コード例 #1
0
ファイル: psp_danzeff.c プロジェクト: kerheol/dingux-hugo
void
danzeff_change_skin()
{
  danzeff_free();
  danzeff_load();
}
コード例 #2
0
ファイル: io.c プロジェクト: GameMaker2k/PSP-Maps
/* input text */
void input(SDL_Surface *dst, int x, int y, char *text, int max)
{
	SDL_Event event;
	int action, active = 0, flip = 0;
	int up = 0, down = 0;
	
	#ifdef _PSP_FW_VERSION
	/* danzeff */
	if (config.danzeff)
	{
		strcpy(text, "");
		danzeff_load();
		danzeff_set_screen(dst);
		danzeff_moveTo(165, 110);
		
		for (;;)
		{
			SceCtrlData ctrl = getCtrlFromJoystick(joystick);
			int c = danzeff_readInput(ctrl);
			
			switch (c)
			{
				case 0:
					break;
				case '\10':
				case DANZEFF_LEFT:
					if (active > 0)
					{
						active--;
						text[active] = '\0';
					}
					break;
				case DANZEFF_RIGHT:
					if (active < max)
					{
						text[active] = ' ';
						active++;
						text[active] = '\0';
					}
					break;
				case DANZEFF_SELECT:
				case DANZEFF_START:
					return;
				default:
					if (active < max)
					{
						text[active] = c;
						active++;
						text[active] = '\0';
					}
					break;
			}
			
			danzeff_render();
			input_update(dst, x, y, text, active, flip);
			flip++;
			SDL_Delay(50);
			
			/* flush events */
			while (SDL_PollEvent(&event));
		}
	}
	else	
	#endif
	
	/* arcade */
	{
		strcpy(text, " ");
		for (;;)
		{
			while (SDL_PollEvent(&event))
			{
				switch (event.type)
				{
					case SDL_QUIT:
						quit();
						break;
					case SDL_KEYDOWN:
					case SDL_JOYBUTTONDOWN:
						if (event.type == SDL_KEYDOWN)
							action = event.key.keysym.sym;
						else
							action = event.jbutton.button;
						switch (action)
						{
							case SDLK_ESCAPE:
							case SDLK_SPACE:
							case PSP_BUTTON_START:
								return;
							case SDLK_LEFT:
							case PSP_BUTTON_LEFT:
							case PSP_BUTTON_L:
							case PSP_BUTTON_A:
								if (active > 0)
								{
									text[active] = '\0';
									active--;
								}
								break;
							case SDLK_RIGHT:
							case PSP_BUTTON_RIGHT:
							case PSP_BUTTON_R:
							case PSP_BUTTON_B:
							case PSP_BUTTON_Y:
							case PSP_BUTTON_X:
								if (active < max)
								{
									active++;
									text[active] = ' ';
									text[active+1] = '\0';
								}
								break;
							case SDLK_UP:
							case PSP_BUTTON_UP:
								up = 1;
								break;
							case SDLK_DOWN:
							case PSP_BUTTON_DOWN:
								down = 1;
								break;
							default:
								break;
						}
						break;
					case SDL_KEYUP:
					case SDL_JOYBUTTONUP:
						if (event.type == SDL_KEYUP)
							action = event.key.keysym.sym;
						else
							action = event.jbutton.button;
						switch (action)
						{
							case SDLK_UP:
							case PSP_BUTTON_UP:
								up = 0;
								break;
							case SDLK_DOWN:
							case PSP_BUTTON_DOWN:
								down = 0;
								break;
						}
						break;
				}
			}
			if (up == 1 || up > 10)
			{
				if ((text[active] >= 'A' && text[active] < 'Z') || (text[active] >= '0' && text[active] < '9')) text[active]++;
				else if (text[active] == 'Z') text[active] = '0';
				else if (text[active] == '9') text[active] = ' ';
				else if (text[active] == ' ') text[active] = 'A';
			}
			if (up) up++;
			if (down == 1 || down > 10)
			{
				if ((text[active] > 'A' && text[active] <= 'Z') || (text[active] > '0' && text[active] <= '9')) text[active]--;
				else if (text[active] == 'A') text[active] = ' ';
				else if (text[active] == ' ') text[active] = '9';
				else if (text[active] == '0') text[active] = 'Z';
			}
			if (down) down++;
			input_update(dst, x, y, text, active, flip);
			flip++;
			SDL_Delay(50);
		}
	}
}