void snap_test_get_reset_state() { snap_t snap; snap_init( &snap ); SNAP_ASSERT( snap_is_ready( &snap ) ); snap.last_error = SNAP_ERROR_BOUND; SNAP_ASSERT( !snap_is_ready( &snap ) ); snap.packet.size = 1; SNAP_ASSERT( !snap_is_ready( &snap ) ); snap.last_error = SNAP_ERROR_NONE; SNAP_ASSERT( !snap_is_ready( &snap ) ); snap_clear( &snap ); SNAP_ASSERT( snap_is_ready( &snap ) ); snap.packet.size = 1; SNAP_ASSERT( !snap_is_ready( &snap ) ); snap_clear( &snap ); SNAP_ASSERT( snap_is_ready( &snap ) ); }
void game_sel_skip_back( void ) { if( visible && !game_sel_busy() ) { snap_clear(); sound_play( SOUND_BLIP ); game_sel_hide( HIDE_TARGET_SELECTED ); skipping = -1; } }
int snap_set( struct game *game ) { const struct config_snap *config = &config_get()->iface.theme.snap; char *filename; snap_clear(); texture = NULL; video = 0; platform_texture = game->platform->texture; filename = game_media_get( game, MEDIA_VIDEO, NULL ); if( filename && filename[0] ) { if( video_open( filename ) == 0 ) { video = 1; texture = video_texture(); } } if( !texture ) { filename = game_media_get( game, MEDIA_IMAGE, image_type_name(IMAGE_SCREENSHOT) ); if( filename && filename[0] ) { texture = sdl_create_texture( filename ); } else { return -1; } } if( texture ) { if( config->fix_aspect_ratio ) { if( texture->width > texture->height ) { /* Landscape */ width = MAX_SIZE; height = MAX_SIZE / ogl_aspect_ratio(); } else { /* Portrait */ height = MAX_SIZE; width = MAX_SIZE / ogl_aspect_ratio(); } } else { if( texture->width > texture->height ) { /* Landscape */ height = (int)(float)texture->height/((float)texture->width/MAX_SIZE); width = MAX_SIZE; } else { /* Portrait */ width = (int)(float)texture->width/((float)texture->height/MAX_SIZE); height = MAX_SIZE; } } return 0; } return -1; }
void game_sel_advance( void ) { if( visible && !game_sel_busy() ) { snap_clear(); sound_play( SOUND_BLIP ); game_sel_shuffle_back( 1 ); scroll_direction = -1; step = steps-1; } }
void snap_free( void ) { int i; snap_clear(); for( i = 0 ; i < NUM_NOISE ; i++ ) { ogl_free_texture( noise[i] ); noise[i] = NULL; } }
void game_sel_retreat( void ) { if( visible && !game_sel_busy() ) { snap_clear(); sound_play( SOUND_BLIP ); if( game_tile_current->prev ) game_tile_current = game_tile_current->prev; scroll_direction = 1; step = 1; } }
int game_sel_event( int event ) { int o = config_get()->iface.theme.game_sel.orientation; switch( event ) { case EVENT_UP: if( o == CONFIG_LANDSCAPE ) game_sel_skip_back(); else game_sel_retreat(); break; case EVENT_DOWN: if( o == CONFIG_LANDSCAPE ) game_sel_skip_forward(); else game_sel_advance(); break; case EVENT_LEFT: if( o == CONFIG_LANDSCAPE ) game_sel_retreat(); else game_sel_skip_back(); break; case EVENT_RIGHT: if( o == CONFIG_LANDSCAPE ) game_sel_advance(); else game_sel_skip_forward(); break; case EVENT_SELECT: snap_clear(); emulator_run( game_sel_current() ); break; case EVENT_BACK: snap_clear(); sound_play( SOUND_BACK ); focus_set( FOCUS_SUBMENU ); break; default: break; } return 0; }
void snap_draw( void ) { const struct config_snap *config = &config_get()->iface.theme.snap; if( visible ) { struct texture *t = texture; GLfloat xfactor = ogl_xfactor(); GLfloat yfactor = ogl_yfactor(); GLfloat xsize, ysize, hide_offset; if( video ) t = video_get_frame(); if( t == NULL ) t = noise[frame/noise_skip]; xsize = (width/2) * scale * xfactor; ysize = (height/2) * scale * xfactor; hide_offset = (((hidden_offset - config->offset1) / (GLfloat)steps) * (GLfloat)step); ogl_load_alterego(); if( hide_direction == -1 ) { if( config_get()->iface.theme.game_sel.orientation == CONFIG_PORTRAIT ) glTranslatef( (hidden_offset - hide_offset) * xfactor, config->offset2 * yfactor, DEPTH ); else glTranslatef( config->offset2 * xfactor, (hidden_offset - hide_offset) * yfactor, DEPTH ); } else { if( config_get()->iface.theme.game_sel.orientation == CONFIG_PORTRAIT ) glTranslatef( (config->offset1 + hide_offset) * xfactor, config->offset2 * yfactor, DEPTH ); else glTranslatef( config->offset2 * xfactor, (config->offset1 + hide_offset) * yfactor, DEPTH ); } glRotatef( config->angle_x, 1.0, 0.0, 0.0 ); glRotatef( config->angle_y, 0.0, 1.0, 0.0 ); glRotatef( config->angle_z, 0.0, 0.0, 1.0 ); glColor4f( 1.0, 1.0, 1.0, 1.0 ); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glBindTexture( GL_TEXTURE_2D, t->id ); glBegin( GL_QUADS ); glTexCoord2f(0.0, 0.0); glVertex3f(-xsize, ysize, 0.0); glTexCoord2f(0.0, 1.0); glVertex3f(-xsize, -ysize, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f( xsize, -ysize, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f( xsize, ysize, 0.0); glEnd(); if( config->platform_icons && platform_count() > 1 && platform_texture ) { GLfloat platform_xsize = platform_texture->width; GLfloat platform_ysize = platform_texture->height; if( platform_xsize > platform_ysize ) { platform_ysize = platform_scale * platform_ysize/platform_xsize; platform_xsize = platform_scale; } else { platform_xsize = platform_scale * platform_xsize/platform_ysize; platform_ysize = platform_scale; } glTranslatef( xsize * 0.8, -ysize * 0.9, 0.1 ); glRotatef( -config->angle_z, 0.0, 0.0, 1.0 ); glBindTexture( GL_TEXTURE_2D, platform_texture->id ); glBegin( GL_QUADS ); glTexCoord2f(0.0, 0.0); glVertex3f(-platform_xsize, platform_ysize, 0.0); glTexCoord2f(0.0, 1.0); glVertex3f(-platform_xsize, -platform_ysize, 0.0); glTexCoord2f(1.0, 1.0); glVertex3f( platform_xsize, -platform_ysize, 0.0); glTexCoord2f(1.0, 0.0); glVertex3f( platform_xsize, platform_ysize, 0.0); glEnd(); } if( ++frame >= NUM_NOISE * noise_skip ) frame = 0; if( step && --step == 0 ) { if( hide_direction < 0 ) { visible = 0; snap_clear(); } else { visible = 1; } hide_direction = 0; } } }