d489444119
This patch completes the plugin keymaps for the Zen X-Fi3 and enables those plugins for compilation. One key was changed in "button-target.h" for compatibility with Rockboy. This also caused the changes to "keymap-zenxfi3.c", to keep the stock functionality (no further changes in here). Change-Id: Ic222faf89e9a9a2332a49d6e532cedb6eb16d3d7 Reviewed-on: http://gerrit.rockbox.org/762 Reviewed-by: Amaury Pouly <amaury.pouly@gmail.com>
739 lines
21 KiB
C
739 lines
21 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) 2004 Daniel Stenberg
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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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#include "plugin.h"
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#include "lib/helper.h"
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#define PAD_HEIGHT LCD_HEIGHT / 6 /* Recorder: 10 iRiver: 21 */
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#define PAD_WIDTH LCD_WIDTH / 50 /* Recorder: 2 iRiver: 2 */
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#define BALL_HEIGHT LCD_HEIGHT / 32 /* Recorder: 2 iRiver: 4 */
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#define BALL_WIDTH LCD_HEIGHT / 32 /* We want a square ball */
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#define SPEEDX ( LCD_WIDTH * 3 ) / 2 /* Recorder: 168 iRiver: 240 */
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#define SPEEDY LCD_HEIGHT * 2 /* Recorder: 128 iRiver: 256 */
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/* This is the width of the dead spot where the
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* cpu player doesnt care about the ball -- 3/8 of the screen */
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#define CPU_PLAYER_RIGHT_DIST ( (LCD_WIDTH/8 ) * 5 )
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#define CPU_PLAYER_LEFT_DIST ( (LCD_WIDTH/8 ) * 3 )
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#define RES 100
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#define MOVE_STEP LCD_HEIGHT / 32 /* move pad this many steps up/down each move */
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/* variable button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_PAUSE BUTTON_ON
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#define PONG_LEFT_UP BUTTON_F1
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#define PONG_LEFT_DOWN BUTTON_LEFT
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#define PONG_RIGHT_UP BUTTON_F3
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#define PONG_RIGHT_DOWN BUTTON_RIGHT
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#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_PAUSE BUTTON_ON
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#define PONG_LEFT_UP BUTTON_F1
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#define PONG_LEFT_DOWN BUTTON_LEFT
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#define PONG_RIGHT_UP BUTTON_F3
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#define PONG_RIGHT_DOWN BUTTON_RIGHT
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_PAUSE BUTTON_RIGHT
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#define PONG_LEFT_UP BUTTON_LEFT
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#define PONG_LEFT_DOWN BUTTON_MENU
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_DOWN
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#elif CONFIG_KEYPAD == IRIVER_H100_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_ON
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#define PONG_RIGHT_DOWN BUTTON_MODE
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#define PONG_RC_QUIT BUTTON_RC_STOP
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#elif CONFIG_KEYPAD == IRIVER_H300_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_REC
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#define PONG_RIGHT_DOWN BUTTON_MODE
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#define PONG_RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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#define PONG_QUIT BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_MENU
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#define PONG_LEFT_DOWN BUTTON_LEFT
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#define PONG_RIGHT_UP BUTTON_RIGHT
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#define PONG_RIGHT_DOWN BUTTON_PLAY
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#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_REC
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#define PONG_RIGHT_DOWN BUTTON_PLAY
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
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(CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
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(CONFIG_KEYPAD == SANSA_M200_PAD) || \
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(CONFIG_KEYPAD == SANSA_CONNECT_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_LEFT
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_RIGHT
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#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
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#define PONG_QUIT BUTTON_HOME
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_LEFT
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_RIGHT
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#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_VOL_UP
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#define PONG_LEFT_DOWN BUTTON_VOL_DOWN
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_DOWN
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_LEFT_UP BUTTON_SCROLL_UP
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#define PONG_LEFT_DOWN BUTTON_SCROLL_DOWN
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#define PONG_RIGHT_UP BUTTON_REW
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#define PONG_RIGHT_DOWN BUTTON_FF
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#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
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#define PONG_QUIT BUTTON_BACK
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif (CONFIG_KEYPAD == MROBE100_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_MENU
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#define PONG_LEFT_DOWN BUTTON_LEFT
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#define PONG_RIGHT_UP BUTTON_PLAY
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#define PONG_RIGHT_DOWN BUTTON_RIGHT
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#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
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#define PONG_QUIT BUTTON_RC_REC
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#define PONG_PAUSE BUTTON_RC_PLAY
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#define PONG_LEFT_UP BUTTON_RC_VOL_UP
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#define PONG_LEFT_DOWN BUTTON_RC_VOL_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif (CONFIG_KEYPAD == COWON_D2_PAD)
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#define PONG_QUIT BUTTON_POWER
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#elif CONFIG_KEYPAD == IAUDIO67_PAD
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_MENU
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#define PONG_LEFT_UP BUTTON_VOLUP
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#define PONG_LEFT_DOWN BUTTON_VOLDOWN
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#define PONG_RIGHT_UP BUTTON_RIGHT
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#define PONG_RIGHT_DOWN BUTTON_LEFT
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#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
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#define PONG_QUIT BUTTON_BACK
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_PLAY
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#define PONG_RIGHT_DOWN BUTTON_MENU
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#elif (CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_PLAY
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#define PONG_LEFT_UP BUTTON_BACK
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#define PONG_LEFT_DOWN BUTTON_MENU
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_DOWN
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#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_MENU
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_MENU
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_MENU
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif CONFIG_KEYPAD == ONDAVX747_PAD || \
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CONFIG_KEYPAD == ONDAVX777_PAD || \
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CONFIG_KEYPAD == MROBE500_PAD
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#define PONG_QUIT BUTTON_POWER
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#elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
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#define PONG_QUIT BUTTON_REC
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#define PONG_PAUSE BUTTON_PLAY
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_FFWD
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#define PONG_RIGHT_DOWN BUTTON_REW
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#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
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#define PONG_QUIT BUTTON_REC
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#define PONG_PAUSE BUTTON_OK
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#define PONG_LEFT_UP BUTTON_MENU
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#define PONG_LEFT_DOWN BUTTON_PREV
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#define PONG_RIGHT_UP BUTTON_PLAY
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#define PONG_RIGHT_DOWN BUTTON_NEXT
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#elif CONFIG_KEYPAD == MPIO_HD200_PAD
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#define PONG_QUIT (BUTTON_REC|BUTTON_PLAY)
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#define PONG_LEFT_UP BUTTON_REW
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#define PONG_LEFT_DOWN BUTTON_FF
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#define PONG_RIGHT_UP BUTTON_VOL_UP
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#define PONG_RIGHT_DOWN BUTTON_VOL_DOWN
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#elif CONFIG_KEYPAD == MPIO_HD300_PAD
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#define PONG_QUIT (BUTTON_MENU|BUTTON_REPEAT)
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#define PONG_LEFT_UP BUTTON_REW
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#define PONG_LEFT_DOWN BUTTON_REC
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#define PONG_RIGHT_UP BUTTON_FF
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#define PONG_RIGHT_DOWN BUTTON_PLAY
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#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
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#define PONG_QUIT BUTTON_POWER
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#define PONG_LEFT_UP BUTTON_BACK
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#define PONG_LEFT_DOWN BUTTON_BOTTOMLEFT
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#define PONG_RIGHT_UP BUTTON_PLAYPAUSE
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#define PONG_RIGHT_DOWN BUTTON_BOTTOMRIGHT
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#define PONG_PAUSE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == SAMSUNG_YPR0_PAD)
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#define PONG_QUIT BUTTON_BACK
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_MENU
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#define PONG_RIGHT_DOWN BUTTON_POWER
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#elif (CONFIG_KEYPAD == HM60X_PAD) || \
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(CONFIG_KEYPAD == HM801_PAD)
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#define PONG_QUIT BUTTON_POWER
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#define PONG_PAUSE BUTTON_SELECT
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_RIGHT
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#define PONG_RIGHT_DOWN BUTTON_LEFT
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#else
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#error No keymap defined!
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#endif
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#ifdef HAVE_TOUCHSCREEN
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#ifndef PONG_QUIT
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#define PONG_QUIT BUTTON_TOPMIDDLE
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#endif
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#ifndef PONG_LEFT_UP
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#define PONG_LEFT_UP BUTTON_TOPLEFT
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#endif
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#ifndef PONG_LEFT_DOWN
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#define PONG_LEFT_DOWN BUTTON_BOTTOMLEFT
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#endif
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#ifndef PONG_RIGHT_UP
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#define PONG_RIGHT_UP BUTTON_TOPRIGHT
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#endif
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#ifndef PONG_RIGHT_DOWN
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#define PONG_RIGHT_DOWN BUTTON_BOTTOMRIGHT
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#endif
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#ifndef PONG_PAUSE
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#define PONG_PAUSE BUTTON_CENTER
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#endif
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#endif
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struct player {
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int xpos; /* X position of pad */
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int w_pad; /* wanted current Y position of pad */
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int e_pad; /* existing current Y position of pad */
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int score;
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bool iscpu; /* Status of AI player */
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};
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struct ball {
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int x; /* current X*RES position of the ball */
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int y; /* current Y*RES position of the ball */
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int speedx; /* */
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int speedy; /* */
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};
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struct pong {
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struct ball ball;
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struct player player[2];
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};
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static void singlepad(int x, int y, int set)
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{
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if(set) {
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rb->lcd_fillrect(x, y, PAD_WIDTH, PAD_HEIGHT);
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}
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else {
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rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
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rb->lcd_fillrect(x, y, PAD_WIDTH, PAD_HEIGHT);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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}
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}
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static void pad(struct pong *p, int pad)
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{
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struct player *player = &p->player[pad];
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/* clear existing pad */
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singlepad(player->xpos, player->e_pad, 0);
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/* draw wanted pad */
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singlepad(player->xpos, player->w_pad, 1);
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/* existing is now the wanted */
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player->e_pad = player->w_pad;
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}
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static bool wallcollide(struct pong *p, int pad)
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{
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/* we have already checked for pad-collision, just check if this hits
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the wall */
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if(pad) {
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/* right-side */
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if(p->ball.x > ( LCD_WIDTH*RES ) - PAD_WIDTH )
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return true;
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}
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else {
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if(p->ball.x + ( BALL_WIDTH*RES ) < PAD_WIDTH )
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return true;
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}
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return false;
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}
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/* returns true if the ball has hit a pad, and then the info variable
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will have extra angle info */
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static bool padcollide(struct pong *p, int pad, int *info)
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{
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struct player *player = &p->player[pad];
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int x = p->ball.x/RES;
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int y = p->ball.y/RES;
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if((y < (player->e_pad+PAD_HEIGHT)) &&
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(y + BALL_HEIGHT > player->e_pad)) {
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/* Y seems likely right */
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/* store the delta between ball-middle MINUS pad-middle, so
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it returns:
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0 when the ball hits exactly the middle of the pad
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positive numbers when the ball is below the middle of the pad
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negative numbers when the ball is above the middle of the pad
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max number is +- PAD_HEIGHT/2
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*/
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*info = (y+BALL_HEIGHT/2) - (player->e_pad + PAD_HEIGHT/2);
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if(pad) {
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/* right-side */
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if((x + BALL_WIDTH) >= (LCD_WIDTH - PAD_WIDTH))
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return true; /* phump */
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}
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else {
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if(x <= PAD_WIDTH)
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return true;
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}
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}
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return false; /* nah */
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}
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static void bounce(struct pong *p, int pad, int info)
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{
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p->ball.speedx = -p->ball.speedx;
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/* Give ball a little push to keep it from getting stuck between wall and pad */
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if(pad) {
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/* right side */
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p->ball.x -= PAD_WIDTH*RES/4;
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}
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else {
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p->ball.x += PAD_WIDTH*RES/4;
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}
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/* info is the hit-angle into the pad */
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if(p->ball.speedy > 0) {
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/* downwards */
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if(info > 0) {
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/* below the middle of the pad */
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p->ball.speedy += info * RES/3;
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}
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else if(info < 0) {
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/* above the middle */
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p->ball.speedy = info * RES/2;
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}
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}
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else {
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/* upwards */
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if(info > 0) {
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/* below the middle of the pad */
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p->ball.speedy = info * RES/2;
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}
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else if(info < 0) {
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/* above the middle */
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p->ball.speedy += info * RES/3;
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}
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}
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p->ball.speedy += rb->rand()%21-10;
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#if 0
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fprintf(stderr, "INFO: %d YSPEED: %d\n", info, p->ball.speedy);
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#endif
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}
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static void score(struct pong *p, int pad)
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{
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if(pad)
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rb->splash(HZ/4, "right scores!");
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else
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rb->splash(HZ/4, "left scores!");
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rb->lcd_clear_display();
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p->player[pad].score++;
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/* then move the X-speed of the ball and give it a random Y position */
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p->ball.speedx = -p->ball.speedx;
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p->ball.y = rb->rand()%((LCD_HEIGHT-BALL_HEIGHT)*RES);
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/* avoid hitting the pad with the new ball */
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p->ball.x = (p->ball.x < 0) ?
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(RES * PAD_WIDTH) : (RES * (LCD_WIDTH - PAD_WIDTH - BALL_WIDTH));
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/* restore Y-speed to default */
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p->ball.speedy = (p->ball.speedy > 0) ? SPEEDY : -SPEEDY;
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/* set the existing pad positions to something weird to force pad
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updates */
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p->player[0].e_pad = -1;
|
|
p->player[1].e_pad = -1;
|
|
}
|
|
|
|
static void ball(struct pong *p)
|
|
{
|
|
int oldx = p->ball.x/RES;
|
|
int oldy = p->ball.y/RES;
|
|
|
|
int newx;
|
|
int newy;
|
|
|
|
int info;
|
|
|
|
/* movement */
|
|
p->ball.x += p->ball.speedx;
|
|
p->ball.y += p->ball.speedy;
|
|
|
|
newx = p->ball.x/RES;
|
|
newy = p->ball.y/RES;
|
|
|
|
/* detect if ball hits a wall */
|
|
if(newy + BALL_HEIGHT > LCD_HEIGHT) {
|
|
/* hit floor, bounce */
|
|
p->ball.speedy = -p->ball.speedy;
|
|
p->ball.y = (LCD_HEIGHT - BALL_HEIGHT) * RES;
|
|
}
|
|
else if(newy < 0) {
|
|
/* hit ceiling, bounce */
|
|
p->ball.speedy = -p->ball.speedy;
|
|
p->ball.y = 0;
|
|
}
|
|
|
|
/* detect if ball hit pads */
|
|
if(padcollide(p, 0, &info))
|
|
bounce(p, 0, info);
|
|
else if(padcollide(p, 1, &info))
|
|
bounce(p, 1, info);
|
|
else if(wallcollide(p, 0))
|
|
score(p, 1);
|
|
else if(wallcollide(p, 1))
|
|
score(p, 0);
|
|
|
|
newx = p->ball.x/RES;
|
|
newy = p->ball.y/RES;
|
|
|
|
/* clear old position */
|
|
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
|
|
rb->lcd_fillrect(oldx, oldy, BALL_WIDTH, BALL_HEIGHT);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
|
|
/* draw the new ball position */
|
|
rb->lcd_fillrect(newx, newy, BALL_WIDTH, BALL_HEIGHT);
|
|
}
|
|
|
|
static void padmove(int *pos, int dir)
|
|
{
|
|
*pos += dir;
|
|
if(*pos > (LCD_HEIGHT-PAD_HEIGHT))
|
|
*pos = (LCD_HEIGHT-PAD_HEIGHT);
|
|
else if(*pos < 0)
|
|
*pos = 0;
|
|
}
|
|
|
|
static void key_pad(struct pong *p, int pad, int up, int down)
|
|
{
|
|
struct player *player = &p->player[pad];
|
|
if(player->iscpu) {
|
|
if((pad && (p->ball.x/RES > CPU_PLAYER_RIGHT_DIST)) /* cpu right */
|
|
|| (!pad && (p->ball.x/RES < CPU_PLAYER_LEFT_DIST)) /* cpu left */)
|
|
{
|
|
if(p->ball.y/RES > player->w_pad) /* player goes down */
|
|
padmove(&player->w_pad, MOVE_STEP);
|
|
|
|
if(p->ball.y/RES < player->w_pad) /* player goes up */
|
|
padmove(&player->w_pad, -MOVE_STEP);
|
|
}
|
|
|
|
if(down || up) {
|
|
/* if player presses control keys stop cpu player */
|
|
player->iscpu = false;
|
|
p->player[0].score = p->player[1].score = 0; /* reset the score */
|
|
rb->lcd_clear_display(); /* get rid of the text */
|
|
}
|
|
}
|
|
else {
|
|
if(down) /* player goes down */
|
|
padmove(&player->w_pad, MOVE_STEP);
|
|
|
|
if(up) /* player goes up */
|
|
padmove(&player->w_pad, -MOVE_STEP);
|
|
}
|
|
}
|
|
|
|
static int keys(struct pong *p)
|
|
{
|
|
int key;
|
|
#ifdef PONG_PAUSE
|
|
static bool pause = false;
|
|
#endif
|
|
|
|
/* number of ticks this function will loop reading keys */
|
|
#ifndef HAVE_TOUCHSCREEN
|
|
int time = 4;
|
|
#else
|
|
int time = 1;
|
|
#endif
|
|
int start = *rb->current_tick;
|
|
int end = start + time;
|
|
|
|
while(TIME_BEFORE(*rb->current_tick, end)) {
|
|
key = rb->button_get_w_tmo(end - *rb->current_tick);
|
|
|
|
#ifdef HAVE_TOUCHSCREEN
|
|
short touch_x, touch_y;
|
|
if(key & BUTTON_TOUCHSCREEN)
|
|
{
|
|
struct player *player;
|
|
touch_x = rb->button_get_data() >> 16;
|
|
touch_y = rb->button_get_data() & 0xFFFF;
|
|
|
|
player = &p->player[0];
|
|
if(touch_x >= player->xpos && touch_x <= player->xpos+(PAD_WIDTH*4))
|
|
{
|
|
padmove(&player->w_pad, touch_y-(player->e_pad*2+PAD_HEIGHT)/2);
|
|
if (player->iscpu) {
|
|
/* if left player presses control keys stop cpu player */
|
|
player->iscpu = false;
|
|
p->player[0].score = p->player[1].score = 0; /* reset the score */
|
|
rb->lcd_clear_display(); /* get rid of the text */
|
|
}
|
|
}
|
|
|
|
player = &p->player[1];
|
|
if(touch_x >= player->xpos-(PAD_WIDTH*4) && touch_x <= player->xpos)
|
|
{
|
|
padmove(&player->w_pad, touch_y-(player->e_pad*2+PAD_HEIGHT)/2);
|
|
if (player->iscpu) {
|
|
/* if right player presses control keys stop cpu player */
|
|
player->iscpu = false;
|
|
p->player[0].score = p->player[1].score = 0; /* reset the score */
|
|
rb->lcd_clear_display(); /* get rid of the text */
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef HAS_BUTTON_HOLD
|
|
if (rb->button_hold())
|
|
return 2; /* Pause game */
|
|
#endif
|
|
|
|
if(key & PONG_QUIT
|
|
#ifdef PONG_RC_QUIT
|
|
|| key & PONG_RC_QUIT
|
|
#endif
|
|
)
|
|
return 0; /* exit game NOW */
|
|
|
|
#ifdef PONG_PAUSE
|
|
if(key == PONG_PAUSE)
|
|
pause = !pause;
|
|
if(pause)
|
|
return 2; /* Pause game */
|
|
#endif
|
|
|
|
key = rb->button_status(); /* ignore BUTTON_REPEAT */
|
|
|
|
key_pad(p, 0, (key & PONG_LEFT_UP), (key & PONG_LEFT_DOWN));
|
|
key_pad(p, 1, (key & PONG_RIGHT_UP), (key & PONG_RIGHT_DOWN));
|
|
|
|
if(rb->default_event_handler(key) == SYS_USB_CONNECTED)
|
|
return -1; /* exit game because of USB */
|
|
}
|
|
return 1; /* return 0 to exit game */
|
|
}
|
|
|
|
static void showscore(struct pong *p)
|
|
{
|
|
static char buffer[20];
|
|
int w;
|
|
|
|
rb->snprintf(buffer, sizeof(buffer), "%d - %d",
|
|
p->player[0].score, p->player[1].score);
|
|
w = rb->lcd_getstringsize((unsigned char *)buffer, NULL, NULL);
|
|
rb->lcd_putsxy( (LCD_WIDTH / 2) - (w / 2), 0, (unsigned char *)buffer);
|
|
}
|
|
|
|
static void blink_demo(void)
|
|
{
|
|
static char buffer[30];
|
|
int w;
|
|
|
|
rb->snprintf(buffer, sizeof(buffer), "Press Key To Play");
|
|
w = rb->lcd_getstringsize((unsigned char *)buffer, NULL, NULL);
|
|
if(LCD_WIDTH > ( (w/8)*7 ) ) /* make sure text isn't too long for screen */
|
|
rb->lcd_putsxy( (LCD_WIDTH / 2) - (w / 2), (LCD_HEIGHT / 2),
|
|
(unsigned char *)buffer);
|
|
}
|
|
|
|
/* this is the plugin entry point */
|
|
enum plugin_status plugin_start(const void* parameter)
|
|
{
|
|
struct pong pong;
|
|
int game = 1;
|
|
|
|
int blink_timer = 0;
|
|
int blink_rate = 20;
|
|
bool blink = true;
|
|
|
|
/* init the struct with some silly values to start with */
|
|
|
|
pong.ball.x = 20*RES;
|
|
pong.ball.y = 20*RES;
|
|
pong.ball.speedx = SPEEDX;
|
|
pong.ball.speedy = SPEEDY;
|
|
|
|
pong.player[0].xpos = 0;
|
|
pong.player[0].e_pad = 0;
|
|
pong.player[0].w_pad = 7;
|
|
pong.player[1].xpos = LCD_WIDTH-PAD_WIDTH;
|
|
pong.player[1].e_pad = 0;
|
|
pong.player[1].w_pad = 40;
|
|
|
|
/* start every game in demo mode */
|
|
pong.player[0].iscpu = pong.player[1].iscpu = true;
|
|
|
|
pong.player[0].score = pong.player[1].score = 0; /* lets start at 0 - 0 ;-) */
|
|
|
|
/* if you don't use the parameter, you can do like
|
|
this to avoid the compiler warning about it */
|
|
(void)parameter;
|
|
|
|
/* Turn off backlight timeout */
|
|
backlight_ignore_timeout();
|
|
/* Clear screen */
|
|
rb->lcd_clear_display();
|
|
|
|
/* go go go */
|
|
while(game > 0) {
|
|
if (game == 2) { /* Game Paused */
|
|
rb->splash(0, "PAUSED");
|
|
while(game == 2)
|
|
game = keys(&pong); /* short circuit */
|
|
rb->lcd_clear_display();
|
|
}
|
|
|
|
if( pong.player[0].iscpu && pong.player[1].iscpu ) {
|
|
if(blink_timer<blink_rate) {
|
|
++blink_timer;
|
|
}
|
|
else {
|
|
blink_timer=0;
|
|
blink = !blink;
|
|
}
|
|
|
|
if(blink==true) {
|
|
blink_demo();
|
|
}
|
|
else {
|
|
rb->lcd_clear_display();
|
|
}
|
|
}
|
|
|
|
showscore(&pong);
|
|
pad(&pong, 0); /* draw left pad */
|
|
pad(&pong, 1); /* draw right pad */
|
|
ball(&pong); /* move and draw ball */
|
|
|
|
rb->lcd_update();
|
|
|
|
game = keys(&pong); /* deal with keys */
|
|
}
|
|
|
|
/* Turn on backlight timeout (revert to settings) */
|
|
backlight_use_settings();
|
|
return (game == 0) ? PLUGIN_OK : PLUGIN_USB_CONNECTED;
|
|
}
|