Ejemplo n.º 1
0
WORD GOLMsgCallback( WORD translatedMsg, OBJ_HEADER* pObj, GOL_MSG* pMsg )
{
    switch( screenState )
    {
        case SCREEN_BOARD_TEST:
            // No messages are processed in this state.
            break;
            
        case SCREEN_DISPLAY_MAIN:
            // This state exists for the draw callback only.
            break;

        case SCREEN_MAIN:
            return ProcessMessageMain( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_FLASH:
            // This state exists for the draw callback only.
            break;

        case SCREEN_FLASH:
            return ProcessMessageFlash( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_FLASH_ERROR:
            // This state exists for the draw callback only.
            break;

        case SCREEN_FLASH_ERROR:
            return ProcessMessageFlashError( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_GAMES:
            // This state exists for the draw callback only.
            break;

        case SCREEN_GAMES:
            return ProcessMessageGames( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_SNAKE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SNAKE:
            return ProcessMessageSnake( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_SNAKE_SCORE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SNAKE_SCORE:
            return ProcessMessageScore( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_BLASTER:
            // This state exists for the draw callback only.
            break;

        case SCREEN_BLASTER:
            return ProcessMessageBlaster( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_BLASTER_SCORE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_BLASTER_SCORE:
            return ProcessMessageScore( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_SHAPELET:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SHAPELET:
            return ProcessMessageShapelet( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_SHAPELET_SCORE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SHAPELET_SCORE:
            return ProcessMessageScore( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_DEMOS:
            // This state exists for the draw callback only.
            break;

        case SCREEN_DEMOS:
            return ProcessMessageDemos( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_RGB:
            // This state exists for the draw callback only.
            break;

        case SCREEN_RGB:
            return ProcessMessageRGB( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_GRAPH:
            // This state exists for the draw callback only.
            break;

        case SCREEN_GRAPH:
            return ProcessMessageGraph( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_CAPTURE_MEDIA:
            // This state exists for the draw callback only.
            break;

        case SCREEN_CAPTURE_MEDIA:
            return ProcessMessageCapture( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_CAPTURE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_CAPTURE:
            return ProcessMessageCapture( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_UTILITIES:
            // This state exists for the draw callback only.
            break;

        case SCREEN_UTILITIES:
            return ProcessMessageUtilities( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_TIME:
            // This state exists for the draw callback only.
            break;

        case SCREEN_TIME:
            return ProcessMessageTime( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_CTMU:
            // This state exists for the draw callback only.
            break;

        case SCREEN_CTMU:
            return ProcessMessageCTMU( translatedMsg, pObj, pMsg );
            break;

		case SCREEN_DISPLAY_BAR_DEMO:
			break;

		case SCREEN_BAR_DEMO:
			//return ProcessMessageBarDemo( translatedMsg, pObj, pMsg );
			break;

        default:
            break;
    }

    return 1;
}
Ejemplo n.º 2
0
/*********************************************************************
* Function: WORD GOLMsgCallback(WORD objMsg, OBJ_HEADER* pObj, GOL_MSG* pMsg)
*
* Overview: The user MUST implement this function. GOLMsg() calls 
*			this function when a valid message for an object in the 
*			active list is received. User action for the message should 
*			be implemented here. If this function returns non-zero, 
*			the message for the object will be processed by default. 
*			If zero is returned, GOL will not perform any action.
*
* PreCondition: none
*
* Input: objMsg - Translated message for the object or the action ID response from the object.
*		 pObj - Pointer to the object that processed the message.
*		 pMsg - Pointer to the GOL message from user.
*
* Output: Return a non-zero if the message will be processed by default.
*		  If a zero is returned, the message will not be processed by GOL.
*
* Example:
*	<CODE> 
*	WORD GOLMsgCallback(WORD objMsg, OBJ_HEADER* pObj, GOL_MSG *pMsg){
*		static char focusSwitch = 1;
*
*		switch(GetObjID(pObj)){
*	        case ID_BUTTON1:
*	            // Change text and focus state
*	            if(objMsg == BTN_MSG_RELEASED){
*	                focusSwitch ^= 1;
*	            	if(focusSwitch){
*                   	BtnSetText((BUTTON*)pObj, "Focused");
*                    	SetState(pObj,BTN_FOCUSED);
*                	}else{
*                    	BtnSetText((BUTTON*)pObj, "Unfocused");
*                    	ClrState(pObj,BTN_FOCUSED);
*                	}
*            	}
*            	// Process by default
*            	return 1;
*	        case ID_BUTTON2:
*	            // Change text
*	            if(objMsg == BTN_MSG_PRESSED){
*	                BtnSetText((BUTTON*)pObj, "Pressed");
*            	}
*	            if(objMsg == BTN_MSG_RELEASED){
*	                BtnSetText((BUTTON*)pObj, "Released");
*	            }
*	            // Process by default
*	            return 1;
*	        case ID_BUTTON3:
*	            // Change face picture
*	            if(objMsg == BTN_MSG_PRESSED){
*	                BtnSetBitmap(pObj,arrowLeft);
*	            }
*	            if(objMsg == BTN_MSG_RELEASED){
*	                BtnSetBitmap(pObj,(char*)arrowRight);
*	            }
*	            // Process by default
*	            return 1;
*	        case ID_BUTTON_NEXT:
*	            if(objMsg == BTN_MSG_RELEASED){
*	                screenState = CREATE_CHECKBOXES;
*	            }
*	            // Process by default
*	            return 1;
*	        case ID_BUTTON_BACK:
*	            return 1;
*	        default:
*	            return 1;
*   	}
*	}              	
*	</CODE>	
*
* Side Effects: none
*
********************************************************************/
WORD GOLMsgCallback( WORD translatedMsg, OBJ_HEADER* pObj, GOL_MSG* pMsg )
{
   return ProcessMessageGraph( translatedMsg, pObj, pMsg );
}
Ejemplo n.º 3
0
/****************************************************************************
  Function:
    WORD GOLMsgCallback( WORD translatedMsg, OBJ_HEADER* pObj, GOL_MSG* pMsg )
  Description:
    This callback is executed when a graphics message is being processed.
    Based on the currently displayed screen, we determine the next operation.
  Precondition:
    None
  Parameters:
    WORD translatedMsg  - The message as translated by the processing
                            routine for the object type.
    OBJ_HEADER* pObj    - Pointer to the graphics object header.
    GOL_MSG* pMsg       - Original graphics message.
  Return Values:
    0 - Do not call the default message processing routine for the object.
    1 - Call the default message processing routine for the object.
  Remarks:
    This function is called before the default processing.  If default
    processing is required before other processing, it must be done
    explicitly in this function, and 0 must be returned.  If default
    processing can be performed after this function, simply return 1.
  ***************************************************************************/
WORD GOLMsgCallback( WORD translatedMsg, OBJ_HEADER* pObj, GOL_MSG* pMsg )
{
    switch( screenState )
    {
	    case SCREEN_START:
            // No messages are processed in this state.
            break;
 
        case SCREEN_START_DELAY:
			// No messages are processed in this state.
        	break;
        	           
        case SCREEN_DISPLAY_MAIN:
            // This state exists for the draw callback only.
            break;

        case SCREEN_MAIN:
            return ProcessMessageMain( translatedMsg, pObj, pMsg );
            break;
                       
        case SCREEN_DISPLAY_GRAPH:
            // This state exists for the draw callback only.
            break;

        case SCREEN_GRAPH:
            return ProcessMessageGraph( translatedMsg, pObj, pMsg );
            break;

		case SCREEN_DISPLAY_ES_INFO:
			// This state exists for the draw callback only.
		  	break;

		case SCREEN_ES_INFO:
			// This state exists for the draw callback only.
		  	break;
		  	
        case SCREEN_DISPLAY_ES_GRAPH:
            // This state exists for the draw callback only.
            break;
                        
        case SCREEN_ES_GRAPH:        	        
            return ProcessMessageESGraph( translatedMsg, pObj, pMsg );
            break; 
            
        case SCREEN_DISPLAY_ORIENTATION:
            // This state exists for the draw callback only.
            break;
                        
        case SCREEN_ORIENTATION:
            return ProcessMessageOrientation( translatedMsg, pObj, pMsg );
            break; 
 
         case SCREEN_DISPLAY_GAMES:
            // This state exists for the draw callback only.
            break;

        case SCREEN_GAMES:
            return ProcessMessageGames( translatedMsg, pObj, pMsg );
            break;
                       
        case SCREEN_DISPLAY_SNAKE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SNAKE:
            return ProcessMessageSnake( translatedMsg, pObj, pMsg );
            break;
            
        case SCREEN_DISPLAY_JET:
            // This state exists for the draw callback only.
            break;

        case SCREEN_JET:
            return ProcessMessageJet( translatedMsg, pObj, pMsg );
            break;

        case SCREEN_DISPLAY_SCORE:
            // This state exists for the draw callback only.
            break;

        case SCREEN_SCORE:
            return ProcessMessageScore( translatedMsg, pObj, pMsg );
            break;
                                                       
        default:
            break;
    }

    return 1;
}