bool SpecialFX::OnTrigger(HOBJECT hSender, const CParsedMsg &cMsg) { static CParsedMsg::CToken s_cTok_Trigger(SFX_MSG_TRIGGER); static CParsedMsg::CToken s_cTok_On(SFX_MSG_ON); static CParsedMsg::CToken s_cTok_Off(SFX_MSG_OFF); if( cMsg.GetArg(0) == s_cTok_Trigger ) { m_bIsOn ? TurnOFF() : TurnON() ; } else if( cMsg.GetArg(0) == s_cTok_On ) { TurnON(); } else if( cMsg.GetArg(0) == s_cTok_Off ) { TurnOFF(); } else { return GameBase::OnTrigger(hSender, cMsg); } return true; }
bool Cpb1000::run() { if (off) { pCONNECTOR->Set_pin(12 ,1); } lcd_on_timer_rate = pHD44352->on_timer_rate; CpcXXXX::run(); if (off && KEY(K_POW_ON)) { TurnON(); pKEYB->LastKey = 0; } #if 0 #define IA ((CHD61700*)pCPU)->m_reg8bit[4] quint16 ktab[4]= { 0x0000, 0x0080, 0x00C0, 0xF0FF }; if (pKEYB->LastKey>0) { // if ((IA & 0x80) != 0) { // qWarning()<<"Key INTR"; // if ((getKey()))// & ktab[(IA >> 4) & 0x3]) !=0) { ((CHD61700*)pCPU)->execute_set_input(HD61700_KEY_INT,1); } } } #endif fillSoundBuffer(pdi & 0x80); return true; }
bool Clcdc_ce1560::init(void) { Clcdc::init(); TurnON(); memset(pixels,-1,sizeof(pixels)); return true; }
uint32 SpecialFX::EngineMessageFn(uint32 messageID, void *pData, float fData) { switch (messageID) { case MID_PRECREATE : { uint32 dwRet = GameBase::EngineMessageFn(messageID, pData, fData); ObjectCreateStruct *pOcs = (ObjectCreateStruct *)pData; if ((uint32)fData == PRECREATE_WORLDFILE || (uint32)fData == PRECREATE_STRINGPROP) { // Read in object properties ReadProps(pOcs); } return dwRet; } break; case MID_INITIALUPDATE : { m_bFromSavedGame = ((uint32)fData == INITIALUPDATE_SAVEGAME); if ( !m_bFromSavedGame ) { SetNextUpdate(UPDATE_NEVER); } } break; case MID_ALLOBJECTSCREATED : { if( !m_bFromSavedGame ) { // See if we have a Target object... if( m_hstrTargetName ) { ObjArray<HOBJECT, 1> objArray; g_pLTServer->FindNamedObjects( g_pLTServer->GetStringData( m_hstrTargetName ), objArray ); if( objArray.NumObjects() > 0 ) { m_hTargetObj = objArray.GetObject( 0 ); } FREE_HSTRING( m_hstrTargetName ); } if (m_bStartOn) { TurnON(); } } } break; case MID_SAVEOBJECT : { // Handle saving GameBase::EngineMessageFn(messageID, pData, fData); OnSave((ILTMessage_Write*)pData, (uint32)fData); return LT_OK; } break; case MID_LOADOBJECT : { // Handle loading GameBase::EngineMessageFn(messageID, pData, fData); OnLoad((ILTMessage_Read*)pData, (uint32)fData); return LT_OK; } break; } return GameBase::EngineMessageFn(messageID, pData, fData); }