faa2cb9942
- Reduce need to press multiple buttons at the same time to quit a plugin - Have "Menu" be default way to quit plugins or to access plugin menu - Fall back to (Long) "Select" or Long "Menu" in cases where Menu button isn't available (e.g. in ImageViewer and many games) out of scope: boomshine, lua_scripts, Rockpaint, Doom, Duke3D, Pacbox, Quake, Sgt-Puzzles, Wolf3D, XWorld, Minesweeper, Pixel Painter, Spacerocks Change-Id: I6d4dc7174695fe4b8ee9cbaccb21bdbfe6af5c48
295 lines
9.2 KiB
C
295 lines
9.2 KiB
C
/***************************************************************************
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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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* $Id$
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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 Häggqvist - ported to rockbox
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*
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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#include "lib/pluginlib_actions.h"
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/* Images */
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#include "pluginbitmaps/matrix_bold.h"
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#include "pluginbitmaps/matrix_normal.h"
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#define MAXCHARS 27 - 1
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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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/* this set the context to use with PLA */
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static const struct button_mapping *plugin_contexts[] = { pla_main_ctx };
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#if (CONFIG_KEYPAD == IPOD_1G2G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_3G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_4G_PAD)
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#define MATRIX_EXIT2 PLA_UP
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#else
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#define MATRIX_EXIT2 PLA_CANCEL
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#endif
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#ifdef HAVE_SCROLLWHEEL
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#define MATRIX_SLEEP_MORE PLA_SCROLL_BACK
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#define MATRIX_SLEEP_MORE_REPEAT PLA_SCROLL_BACK_REPEAT
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#define MATRIX_SLEEP_LESS PLA_SCROLL_FWD
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#define MATRIX_SLEEP_LESS_REPEAT PLA_SCROLL_FWD_REPEAT
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#else
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#define MATRIX_SLEEP_MORE PLA_UP
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#define MATRIX_SLEEP_MORE_REPEAT PLA_UP_REPEAT
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#define MATRIX_SLEEP_LESS PLA_DOWN
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#define MATRIX_SLEEP_LESS_REPEAT PLA_DOWN_REPEAT
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#endif /* HAVE_SCROLLWHEEL */
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#define MATRIX_PAUSE PLA_SELECT
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#define MATRIX_EXIT PLA_EXIT
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#define SLEEP HZ/50
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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; 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; 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,
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STRIDE( SCREEN_MAIN,
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BMPWIDTH_matrix_bold, BMPHEIGHT_matrix_bold),
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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,
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STRIDE( SCREEN_MAIN,
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BMPWIDTH_matrix_normal, BMPHEIGHT_matrix_normal),
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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; 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 - 1][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 (i > 0 && 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(const 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->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 = pluginlib_getaction(frozen ? TIMEOUT_BLOCK : TIMEOUT_NOBLOCK,
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plugin_contexts, ARRAYLEN(plugin_contexts));
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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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case MATRIX_EXIT2:
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return PLUGIN_OK;
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break;
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case MATRIX_SLEEP_MORE:
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case MATRIX_SLEEP_MORE_REPEAT:
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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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case MATRIX_SLEEP_LESS_REPEAT:
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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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