_BLACK); rb->lcd_set_background (CLR_CYAN); rb->snprintf (str, sizeof (str), "Level %d", player.level + 1); rb->lcd_putsxy (BOARD_X, BOARD_Y, str); rb->snprintf (str, sizeof (str), "%d%%", percentage ()); rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 24, BOARD_Y, str); rb->snprintf (str, sizeof (str), "Score: %d", player.score); rb->lcd_putsxy (BOARD_X, BOARD_Y + CUBE_SIZE * BOARD_H - 8, str); rb->snprintf (str, sizeof (str), "%d Lives", player.lives); rb->lcd_putsxy (BOARD_X + CUBE_SIZE * BOARD_W - 60, BOARD_Y + CUBE_SIZE * BOARD_H - 8, str); rb->lcd_set_foreground (LCD_WHITE); rb->lcd_set_background (board[player.j][player.i]); rb->lcd_mono_bitmap (pics[PIC_PLAYER], player.i * CUBE_SIZE + BOARD_X, player.j * CUBE_SIZE + BOARD_Y, CUBE_SIZE, CUBE_SIZE); rb->lcd_set_background (EMPTIED); for (j = 0; j < player.level + STARTING_QIXES; j++) rb->lcd_mono_bitmap (pics[PIC_QIX], qixes[j].x + BOARD_X, qixes[j].y + BOARD_Y, CUBE_SIZE, CUBE_SIZE); rb->lcd_set_foreground (LCD_BLACK); rb->lcd_update (); } static inline int infested_area (int i, int j) { struct pos p, p1, p2, p3, p4; bool hit = false; p.x = i; p.y = j; emptyStack (); init_testboard (); if (!push (&p)) return -1; while (pop (&p)) { hit = (boardcopy[p.y][p.x] == QIX); testboard[p.y][p.x] = CHECKED; if (hit) return true; /*save some time and space */ p1.x = p.x + 1; p1.y = p.y; p2.x = p.x - 1; p2.y = p.y; p3.x = p.x; p3.y = p.y + 1; p4.x = p.x; p4.y = p.y - 1; if ((p1.x < BOARD_W) && (p1.x >= 0) && (p1.y < BOARD_H) && (p1.y >= 0) && (testboard[p1.y][p1.x] == UNCHECKED)) if (board[p1.y][p1.x] != FILLED) if (!push (&p1)) return -1; if ((p2.x < BOARD_W) && (p2.x >= 0) && (p2.y < BOARD_H) && (p2.y >= 0) && (testboard[p2.y][p2.x] == UNCHECKED)) if (board[p2.y][p2.x] != FILLED) if (!push (&p2)) return -1; if ((p3.x < BOARD_W) && (p3.x >= 0) && (p3.y < BOARD_H) && (p3.y >= 0) && (testboard[p3.y][p3.x] == UNCHECKED)) if (board[p3.y][p3.x] != FILLED) if (!push (&p3)) return -1; if ((p4.x < BOARD_W) && (p4.x >= 0) && (p4.y < BOARD_H) && (p4.y >= 0) && (testboard[p4.y][p4.x] == UNCHECKED)) if (board[p4.y][p4.x] != FILLED) if (!push (&p4)) return -1; } return (hit ? 1 : 0); } static inline int fill_area (int i, int j) { struct pos p, p1, p2, p3, p4; p.x = i; p.y = j; emptyStack (); init_testboard (); if (!push (&p)) return -1; while (pop (&p)) { board[p.y][p.x] = FILLED; testboard[p.y][p.x] = CHECKED; p1.x = p.x + 1; p1.y = p.y; p2.x = p.x - 1; p2.y = p.y; p3.x = p.x; p3.y = p.y + 1; p4.x = p.x; p4.y = p.y - 1; if ((p1.x < BOARD_W) && (p1.x >= 0) && (p1.y < BOARD_H) && (p1.y >= 0) && (testboard[p1.y][p1.x] == UNCHECKED)) if (board[p1.y][p1.x] == EMPTIED) if (!push (&p1)) return -1; if ((p2.x < BOARD_W) && (p2.x >= 0) && (p2.y < BOARD_H) && (p2.y >= 0) && (testboard[p2.y][p2.x] == UNCHECKED)) if (board[p2.y][p2.x] == EMPTIED) if (!push (&p2)) return -1; if ((p3.x < BOARD_W) && (p3.x >= 0) && (p3.y < BOARD_H) && (p3.y >= 0) && (testboard[p3.y][p3.x] == UNCHECKED)) if (board[p3.y][p3.x] == EMPTIED) if (!push (&p3)) return -1; if ((p4.x < BOARD_W) && (p4.x >= 0) && (p4.y < BOARD_H) && (p4.y >= 0) && (testboard[p4.y][p4.x] == UNCHECKED)) if (board[p4.y][p4.x] == EMPTIED) if (!push (&p4)) return -1; } return 1; } /* take care of stuff after xonix has landed on a filled spot */ static void complete_trail (int fill) { int i, j, ret; for (j = 0; j < BOARD_H; j++) for (i = 0; i < BOARD_W; i++) { if (board[j][i] == TRAIL) { if (fill) board[j][i] = FILLED; else board[j][i] = EMPTIED; } boardcopy[j][i] = board[j][i]; } if (fill) { for (i = 0; i < player.level + STARTING_QIXES; i++) /* add qixes to board */ boardcopy[div (qixes[i].y - BOARD_Y, CUBE_SIZE)][div (qixes[i].x - BOARD_X, CUBE_SIZE)] = QIX; for (j = 1; j < BOARD_H - 1; j++) for (i = 0; i < BOARD_W - 0; i++) if (board[j][i] != FILLED) { ret = infested_area (i, j); if (ret < 0) quit = true; else if (ret == 0) { ret = fill_area (i, j); if (ret < 0) quit = true; } } } } /* returns the color the real pixel(x,y) on the lcd is pointing at */ static unsigned short getpixel (int x, int y) { int a = div (x - BOARD_X, CUBE_SIZE), b = div (y - BOARD_Y, CUBE_SIZE); if ((a > 0) && (a < BOARD_W) && (b > 0) && (b < BOARD_H)) /* if inside board */ return board[b][a]; else return FILLED; } /* returns the color the ball on (newx,newy) is heading at *----* checks the four edge points of the square if 1st of all | | are a trail (cause it's a lose life situation) and 2nd | | if it's filled so it needs to bounce. *____* */ static inline unsigned short next_hit (int newx, int newy) { if ((getpixel (newx, newy) == TRAIL) || (getpixel (newx, newy + CUBE_SIZE - 1) == TRAIL) || (getpixel (newx + CUBE_SIZE - 1, newy) == TRAIL) || (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) == TRAIL)) return TRAIL; else if ((getpixel (newx, newy) == FILLED) || (getpixel (newx, newy + CUBE_SIZE - 1) == FILLED) || (getpixel (newx + CUBE_SIZE - 1, newy) == FILLED) || (getpixel (newx + CUBE_SIZE - 1, newy + CUBE_SIZE - 1) == FILLED)) return FILLED; else return EMPTIED; } /* returns true if the (side) of the block -***- starting from (newx,newy) has any filled pixels * * -***- */ static bool line_check (int newx, int newy, int side) { int i = 0; bool filled = false; for (i = 3; ((i < CUBE_SIZE - 3) && (!filled)); i++) { switch (side) { case MOVE_LT: filled = getpixel (newx, newy + i) == FILLED; break; case MOVE_RT: filled = getpixel (newx + CUBE_SIZE - 1, newy + i) == FILLED; break; case MOVE_UP: filled = getpixel (newx + i, newy) == FILLED; break; case MOVE_DN: filled = getpixel (newx + i, newy + CUBE_SIZE - 1) == FILLED; break; } } return filled; } static void die (void) { player.lives--; if (player.lives == 0) player.gameover = true; else { refresh_board (); rb->splash (HZ, true, "Crash!"); complete_trail (false); player.move = MOVE_NO; player.drawing = false; player.i = BOARD_W / 2; player.j = 1; } } static void move_qix (struct qix *q) { int newx, newy, dir; unsigned short nexthit; newx = get_newx (q->x, q->velocity, q->angle); newy = get_newy (q->y, q->velocity, q->angle); nexthit = next_hit (newx, newy); if (nexthit == EMPTIED) { q->x = newx; q->y = newy; } else if (nexthit == FILLED) { dir = q->angle; switch (dir) { case MOVE_URR: case MOVE_UUR: case MOVE_UR: /* up-right (can hit ceiling or right wall) */ if (line_check (newx, newy, MOVE_UP) && line_check (newx, newy, MOVE_RT)) q->angle = q->angle + 6; else if (line_check (newx, newy, MOVE_UP)) q->angle = 5 - q->angle; /* 5=180/(360/12)-1 */ else q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */ break; case MOVE_ULL: case MOVE_UUL: case MOVE_UL: /* up-left (can hit ceiling or left wall) */ if (line_check (newx, newy, MOVE_UP) && line_check (newx, newy, MOVE_LT)) q->angle = q->angle - 6; else if (line_check (newx, newy, MOVE_UP)) q->angle = 17 - q->angle; /* 17=540/(360/12)-1 */ else q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */ break; case MOVE_DLL: case MOVE_DDL: case MOVE_DL: /* down-left (can hit floor or left wall) */ if (line_check (newx, newy, MOVE_DN) && line_check (newx, newy, MOVE_LT)) q->angle = q->angle - 6; else if (line_check (newx, newy, MOVE_DN)) q->angle = 17 - q->angle; /* 17=540/(360/12)-1 */ else q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */ break; case MOVE_DRR: case MOVE_DDR: case MOVE_DR: /* down-right (can hit floor or right wall) */ if (line_check (newx, newy, MOVE_DN) && line_check (newx, newy, MOVE_RT)) q->angle = q->angle + 6; else if (line_check (newx, newy, MOVE_DN)) q->angle = 5 - q->angle; /* 5=180/(360/12)-1 */ else q->angle = 11 - q->angle; /* 11=360/(360/12)-1 */ break; } q->x = newx; q->y = newy; } else if (nexthit == TRAIL) { die(); } } /* move the board forward timewise */ static inline void move_board (void) { int j, newi, newj; for (j = 0; j < player.level + STARTING_QIXES; j++) move_qix (&qixes[j]); /* move_qix(&black_qix,true); */ if (player.move) { newi = player.i; newj = player.j; switch (player.move) { case MOVE_UP: if (player.j > 1) newj--; break; case MOVE_DN: if (player.j < BOARD_H - 2) newj++; break; case MOVE_LT: if (player.i > 0) newi--; break; case MOVE_RT: if (player.i < BOARD_W - 1) newi++; break; default: break; } if ((player.drawing) && (board[newj][newi] == EMPTIED)) /* continue drawing */ board[newj][newi] = TRAIL; else if ((player.drawing) && (board[newj][newi] == FILLED)) { /* finish drawing */ player.move = MOVE_NO; /* stop moving */ player.drawing = false; complete_trail (true); } else if ((board[player.j][player.i] == FILLED) && (board[newj][newi] == EMPTIED)) { /* start drawing */ player.drawing = true; board[newj][newi] = TRAIL; } player.i = newi; player.j = newj; } j = percentage (); if (j > 75) { /* finished level */ rb->splash (HZ * 2, true, "Level %d finished", player.level+1); player.score += j; if (player.level < MAX_LEVEL) player.level++; init_board (); refresh_board (); rb->splash (HZ * 2, true, "READY?"); } } /* the main menu */ #define MAIN_MENU_SIZE 2 #define MENU_START 0 #define MENU_QUIT 1 static int game_menu (void) { static char menu[MAIN_MENU_SIZE][15] = { "Start New Game", "Quit" }; int button, selection = 0, sw, sh, i; bool quit = false; rb->lcd_getstringsize ("A", NULL, &sh); rb->lcd_getstringsize ("XOBOX", &sw, NULL); sh++; rb->lcd_set_background (LCD_WHITE); rb->lcd_clear_display (); rb->lcd_putsxy (LCD_WIDTH / 2 - sw / 2, 2, "XOBOX"); while (!quit) { for (i = 0; i < MAIN_MENU_SIZE; i++) { rb->lcd_set_foreground ((i == selection ? LCD_WHITE : LCD_BLACK)); rb->lcd_set_background ((i == selection ? CLR_BLUE : LCD_WHITE)); rb->lcd_putsxy (9, sh + 4 + i * sh, menu[i]); } rb->lcd_update (); button = rb->button_get (true); switch (button) { case UP: selection = (selection + MAIN_MENU_SIZE - 1) % MAIN_MENU_SIZE; break; case DOWN: selection = (selection + 1) % MAIN_MENU_SIZE; break; case SELECT: case RIGHT: quit = true; break; case QUIT: selection = MENU_QUIT; quit = true; break; } } return selection; } /* init game's variables */ static void init_game (void) { player.level = 0; player.score = 0; player.lives = 3; player.gameover = false; player.drawing = false; init_board (); refresh_board (); rb->splash (HZ * 2, true, "READY?"); } /* general keypad handler loop */ static int xobox_loop (void) { int button = 0, ret; bool pause = false; int end; while (!quit) { end = *rb->current_tick + (CYCLETIME * HZ) / 1000; button = rb->button_get_w_tmo (true); switch (button) { case UP: player.move = MOVE_UP; break; case DOWN: player.move = MOVE_DN; break; case LEFT: player.move = MOVE_LT; break; case RIGHT: player.move = MOVE_RT; break; case PAUSE: pause = !pause; if (pause) rb->splash (HZ, true, "PAUSED"); break; case QUIT: quit = true; return PLUGIN_OK; break; default: if (rb->default_event_handler (button) == SYS_USB_CONNECTED) return PLUGIN_USB_CONNECTED; break; } if (!pause) { move_board (); refresh_board (); } if (player.gameover) { rb->splash (HZ, true, "GAME OVER"); ret = game_menu (); if (ret == MENU_START) init_game (); else quit = true; } if (end > *rb->current_tick) rb->sleep (end - *rb->current_tick); else rb->yield (); } /* end while */ return PLUGIN_OK; /* for no warnings on compiling */ } /* plugin main procedure */ enum plugin_status plugin_start (struct plugin_api *api, void *parameter) { int ret; (void) parameter; rb = api; rb->lcd_setfont (FONT_SYSFIXED); /* Permanently enable the backlight (unless the user has turned it off) */ if (rb->global_settings->backlight_timeout > 0) rb->backlight_set_timeout (1); ret = PLUGIN_OK; randomize (); if (game_menu () == MENU_START) { init_game (); ret = xobox_loop (); } rb->backlight_set_timeout (rb->global_settings->backlight_timeout); rb->lcd_setfont (FONT_UI); return ret; }