c62493e98a
Fixes deficiencies with the button system on the X3 The x3 has an interesting button layout. Multiple key presses are NOT supported unless [BUTTON_POWER] is one of the combined keys As you can imagine this causes problems as the power button takes precedence in the button system and initiates a shutdown if the key is held too long instead of BUTTON_POWER use BUTTON_PWRALT in combination with other keys IF using as a prerequsite button then BUTTON_POWER should be used Multiple buttons are emulated by button_read_device but there are a few caveats to be aware of: Button Order Matters! different keys have different priorities, higher priority keys 'overide' the lower priority keys VOLUP[7] VOLDN[6] PREV[5] NEXT[4] PLAY[3] OPTION[2] HOME[1] There will be no true release or repeat events, the user can let off the button pressed initially and it will still continue to appear to be pressed as long as the second key is held Tree scrolling is PLAY+NEXT or PLAY+PREV Change-Id: I88dfee1c70a6a99659e8227f5becacc50cc43910
936 lines
28 KiB
C
936 lines
28 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) 2002 Vicentini Martin
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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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/* variable button definitions */
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#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define PUZZLE_QUIT BUTTON_OFF
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE BUTTON_ON
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#define PUZZLE_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 PUZZLE_QUIT (BUTTON_SELECT | BUTTON_MENU)
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_MENU
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#define PUZZLE_DOWN BUTTON_PLAY
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#define PUZZLE_SHUFFLE (BUTTON_SELECT | BUTTON_LEFT)
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#define PUZZLE_PICTURE (BUTTON_SELECT | BUTTON_RIGHT)
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#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_REC
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE BUTTON_A
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
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(CONFIG_KEYPAD == SANSA_C200_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_REC
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#define PUZZLE_PICTURE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
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#define PUZZLE_QUIT (BUTTON_HOME|BUTTON_REPEAT)
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT|BUTTON_DOWN
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#define PUZZLE_PICTURE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_HOME
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#define PUZZLE_PICTURE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == SANSA_M200_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE (BUTTON_SELECT | BUTTON_UP)
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#define PUZZLE_PICTURE (BUTTON_SELECT | BUTTON_REL)
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_SCROLL_UP
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#define PUZZLE_DOWN BUTTON_SCROLL_DOWN
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#define PUZZLE_SHUFFLE BUTTON_REW
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
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(CONFIG_KEYPAD == SAMSUNG_YPR0_PAD)
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#define PUZZLE_QUIT BUTTON_BACK
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE BUTTON_MENU
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#elif (CONFIG_KEYPAD == MROBE100_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE BUTTON_DISPLAY
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#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
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#define PUZZLE_QUIT BUTTON_RC_REC
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#define PUZZLE_LEFT BUTTON_RC_REW
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#define PUZZLE_RIGHT BUTTON_RC_FF
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#define PUZZLE_UP BUTTON_RC_VOL_UP
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#define PUZZLE_DOWN BUTTON_RC_VOL_DOWN
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#define PUZZLE_SHUFFLE BUTTON_RC_MODE
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#define PUZZLE_PICTURE BUTTON_RC_MENU
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#elif (CONFIG_KEYPAD == COWON_D2_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_QUIT_TEXT "[POWER]"
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#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
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#define PUZZLE_QUIT BUTTON_BACK
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_PLAY
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#define PUZZLE_PICTURE BUTTON_MENU
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#elif (CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_BACK
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#define PUZZLE_RIGHT BUTTON_MENU
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_VOL_UP
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_VIEW
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#define PUZZLE_PICTURE BUTTON_MENU
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#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_NEXT
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#define PUZZLE_PICTURE BUTTON_MENU
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#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_PREV
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#define PUZZLE_RIGHT BUTTON_NEXT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_RIGHT
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#define PUZZLE_PICTURE BUTTON_MENU
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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 PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_QUIT_TEXT "[POWER]"
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#elif (CONFIG_KEYPAD == SAMSUNG_YH820_PAD) || \
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(CONFIG_KEYPAD == SAMSUNG_YH92X_PAD)
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#define PUZZLE_QUIT BUTTON_REW
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_FFWD
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == PBELL_VIBE500_PAD)
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#define PUZZLE_QUIT BUTTON_REC
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#define PUZZLE_LEFT BUTTON_PREV
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#define PUZZLE_RIGHT BUTTON_NEXT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_CANCEL
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#define PUZZLE_PICTURE BUTTON_MENU
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#elif CONFIG_KEYPAD == MPIO_HD200_PAD
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#define PUZZLE_QUIT (BUTTON_REC | BUTTON_PLAY)
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#define PUZZLE_LEFT BUTTON_VOL_DOWN
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#define PUZZLE_RIGHT BUTTON_VOL_UP
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#define PUZZLE_UP BUTTON_REW
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#define PUZZLE_DOWN BUTTON_FF
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#define PUZZLE_SHUFFLE BUTTON_REC
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif CONFIG_KEYPAD == MPIO_HD300_PAD
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#define PUZZLE_QUIT (BUTTON_MENU | BUTTON_REPEAT)
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#define PUZZLE_LEFT BUTTON_FF
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#define PUZZLE_RIGHT BUTTON_REW
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#define PUZZLE_UP BUTTON_DOWN
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#define PUZZLE_DOWN BUTTON_UP
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#define PUZZLE_SHUFFLE BUTTON_ENTER
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_PLAYPAUSE|BUTTON_REPEAT
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#define PUZZLE_PICTURE BUTTON_SELECT|BUTTON_REPEAT
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#elif CONFIG_KEYPAD == SANSA_CONNECT_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_VOL_DOWN
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#define PUZZLE_PICTURE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == HM60X_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE (BUTTON_POWER|BUTTON_SELECT)
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#elif (CONFIG_KEYPAD == HM801_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SELECT
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == SONY_NWZ_PAD)
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#define PUZZLE_QUIT BUTTON_BACK
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_POWER
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == CREATIVE_ZEN_PAD)
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#define PUZZLE_QUIT BUTTON_BACK
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_SHORTCUT
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#define PUZZLE_PICTURE BUTTON_PLAYPAUSE
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#elif (CONFIG_KEYPAD == DX50_PAD)
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#define PUZZLE_QUIT (BUTTON_POWER|BUTTON_REL)
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#define PUZZLE_SHUFFLE BUTTON_PLAY
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#define PUZZLE_PICTURE BUTTON_RIGHT
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#define PUZZLE_QUIT_TEXT "[Power]"
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#elif CONFIG_KEYPAD == CREATIVE_ZENXFI2_PAD
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_SHUFFLE BUTTON_MENU
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#define PUZZLE_QUIT_TEXT "[POWER]"
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#define PUZZLE_SHUFFLE_TEXT "[MENU]"
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#elif (CONFIG_KEYPAD == AGPTEK_ROCKER_PAD)
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#define PUZZLE_QUIT (BUTTON_POWER|BUTTON_REPEAT)
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#define PUZZLE_LEFT BUTTON_LEFT
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#define PUZZLE_RIGHT BUTTON_RIGHT
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#define PUZZLE_UP BUTTON_UP
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#define PUZZLE_DOWN BUTTON_DOWN
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#define PUZZLE_SHUFFLE BUTTON_POWER
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#define PUZZLE_PICTURE BUTTON_SELECT
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#elif (CONFIG_KEYPAD == XDUOO_X3_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_PREV
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#define PUZZLE_RIGHT BUTTON_NEXT
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#define PUZZLE_UP BUTTON_HOME
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#define PUZZLE_DOWN BUTTON_OPTION
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#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_PWRALT)
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == XDUOO_X3II_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_PREV
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#define PUZZLE_RIGHT BUTTON_NEXT
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#define PUZZLE_UP BUTTON_HOME
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#define PUZZLE_DOWN BUTTON_OPTION
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#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == XDUOO_X20_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_PREV
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#define PUZZLE_RIGHT BUTTON_NEXT
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#define PUZZLE_UP BUTTON_HOME
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#define PUZZLE_DOWN BUTTON_OPTION
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#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == IHIFI_770_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_HOME
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#define PUZZLE_RIGHT BUTTON_VOL_DOWN
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#define PUZZLE_UP BUTTON_PREV
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#define PUZZLE_DOWN BUTTON_NEXT
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#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
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#define PUZZLE_PICTURE BUTTON_PLAY
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#elif (CONFIG_KEYPAD == IHIFI_800_PAD)
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#define PUZZLE_QUIT BUTTON_POWER
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#define PUZZLE_LEFT BUTTON_HOME
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#define PUZZLE_RIGHT BUTTON_VOL_DOWN
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#define PUZZLE_UP BUTTON_PREV
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#define PUZZLE_DOWN BUTTON_NEXT
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#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
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#define PUZZLE_PICTURE BUTTON_PLAY
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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 PUZZLE_QUIT
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#define PUZZLE_QUIT BUTTON_TOPLEFT
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#endif
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#ifndef PUZZLE_LEFT
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#define PUZZLE_LEFT BUTTON_MIDLEFT
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#endif
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#ifndef PUZZLE_RIGHT
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#define PUZZLE_RIGHT BUTTON_MIDRIGHT
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#endif
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#ifndef PUZZLE_UP
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#define PUZZLE_UP BUTTON_TOPMIDDLE
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#endif
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#ifndef PUZZLE_DOWN
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#define PUZZLE_DOWN BUTTON_BOTTOMMIDDLE
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#endif
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#ifndef PUZZLE_SHUFFLE
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#define PUZZLE_SHUFFLE BUTTON_BOTTOMLEFT
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#endif
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#ifndef PUZZLE_PICTURE
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#define PUZZLE_PICTURE BUTTON_CENTER
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#endif
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#ifndef PUZZLE_QUIT_TEXT
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#define PUZZLE_QUIT_TEXT "[TOPLEFT]"
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#endif
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#ifndef PUZZLE_SHUFFLE_TEXT
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#define PUZZLE_SHUFFLE_TEXT "[BOTTOMLEFT]"
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#endif
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#ifndef PUZZLE_PICTURE_TEXT
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#define PUZZLE_PICTURE_TEXT "[CENTER]"
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#endif
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#endif
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#ifdef HAVE_ALBUMART
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#include "lib/read_image.h"
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#define READ_IMAGE read_image_file
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#else
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#define READ_IMAGE rb->read_bmp_file
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#endif
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#include "pluginbitmaps/sliding_puzzle.h"
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#define IMAGE_WIDTH BMPWIDTH_sliding_puzzle
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#define IMAGE_HEIGHT BMPHEIGHT_sliding_puzzle
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#define IMAGE_SIZE IMAGE_WIDTH
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/* use a square image, (the default Archos bitmap looks square on its display)
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Puzzle image dimension is min(lcd_height,lcd_width)
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4x4 is more convenient for square puzzles
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Note: sliding_puzzle.bmp should be evenly divisible by SPOTS_X
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and SPOTS_Y, otherwise lcd_bitmap_part stride won't be correct */
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#define SPOTS_X 4
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#define SPOTS_Y 4
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#define SPOTS_WIDTH (IMAGE_WIDTH / SPOTS_X)
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#define SPOTS_HEIGHT (IMAGE_HEIGHT / SPOTS_Y)
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#define NUM_SPOTS (SPOTS_X*SPOTS_Y)
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#define HOLE_ID (NUM_SPOTS)
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#define INITIAL_HOLE (HOLE_ID-1)
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|
|
enum picmodes
|
|
{
|
|
PICMODE_NUMERALS = 0,
|
|
PICMODE_INITIAL_PICTURE,
|
|
PICMODE_DEFAULT_PICTURE,
|
|
#ifdef HAVE_ALBUMART
|
|
PICMODE_ALBUM_ART,
|
|
#endif
|
|
// PICMODE_RANDOM,
|
|
PICMODE_LAST_XXX /* placeholder */
|
|
};
|
|
|
|
static const char* const picmode_descriptions[] = {
|
|
"Numerals",
|
|
"Viewer Picture",
|
|
"Default Picture",
|
|
#ifdef HAVE_ALBUMART
|
|
"Album Art",
|
|
#endif
|
|
"Shouldn't Get Here",
|
|
};
|
|
|
|
static int spots[NUM_SPOTS];
|
|
static int hole = INITIAL_HOLE, moves;
|
|
static unsigned char s[32];
|
|
static enum picmodes picmode = PICMODE_INITIAL_PICTURE;
|
|
static int num_font = FONT_UI;
|
|
static int moves_font = FONT_UI;
|
|
static int moves_y = 0;
|
|
|
|
static unsigned char *img_buf;
|
|
static size_t img_buf_len;
|
|
#ifdef HAVE_ALBUMART
|
|
static char albumart_path[MAX_PATH+1];
|
|
#endif
|
|
static char img_buf_path[MAX_PATH+1];
|
|
|
|
static const fb_data * puzzle_bmp_ptr;
|
|
/* initial_bmp_path points to selected bitmap if this game is launched
|
|
as a viewer for a .bmp file, or NULL if game is launched regular way */
|
|
static const char * initial_bmp_path=NULL;
|
|
|
|
#ifdef HAVE_ALBUMART
|
|
static const char * get_albumart_bmp_path(void)
|
|
{
|
|
struct mp3entry* track = rb->audio_current_track();
|
|
|
|
if (!track || !track->path || track->path[0] == '\0')
|
|
return NULL;
|
|
|
|
if (!rb->search_albumart_files(track, "", albumart_path, MAX_PATH ) )
|
|
return NULL;
|
|
|
|
albumart_path[ MAX_PATH ] = '\0';
|
|
return albumart_path;
|
|
}
|
|
#endif
|
|
|
|
#if 0 /* unused */
|
|
static const char * get_random_bmp_path(void)
|
|
{
|
|
return(initial_bmp_path);
|
|
}
|
|
#endif
|
|
|
|
static bool load_resize_bitmap(void)
|
|
{
|
|
int rc;
|
|
const char * filename = NULL;
|
|
|
|
/* initially assume using the built-in default */
|
|
puzzle_bmp_ptr = sliding_puzzle;
|
|
|
|
switch( picmode ){
|
|
/* some modes don't even need to touch disk and trivially succeed */
|
|
case PICMODE_NUMERALS:
|
|
case PICMODE_DEFAULT_PICTURE:
|
|
default:
|
|
return(true);
|
|
|
|
#ifdef HAVE_ALBUMART
|
|
case PICMODE_ALBUM_ART:
|
|
filename = get_albumart_bmp_path();
|
|
break;
|
|
#endif
|
|
/*
|
|
case PICMODE_RANDOM:
|
|
if(NULL == (filename=get_random_bmp_path()) )
|
|
filename = initial_bmp_path;
|
|
break;
|
|
*/
|
|
case PICMODE_INITIAL_PICTURE:
|
|
filename = initial_bmp_path;
|
|
break;
|
|
};
|
|
|
|
if( filename != NULL )
|
|
{
|
|
/* if we already loaded image before, don't touch disk */
|
|
if( 0 == rb->strcmp( filename, img_buf_path ) )
|
|
{
|
|
puzzle_bmp_ptr = (const fb_data *)img_buf;
|
|
return true;
|
|
}
|
|
|
|
struct bitmap main_bitmap;
|
|
rb->memset(&main_bitmap,0,sizeof(struct bitmap));
|
|
main_bitmap.data = img_buf;
|
|
|
|
main_bitmap.width = IMAGE_WIDTH;
|
|
main_bitmap.height = IMAGE_HEIGHT;
|
|
|
|
rc = READ_IMAGE( filename, &main_bitmap,
|
|
img_buf_len,
|
|
FORMAT_NATIVE|FORMAT_RESIZE|FORMAT_DITHER,
|
|
NULL);
|
|
if( rc > 0 )
|
|
{
|
|
puzzle_bmp_ptr = (const fb_data *)img_buf;
|
|
rb->strcpy( img_buf_path, filename );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/* something must have failed. get_albumart_bmp_path could return
|
|
NULL if albumart doesn't exist or couldn't be loaded, or
|
|
read_bmp_file could have failed. return false and caller should
|
|
try the next mode (PICMODE_DEFAULT_PICTURE and PICMODE_NUMERALS will
|
|
always succeed) */
|
|
return false;
|
|
}
|
|
|
|
/* draws a spot at the coordinates (x,y), range of p is 1-20 */
|
|
static void draw_spot(int p, int x, int y)
|
|
{
|
|
int w, h;
|
|
|
|
if (p == HOLE_ID)
|
|
{
|
|
#if LCD_DEPTH==1
|
|
/* the bottom-right cell of the default sliding_puzzle image is
|
|
an appropriate hole graphic */
|
|
rb->lcd_bitmap_part(sliding_puzzle, ((p-1)%SPOTS_X)*SPOTS_WIDTH,
|
|
((p-1)/SPOTS_X)*SPOTS_HEIGHT,
|
|
STRIDE( SCREEN_MAIN,
|
|
BMPWIDTH_sliding_puzzle, BMPHEIGHT_sliding_puzzle),
|
|
x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
|
|
#else
|
|
/* just draw a black rectangle */
|
|
int old_fg = rb->lcd_get_foreground();
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
rb->lcd_fillrect(x,y,SPOTS_WIDTH,SPOTS_HEIGHT);
|
|
rb->lcd_set_foreground(LCD_WHITE);
|
|
rb->lcd_drawrect(x,y,SPOTS_WIDTH,SPOTS_HEIGHT);
|
|
rb->lcd_set_foreground(old_fg);
|
|
#endif
|
|
}
|
|
else if (picmode != PICMODE_NUMERALS)
|
|
{
|
|
rb->lcd_bitmap_part( puzzle_bmp_ptr, ((p-1)%SPOTS_X)*SPOTS_WIDTH,
|
|
((p-1)/SPOTS_X)*SPOTS_HEIGHT,
|
|
STRIDE( SCREEN_MAIN,
|
|
BMPWIDTH_sliding_puzzle, BMPHEIGHT_sliding_puzzle),
|
|
x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
|
|
} else {
|
|
rb->lcd_drawrect(x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
|
|
rb->lcd_fillrect(x+1, y+1, SPOTS_WIDTH-2, SPOTS_HEIGHT-2);
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
rb->snprintf(s, sizeof(s), "%d", p);
|
|
rb->lcd_setfont(num_font);
|
|
rb->lcd_getstringsize(s, &w, &h);
|
|
rb->lcd_putsxy(x + (SPOTS_WIDTH/2) - w / 2,
|
|
y + (SPOTS_HEIGHT/2) - h / 2, s);
|
|
}
|
|
}
|
|
|
|
/* check if the puzzle is solved */
|
|
static bool puzzle_finished(void)
|
|
{
|
|
int i;
|
|
for (i=0; i<NUM_SPOTS; i++)
|
|
if (spots[i] != (i+1))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/* move a piece in any direction */
|
|
static void move_spot(int x, int y)
|
|
{
|
|
int i, w;
|
|
spots[hole] = spots[hole-x-SPOTS_X*y];
|
|
hole -= (x+SPOTS_X*y);
|
|
moves++;
|
|
rb->lcd_setfont(moves_font);
|
|
#if LCD_WIDTH > LCD_HEIGHT
|
|
rb->snprintf(s, sizeof(s), "%d", moves);
|
|
w = rb->lcd_getstringsize(s, NULL, NULL);
|
|
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
|
|
moves_y, s);
|
|
#else
|
|
(void)w;
|
|
rb->lcd_putsxyf(3, moves_y, "Moves: %d", moves);
|
|
#endif
|
|
for(i=1;i<=4;i++)
|
|
{
|
|
draw_spot(HOLE_ID,
|
|
(hole%SPOTS_X)*SPOTS_WIDTH,
|
|
(hole/SPOTS_X)*SPOTS_HEIGHT);
|
|
draw_spot(spots[hole],
|
|
(hole%SPOTS_X)*SPOTS_WIDTH + (i*x*SPOTS_WIDTH)/5,
|
|
(hole/SPOTS_X)*SPOTS_HEIGHT + (i*y*SPOTS_HEIGHT)/5);
|
|
rb->lcd_update();
|
|
rb->sleep(HZ/50);
|
|
}
|
|
draw_spot(HOLE_ID,
|
|
(hole%SPOTS_X)*SPOTS_WIDTH,
|
|
(hole/SPOTS_X)*SPOTS_HEIGHT);
|
|
draw_spot(spots[hole],
|
|
((hole%SPOTS_X)+x)*SPOTS_WIDTH,
|
|
((hole/SPOTS_X)+y)*SPOTS_HEIGHT);
|
|
rb->lcd_update();
|
|
|
|
spots[hole] = HOLE_ID;
|
|
}
|
|
|
|
static void draw_playfield(void)
|
|
{
|
|
int i, w;
|
|
|
|
rb->lcd_clear_display();
|
|
rb->lcd_setfont(moves_font);
|
|
#if LCD_WIDTH > LCD_HEIGHT
|
|
rb->lcd_vline(IMAGE_WIDTH, 0, LCD_HEIGHT-1);
|
|
w = rb->lcd_getstringsize("Moves", NULL, NULL);
|
|
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
|
|
10, "Moves");
|
|
rb->snprintf(s, sizeof(s), "%d", moves);
|
|
w = rb->lcd_getstringsize(s, NULL, NULL);
|
|
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
|
|
moves_y, s);
|
|
#else
|
|
(void)w;
|
|
rb->lcd_hline(0, LCD_WIDTH-1, IMAGE_HEIGHT);
|
|
rb->lcd_putsxyf(3, moves_y, "Moves: %d", moves);
|
|
#endif
|
|
|
|
/* draw spots to the lcd */
|
|
for (i=0; i<NUM_SPOTS; i++)
|
|
draw_spot(spots[i], (i%SPOTS_X)*SPOTS_WIDTH, (i/SPOTS_X)*SPOTS_HEIGHT);
|
|
|
|
rb->lcd_update();
|
|
}
|
|
|
|
/* initializes the puzzle */
|
|
static void puzzle_init(void)
|
|
{
|
|
int i, r, temp, tsp[NUM_SPOTS];
|
|
|
|
moves = 0;
|
|
|
|
/* shuffle spots */
|
|
for (i=NUM_SPOTS-1; i>=0; i--) {
|
|
r = (rb->rand() % (i+1));
|
|
|
|
temp = spots[r];
|
|
spots[r] = spots[i];
|
|
spots[i] = temp;
|
|
|
|
if (spots[i]==HOLE_ID)
|
|
hole = i;
|
|
}
|
|
|
|
/* test if the puzzle is solvable */
|
|
for (i=0; i<NUM_SPOTS; i++)
|
|
tsp[i] = spots[i];
|
|
r=0;
|
|
|
|
/* First, check if the problem has even or odd parity,
|
|
depending on where the empty square is */
|
|
if ((((SPOTS_X-1)-hole%SPOTS_X) + ((SPOTS_Y-1)-hole/SPOTS_X))%2 == 1)
|
|
++r;
|
|
|
|
/* Now check how many swaps we need to solve it */
|
|
for (i=0; i<NUM_SPOTS-1; i++) {
|
|
while (tsp[i] != (i+1)) {
|
|
temp = tsp[i];
|
|
tsp[i] = tsp[temp-1];
|
|
tsp[temp-1] = temp;
|
|
++r;
|
|
}
|
|
}
|
|
|
|
/* if the random puzzle isn't solvable just change two spots */
|
|
if (r%2 == 1) {
|
|
if (spots[0]!=HOLE_ID && spots[1]!=HOLE_ID) {
|
|
temp = spots[0];
|
|
spots[0] = spots[1];
|
|
spots[1] = temp;
|
|
} else {
|
|
temp = spots[2];
|
|
spots[2] = spots[3];
|
|
spots[3] = temp;
|
|
}
|
|
}
|
|
|
|
draw_playfield();
|
|
}
|
|
|
|
/* the main game loop */
|
|
static int puzzle_loop(void)
|
|
{
|
|
int button;
|
|
#if defined(PUZZLE_SHUFFLE_PICTURE_PRE)
|
|
int lastbutton = BUTTON_NONE;
|
|
#endif
|
|
bool load_success;
|
|
|
|
puzzle_init();
|
|
while(true) {
|
|
button = rb->button_get(true);
|
|
switch (button) {
|
|
#ifdef PUZZLE_RC_QUIT
|
|
case PUZZLE_RC_QUIT:
|
|
#endif
|
|
case PUZZLE_QUIT:
|
|
/* get out of here */
|
|
return PLUGIN_OK;
|
|
|
|
case PUZZLE_SHUFFLE:
|
|
#ifdef PUZZLE_SHUFFLE_PICTURE_PRE
|
|
if (lastbutton != PUZZLE_SHUFFLE_PICTURE_PRE)
|
|
break;
|
|
#endif
|
|
/* mix up the pieces */
|
|
puzzle_init();
|
|
break;
|
|
|
|
case PUZZLE_PICTURE:
|
|
#ifdef PUZZLE_SHUFFLE_PICTURE_PRE
|
|
if (lastbutton != PUZZLE_SHUFFLE_PICTURE_PRE)
|
|
break;
|
|
#endif
|
|
/* change picture */
|
|
picmode = (picmode+1)%PICMODE_LAST_XXX;
|
|
|
|
/* if load_resize_bitmap fails to load bitmap, try next picmode
|
|
*/
|
|
do
|
|
{
|
|
load_success = load_resize_bitmap();
|
|
if( !load_success )
|
|
picmode = (picmode+1)%PICMODE_LAST_XXX;
|
|
}
|
|
while( !load_success );
|
|
|
|
/* tell the user what mode we picked in the end! */
|
|
rb->splash(HZ,picmode_descriptions[ picmode ] );
|
|
draw_playfield();
|
|
break;
|
|
|
|
case PUZZLE_LEFT:
|
|
if ((hole%SPOTS_X)<(SPOTS_X-1) && !puzzle_finished())
|
|
move_spot(-1, 0);
|
|
break;
|
|
|
|
case PUZZLE_RIGHT:
|
|
if ((hole%SPOTS_X)>0 && !puzzle_finished())
|
|
move_spot(1, 0);
|
|
break;
|
|
|
|
case PUZZLE_UP:
|
|
if ((hole/SPOTS_X)<(SPOTS_Y-1) && !puzzle_finished())
|
|
move_spot(0, -1);
|
|
break;
|
|
|
|
case PUZZLE_DOWN:
|
|
if ((hole/SPOTS_X)>0 && !puzzle_finished())
|
|
move_spot(0, 1);
|
|
break;
|
|
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
}
|
|
#if defined(PUZZLE_SHUFFLE_PICTURE_PRE)
|
|
if (button != BUTTON_NONE)
|
|
lastbutton = button;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
enum plugin_status plugin_start(
|
|
const void* parameter)
|
|
{
|
|
int i, w, h;
|
|
|
|
initial_bmp_path=(const char *)parameter;
|
|
img_buf = rb->plugin_get_buffer(&img_buf_len);
|
|
picmode = PICMODE_INITIAL_PICTURE;
|
|
img_buf_path[0] = '\0';
|
|
|
|
/* If launched as a viewer, just go straight to the game without
|
|
bothering with the splash or instructions page */
|
|
if(parameter==NULL)
|
|
{
|
|
/* if not launched as a viewer, use default puzzle, and show help */
|
|
picmode = PICMODE_DEFAULT_PICTURE;
|
|
|
|
/* print title */
|
|
rb->lcd_getstringsize((unsigned char *)"Sliding Puzzle", &w, &h);
|
|
w = (w+1)/2;
|
|
h = (h+1)/2;
|
|
rb->lcd_clear_display();
|
|
rb->lcd_putsxy(LCD_WIDTH/2-w, (LCD_HEIGHT/2)-h,
|
|
(unsigned char *)"Sliding Puzzle");
|
|
rb->lcd_update();
|
|
rb->sleep(HZ);
|
|
|
|
/* print instructions */
|
|
rb->lcd_clear_display();
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
|
|
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
|
|
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
|
|
rb->lcd_putsxy(0, 18, "[S-MENU] to stop");
|
|
rb->lcd_putsxy(0, 28, "[S-LEFT] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[S-RIGHT] change pic");
|
|
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
|
|
(CONFIG_KEYPAD == IRIVER_H300_PAD)
|
|
rb->lcd_putsxy(0, 18, "[STOP] to stop");
|
|
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
|
|
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
|
|
rb->lcd_putsxy(0, 18, "[OFF] to stop");
|
|
rb->lcd_putsxy(0, 28, "[REC] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
|
|
#elif CONFIG_KEYPAD == GIGABEAT_PAD
|
|
rb->lcd_putsxy(0, 18, "[POWER] to stop");
|
|
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[A] change pic");
|
|
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
|
|
(CONFIG_KEYPAD == SANSA_C200_PAD)
|
|
rb->lcd_putsxy(0, 18, "[OFF] to stop");
|
|
rb->lcd_putsxy(0, 28, "[REC] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[SELECT] change pic");
|
|
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
|
|
rb->lcd_putsxy(0, 18, "[OFF] to stop");
|
|
rb->lcd_putsxy(0, 28, "[REW] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
|
|
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD || \
|
|
CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
|
|
rb->lcd_putsxy(0, 18, "[BACK] to stop");
|
|
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[MENU] change pic");
|
|
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
|
|
rb->lcd_putsxy(0, 18, "[REC] to stop");
|
|
rb->lcd_putsxy(0, 28, "[MODE] shuffle");
|
|
rb->lcd_putsxy(0, 38, "[MENU] change pic");
|
|
#endif
|
|
#ifdef HAVE_TOUCHSCREEN
|
|
rb->lcd_putsxy(0, 18, PUZZLE_QUIT_TEXT " to stop");
|
|
rb->lcd_putsxy(0, 28, PUZZLE_SHUFFLE_TEXT " shuffle");
|
|
rb->lcd_putsxy(0, 38, PUZZLE_PICTURE_TEXT " change pic");
|
|
#endif
|
|
#ifdef HAVE_ALBUMART
|
|
rb->lcd_putsxy(0,48," pic->albumart->num");
|
|
#else
|
|
rb->lcd_putsxy(0,48," pic<->num");
|
|
#endif
|
|
rb->lcd_update();
|
|
rb->button_get_w_tmo(HZ*2);
|
|
}
|
|
|
|
hole = INITIAL_HOLE;
|
|
|
|
if( !load_resize_bitmap() )
|
|
{
|
|
rb->lcd_clear_display();
|
|
rb->splash(HZ*2,"Failed to load bitmap!");
|
|
return PLUGIN_OK;
|
|
}
|
|
|
|
/* Calculate possible font sizes and text positions */
|
|
rb->lcd_setfont(FONT_UI);
|
|
rb->lcd_getstringsize("15", &w, &h);
|
|
if ((w > (SPOTS_WIDTH-2)) || (h > (SPOTS_HEIGHT-2)))
|
|
num_font = FONT_SYSFIXED;
|
|
|
|
#if LCD_WIDTH > LCD_HEIGHT
|
|
rb->lcd_getstringsize("Moves", &w, &h);
|
|
if (w > (LCD_WIDTH-IMAGE_WIDTH-1))
|
|
moves_font = FONT_SYSFIXED;
|
|
rb->lcd_setfont(moves_font);
|
|
rb->lcd_getstringsize("Moves", &w, &h);
|
|
moves_y = 10 + h;
|
|
#else
|
|
rb->lcd_getstringsize("Moves: 999", &w, &h);
|
|
if ((w > LCD_WIDTH) || (h > (LCD_HEIGHT-IMAGE_HEIGHT-1)))
|
|
moves_font = FONT_SYSFIXED;
|
|
rb->lcd_setfont(moves_font);
|
|
rb->lcd_getstringsize("Moves: 999", &w, &h);
|
|
moves_y = (IMAGE_HEIGHT+1+(LCD_HEIGHT-IMAGE_HEIGHT-1)/2) - h / 2;
|
|
#endif
|
|
for (i=0; i<NUM_SPOTS; i++)
|
|
spots[i]=(i+1);
|
|
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_background(LCD_BLACK);
|
|
rb->lcd_set_foreground(LCD_WHITE);
|
|
rb->lcd_set_backdrop(NULL);
|
|
#elif LCD_DEPTH > 1
|
|
rb->lcd_set_background(LCD_WHITE);
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
rb->lcd_set_backdrop(NULL);
|
|
#endif
|
|
|
|
draw_playfield();
|
|
rb->sleep(HZ*2);
|
|
|
|
return puzzle_loop();
|
|
}
|