rockbox/apps/plugins/matrix.c
Christian Soffke faa2cb9942 plugins: Improve usability of iPod keymaps
- 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
2022-12-29 04:39:22 +01:00

295 lines
9.2 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 1999 Chris Allegretta
* Copyright (C) 2005 Alastair S - ported to podzilla
* Copyright (C) 2005 Jonas Häggqvist - ported to rockbox
*
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
/*
* TODO:
* - The font is a bit large, create smaller one
* - For colour/greyscale displays, the font from the xscreensaver xmatrix
* should be converted and used
* BUGS:
* - The animation "dies" after a few seconds, not sure why. Works in sim.
* Symtom Fixed Oct 2007 GRaTT (Gerritt Gonzales)
*/
#include "plugin.h"
#include "lib/pluginlib_actions.h"
/* Images */
#include "pluginbitmaps/matrix_bold.h"
#include "pluginbitmaps/matrix_normal.h"
#define MAXCHARS 27 - 1
#define COL_W 14
#define COL_H 15
#define COLS LCD_WIDTH/COL_W
#define ROWS LCD_HEIGHT/COL_H
#define LEFTMARGIN (LCD_WIDTH-(COLS*COL_W))/2
#define TOPMARGIN (LCD_HEIGHT-(ROWS*COL_H))/2
/* this set the context to use with PLA */
static const struct button_mapping *plugin_contexts[] = { pla_main_ctx };
#if (CONFIG_KEYPAD == IPOD_1G2G_PAD) \
|| (CONFIG_KEYPAD == IPOD_3G_PAD) \
|| (CONFIG_KEYPAD == IPOD_4G_PAD)
#define MATRIX_EXIT2 PLA_UP
#else
#define MATRIX_EXIT2 PLA_CANCEL
#endif
#ifdef HAVE_SCROLLWHEEL
#define MATRIX_SLEEP_MORE PLA_SCROLL_BACK
#define MATRIX_SLEEP_MORE_REPEAT PLA_SCROLL_BACK_REPEAT
#define MATRIX_SLEEP_LESS PLA_SCROLL_FWD
#define MATRIX_SLEEP_LESS_REPEAT PLA_SCROLL_FWD_REPEAT
#else
#define MATRIX_SLEEP_MORE PLA_UP
#define MATRIX_SLEEP_MORE_REPEAT PLA_UP_REPEAT
#define MATRIX_SLEEP_LESS PLA_DOWN
#define MATRIX_SLEEP_LESS_REPEAT PLA_DOWN_REPEAT
#endif /* HAVE_SCROLLWHEEL */
#define MATRIX_PAUSE PLA_SELECT
#define MATRIX_EXIT PLA_EXIT
#define SLEEP HZ/50
/* Each position is of this type */
typedef struct cmatrix {
int val;
int bold;
} cmatrix;
/* The matrix - who'd have guessed it was just a few hundred bytes? */
static cmatrix matrix[ROWS][COLS];
static int length[COLS];
static int spaces[COLS];
static int updates[COLS];
static void matrix_init(void) {
int i,j;
/* Seed rand */
rb->srand(*rb->current_tick);
/* Make the matrix */
for (i = 0; i < ROWS; i++) {
for (j = 0; j < COLS; j++) {
matrix[i][j].val = -1;
matrix[i][j].bold = 0;
}
}
for (j = 0; j < COLS; j++) {
/* Set up spaces[] array of how many spaces to skip */
spaces[j] = rb->rand() % ROWS + 1;
/* And length of the stream */
length[j] = rb->rand() % (ROWS - 3) + 3;
/* Sentinel value for creation of new objects */
matrix[1][j].val = 129;
/* And set updates[] array for update speed. */
updates[j] = rb->rand() % 3 + 1;
}
}
static void matrix_blit_char(const int row, const int col, int cha)
{
if (cha == 129 || cha == 2 || cha > MAXCHARS)
cha = 0;
if (matrix[row][col].bold == 1) {
rb->lcd_bitmap_part(matrix_bold, cha*COL_W, 0,
STRIDE( SCREEN_MAIN,
BMPWIDTH_matrix_bold, BMPHEIGHT_matrix_bold),
col*COL_W + LEFTMARGIN, row*COL_H + TOPMARGIN, COL_W, COL_H);
}
else {
rb->lcd_bitmap_part(matrix_normal, cha*COL_W, 0,
STRIDE( SCREEN_MAIN,
BMPWIDTH_matrix_normal, BMPHEIGHT_matrix_normal),
col*COL_W + LEFTMARGIN, row*COL_H + TOPMARGIN, COL_W, COL_H);
}
}
static void matrix_loop(void)
{
int i, j = 0, y, z, firstcoldone = 0;
static int count = 0;
int randomness = 6;
count++;
if (count > 4)
count = 1;
for (j = 0; j < COLS; j++) {
if (count > updates[j]) {
/* New style scrolling */
if (matrix[0][j].val == -1 && matrix[1][j].val == 129
&& spaces[j] > 0) {
matrix[0][j].val = -1;
spaces[j]--;
} else if (matrix[0][j].val == -1 && matrix[1][j].val == 129){
length[j] = rb->rand() % (ROWS - 3) + 3;
matrix[0][j].val = rb->rand() % (MAXCHARS-1) + 1;
if (rb->rand() % 2 == 1)
matrix[0][j].bold = 2;
spaces[j] = rb->rand() % ROWS + 1;
}
i = 0;
y = 0;
firstcoldone = 0;
while (i <= ROWS) {
/* Skip over spaces */
/* this is whear the characters were disappearing */
/*
while (i <= ROWS && (matrix[i][j].val == 129 ||
matrix[i][j].val == -1))
i++;
*/
/* A little more random now for spaces */
if (rb->rand() % randomness == 1){
while (i < ROWS && (matrix[i][j].val == 129 ||
matrix[i][j].val == -1)){
i++;
randomness--;
if(randomness <=1)
randomness = 6;}
}else{
randomness++;
if(randomness >6)
randomness = 6;
}
if (i >= ROWS)
break;
/* Go to the head of this collumn */
z = i;
y = 0;
while (i < ROWS && (matrix[i][j].val != 129 &&
matrix[i][j].val != -1)) {
i++;
y++;
}
if (i >= ROWS) {
matrix[z][j].val = 129;
matrix[ROWS - 1][j].bold = 1;
matrix_blit_char(z - 1, j, matrix[z][j].val);
continue;
}
matrix[i][j].val = rb->rand() % (MAXCHARS-1) + 1;
if (i > 0 && matrix[i - 1][j].bold == 2) {
matrix[i - 1][j].bold = 1;
matrix[i][j].bold = 2;
}
/* If we're at the top of the collumn and it's reached its
* full length (about to start moving down), we do this
* to get it moving. This is also how we keep segments
* not already growing from growing accidentally =>
*/
if (y > length[j] || firstcoldone) {
matrix[z][j].val = 129;
matrix[0][j].val = -1;
}
firstcoldone = 1;
i++;
}
for (i = 1; i < ROWS; i++) {
if (matrix[i][j].val == 0 || matrix[i][j].bold == 2) {
if (matrix[i][j].val == 0)
matrix_blit_char(i - 1, j, 20);
else
matrix_blit_char(i - 1, j, matrix[i][j].val);
} else {
if (matrix[i][j].val == 1)
matrix_blit_char(i - 1, j, 2);
else if (matrix[i][j].val == -1)
matrix_blit_char(i - 1, j, 129);
else
matrix_blit_char(i - 1, j, matrix[i][j].val);
}
}
}
}
}
enum plugin_status plugin_start(const void* parameter) {
int button;
int sleep = SLEEP;
bool frozen = false;
(void)parameter;
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_backdrop(NULL);
rb->lcd_clear_display();
matrix_init();
while (1) {
if (!frozen) {
matrix_loop();
rb->lcd_update();
rb->sleep(sleep);
}
button = pluginlib_getaction(frozen ? TIMEOUT_BLOCK : TIMEOUT_NOBLOCK,
plugin_contexts, ARRAYLEN(plugin_contexts));
switch(button) {
case MATRIX_PAUSE:
frozen = !frozen;
break;
case MATRIX_EXIT:
case MATRIX_EXIT2:
return PLUGIN_OK;
break;
case MATRIX_SLEEP_MORE:
case MATRIX_SLEEP_MORE_REPEAT:
/* Sleep longer */
sleep += SLEEP;
break;
case MATRIX_SLEEP_LESS:
case MATRIX_SLEEP_LESS_REPEAT:
/* Sleep less */
sleep -= SLEEP;
if (sleep < 0) sleep = 0;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
return PLUGIN_USB_CONNECTED;
}
break;
}
}
return PLUGIN_OK;
}