void VblankHandler() { static int heartbeat = 0; uint16 but=0, x=0, y=0, xpx=0, ypx=0, z1=0, z2=0, batt=0, aux=0; // Read the X/Y buttons and the /PENIRQ line but = REG_KEYXY; if (!(but & 0x40)) { // Read the touch screen touchPosition tempPos = touchReadXY(); x = tempPos.x; y = tempPos.y; xpx = tempPos.px; ypx = tempPos.py; } // Update the IPC struct IPC->buttons = but; IPC->touchX = x; IPC->touchY = y; IPC->touchXpx = xpx; IPC->touchYpx = ypx; IPC->touchZ1 = z1; IPC->touchZ2 = z2; IPC->battery = batt; IPC->aux = aux; }
void update_doorminigame() { if (pressed & KEY_TOUCH) { touch_down = touchReadXY(); if (touch_down.px > 64 && touch_down.py > 88 && touch_down.px < door_pos + 64+16 && touch_down.py < door_pos + 88 + 32) { dragging = true; old_pos = door_pos; } } if ((held & KEY_TOUCH) && dragging == true) { //int scrollpos = abs(std::max(std::min(0, (touch_down.px - cur.px)), -128)); door_pos = std::min(std::max(0, old_pos + (touch.px - touch_down.px)), 128); } else { dragging = false; } SUB_BG2_CX = -door_pos << 8; if (door_pos < 4) SUB_BG2_CY = door_pos << 8; else SUB_BG2_CY = 4 << 8; }
void inputGetAndSend(void){ static bool penDown = false; static int sleepCounter = 0; touchPosition tempPos = {0}; FifoMessage msg = {0}; u16 keys= REG_KEYXY; msg.SystemInput.keys = keys; if(keys & KEY_TOUCH) { penDown = false; } else { msg.SystemInput.keys |= KEY_TOUCH; if(penDown) { touchReadXY(&tempPos); if(tempPos.rawx && tempPos.rawy) { msg.SystemInput.keys &= ~KEY_TOUCH; msg.SystemInput.touch = tempPos; } else { penDown = false; } } else { penDown = true; } } if(keys & KEY_LID) sleepCounter++; else sleepCounter = 0; //sleep if lid has been closed for 20 frames if(sleepCounter >= 20) { systemSleep(); sleepCounter = 0; } msg.type = SYS_INPUT_MESSAGE; //set message type fifoSendDatamsg(FIFO_SYSTEM, sizeof(msg), (u8*)&msg); }
//--------------------------------------------------------------------------------- void VcountHandler() { //--------------------------------------------------------------------------------- static int lastbut = -1; uint16 but=0, x=0, y=0, xpx=0, ypx=0, z1=0, z2=0; but = REG_KEYXY; if (!( (but ^ lastbut) & (1<<6))) { tempPos = touchReadXY(); if ( tempPos.x == 0 || tempPos.y == 0 ) { but |= (1 <<6); lastbut = but; } else { x = tempPos.x; y = tempPos.y; xpx = tempPos.px; ypx = tempPos.py; z1 = tempPos.z1; z2 = tempPos.z2; } } else { lastbut = but; but |= (1 <<6); } if ( vcount == 80 ) { first = tempPos; } else { if ( abs( xpx - first.px) > 10 || abs( ypx - first.py) > 10 || (but & ( 1<<6)) ) { but |= (1 <<6); lastbut = but; } else { IPC->mailBusy = 1; IPC->touchX = x; IPC->touchY = y; IPC->touchXpx = xpx; IPC->touchYpx = ypx; IPC->touchZ1 = z1; IPC->touchZ2 = z2; IPC->mailBusy = 0; } } IPC->buttons = but; vcount ^= (80 ^ 130); SetYtrigger(vcount); }
void scan_touch_screen() { raw_touch_coords = touchReadXY(); old_touch_coords = touch_coords; was_touching = touching; if ((raw_touch_coords.rawx == 0) || (raw_touch_coords.rawy == 0)) { touching = 0; } else { touch_coords.x = raw_touch_coords.px; touch_coords.y = raw_touch_coords.py; touching = 1; } }
void NDS_PumpEvents(_THIS) { scanKeys(); /* TODO: defer click-age */ if (keysDown() & KEY_TOUCH) { SDL_SendMouseButton(0, SDL_PRESSED, 0); } else if (keysUp() & KEY_TOUCH) { SDL_SendMouseButton(0, SDL_RELEASED, 0); } if (keysHeld() & KEY_TOUCH) { touchPosition t = touchReadXY(); SDL_SendMouseMotion(0, 0, t.px, t.py, 1); /* last arg is pressure, hardcoded 1 for now */ } }
//--------------------------------------------------------------------------------- void VblankHandler(void) { static int lastbut = -1; uint16 but=0, x=0, y=0, xpx=0, ypx=0, z1=0, z2=0; uint16 batt=0, aux=0; but = REG_KEYXY; if (!( (but ^ lastbut) & (1<<6))) { tempPos = touchReadXY(); if ( tempPos.x == 0 || tempPos.y == 0 ) { but |= (1 <<6); lastbut = but; } else { x = tempPos.x; y = tempPos.y; xpx = tempPos.px; ypx = tempPos.py; z1 = tempPos.z1; z2 = tempPos.z2; } } else { lastbut = but; but |= (1 <<6); } batt = touchRead(TSC_MEASURE_BATTERY); aux = touchRead(TSC_MEASURE_AUX); IPC->touchX = x; IPC->touchY = y; IPC->touchXpx = xpx; IPC->touchYpx = ypx; IPC->touchZ1 = z1; IPC->touchZ2 = z2; IPC->buttons = but; IPC->battery = batt; IPC->aux = aux; #ifdef WIFI Wifi_Update(); // update wireless in vblank #endif }
//--------------------------------------------------------------------------------- void VcountHandler() { //--------------------------------------------------------------------------------- static int lastbut = -1; uint16 but=0, x=0, y=0, xpx=0, ypx=0, z1=0, z2=0; but = REG_KEYXY; if (!( (but ^ lastbut) & (1<<6))) { tempPos = touchReadXY(); if ( tempPos.x == 0 || tempPos.y == 0 ) { but |= (1 <<6); lastbut = but; } else { x = tempPos.x; y = tempPos.y; xpx = tempPos.px; ypx = tempPos.py; z1 = tempPos.z1; z2 = tempPos.z2; } } else { lastbut = but; but |= (1 <<6); } IPC->touchX = x; IPC->touchY = y; IPC->touchXpx = xpx; IPC->touchYpx = ypx; IPC->touchZ1 = z1; IPC->touchZ2 = z2; IPC->buttons = but; }
void handler() { process_keys(); update_projectiles(); update_animations(); step_monsters(); game.player.light->update_flicker(); process_sight(); draw_lights(game.fov_light, &game.map.block, game.map.lights); { lightsource *k = game.map.lights.head(); for (; k; k = k->next()) { k->update_flicker(); draw_light(game.fov_light, &game.map.block, k); } } u32 keys = keysHeld(); u32 down = keysDown(); touchPosition touch = touchReadXY(); if (down & KEY_TOUCH && keys & KEY_R && touch.px != 0 && touch.py != 0) { luxel *l = torch.buf.luxat(torch.buf.scroll.x + touch.px/8, torch.buf.scroll.y + touch.py/8); iprintf("c:%d,%d,%d v:%d, low:%d\n", l->lr, l->lg, l->lb, l->lval, torch.get_low_luminance()); } refresh(&game.map.block); if (game.player.hp <= 0) { playerdeath(); game.player.clear(); new_game(); } if (game.cooldown <= 0) game.player.regenerate(); statusbar(); }
int main() { struct touchPosition pos; float rotateX = 0.0; float rotateY = 0.0; powerON(POWER_ALL); consoleDemoInit(); //set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); //irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // initialize gl glInit(); // enable antialiasing glEnable(GL_ANTIALIAS); // setup the rear plane glClearColor(0,0,0,31); // BG must be opaque for AA to work glClearPolyID(63); // BG must have a unique polygon ID for AA to work glClearDepth(0x7FFF); //this should work the same as the normal gl call glViewPort(0,0,255,191); //any floating point gl call is being converted to fixed prior to being implemented glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(35, 256.0 / 192.0, 0.1, 100); gluLookAt( 0.0, 0.0, 1.0, //camera possition 0.0, 0.0, 0.0, //look at 0.0, 1.0, 0.0); //up while(1) { float px, py; pos = touchReadXY(); px = pos.px; py = pos.py; px = (px * 5) / 256; py = (py * 3) / 192; px -= 2.5; py -= 1.5; glPushMatrix(); //move it away from the camera glTranslate3f32(0, 0, floattof32(-1)); glRotateX(rotateX); glRotateY(rotateY); glMatrixMode(GL_MODELVIEW); //not a real gl function and will likely change glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); scanKeys(); u16 keys = keysHeld(); if((keys & KEY_UP)) rotateX += 3; if((keys & KEY_DOWN)) rotateX -= 3; if((keys & KEY_LEFT)) rotateY += 3; if((keys & KEY_RIGHT)) rotateY -= 3; //draw the obj glBegin(GL_TRIANGLE); glColor3b(255,0,0); glVertex3v16(inttov16(-1),inttov16(-1),0); glColor3b(0,255,0); glVertex3v16(inttov16(1), inttov16(-1), 0); glColor3b(0,0,255); glVertex3v16(inttov16(0), inttov16(1), 0); glEnd(); glLoadIdentity(); glTranslatef(px,-py,-3.0); glBegin(GL_TRIANGLE); glVertex3f( 0.0, 1.0, 0.0); glVertex3f(-1.0,-1.0, 0.0); glVertex3f( 1.0,-1.0, 0.0); glEnd(); glPopMatrix(1); glFlush(0); swiWaitForVBlank(); } return 0; }//end main
int main(void) { touchPosition touch; videoSetModeSub(MODE_0_2D | DISPLAY_BG0_ACTIVE); //sub bg 0 will be used to print text vramSetBankC(VRAM_C_SUB_BG); SUB_BG0_CR = BG_MAP_BASE(31); BG_PALETTE_SUB[255] = RGB15(31,31,31); //by default font will be rendered with color 255 //consoleInit() is a lot more fluxible but this gets you up and running quick consoleInitDefault((u16*)SCREEN_BASE_BLOCK_SUB(31), (u16*)CHAR_BASE_BLOCK_SUB(0), 16); ///////////// powerON(POWER_ALL); // set mode 0, enable BG0 and set it to 3D videoSetMode(MODE_0_3D); vramSetBankA(VRAM_A_TEXTURE); // irqs are nice irqInit(); irqEnable(IRQ_VBLANK); // initialize gl glInit(); // setup the rear plane glClearColor(2, 4, 3, 16); glClearDepth(GL_MAX_DEPTH); // this should work the same as the normal gl call glViewPort(0,0, 255,191); glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //~ glOrtho(0, 1, 192.0/256.0, 0, -10, 10); glOrthof32(0, 1<<12, (192<<12)/256, 0, -10<<12, 10<<12); REG_POWERCNT^= POWER_SWAP_LCDS; ///////////// flux_init(); create_frame_groups(); create_button_groups(); create_titleframe(); dmaCopy(fluxcolors, syscol_table, sizeof(fluxcolors)); dword rc1= create_rect(NOPARENT, 20,20, 128,96, 0x808080); dword rc= create_rect(NOPARENT, 10,10, 128,96, 0x404040|TRANSL_3); dword frm= clone_frame("titleframe", rc); clone_frame("titleframe", rc1); //~ clone_group("button", rc, 10,30, 30,14, ALIGN_LEFT|ALIGN_TOP); create_rect(rc, 10,10, 10,10, 0xFFFFFF|TRANSL_1); create_rect(rc, 20,10, 10,10, 0xFFFFFF|TRANSL_2); create_rect(rc, 30,10, 10,10, 0xFFFFFF|TRANSL_3); create_rect(rc, 10,15, 30,10, 0xFFFFFF|TRANSL_1); create_text(rc, 10,30, 40,40, "Text! Space!\nNewline!", 0xFFFFFF, FONT_DEFAULT); bool redraw_all= true; bool touch_wasdown= false; int lasttouch_x, lasttouch_y; while(1) { scanKeys(); u32 keysheld= keysHeld(); u32 keysdown= keysDown(); touch= touchReadXY(); if(keysdown&KEY_A) { redraw_all^= 1; iprintf("redraw each frame: %s\n", redraw_all? "on": "off"); } if(keysdown&KEY_B) { do_texalpha^= 1; iprintf("texture alpha: %s\n", do_texalpha? "on": "off"); } if(touch.x || touch.y) { flux_mouse_event(touch.px, touch.py, 1); lasttouch_x= touch.px, lasttouch_y= touch.py; touch_wasdown= true; } else { if(touch_wasdown) flux_mouse_event(lasttouch_x, lasttouch_y, 0); touch_wasdown= false; } flux_tick(); if(redraw_all) { redraw_rect(&viewport); update_rect(&viewport); } swiWaitForVBlank(); } return 0; }
void VcountHandler() { static int lastbut = -1; uint8 ct[sizeof(IPC->time.rtc)]; uint16 but=0, x=0, y=0, xpx=0, ypx=0, z1=0, z2=0; but = REG_KEYXY; if(!((but ^ lastbut) & (1<<6))) { tempPos = touchReadXY(); if(tempPos.x == 0 || tempPos.y == 0) { but |= (1 <<6); lastbut = but; } else { x = tempPos.x; y = tempPos.y; xpx = tempPos.px; ypx = tempPos.py; z1 = tempPos.z1; z2 = tempPos.z2; } } else { lastbut = but; but |= (1 <<6); } if(vcount == 80) { first = tempPos; } else { if(abs(xpx - first.px) > 10 || abs(ypx - first.py) > 10 || (but & (1<<6))) { but |= (1 <<6); lastbut = but; } else { IPC->mailBusy = 1; IPC->touchX = x; IPC->touchY = y; IPC->touchXpx = xpx; IPC->touchYpx = ypx; IPC->touchZ1 = z1; IPC->touchZ2 = z2; IPC->mailBusy = 0; } } // Read the time rtcGetTime((uint8 *)ct); BCDToInteger((uint8 *)&(ct[1]), 7); u8 i; u8 *temp; temp = (u8*)&IPC->time.rtc; for(i=0; i<sizeof(ct); i++) { temp[i] = ct[i]; } IPC->buttons = but; vcount ^= (80 ^ 130); SetYtrigger(vcount); }
void gamescreen() { // set the mode for 2 text layers and two extended background layers videoSetMode(MODE_5_2D | //DISPLAY_BG1_ACTIVE | DISPLAY_BG3_ACTIVE | DISPLAY_SPR_ACTIVE | DISPLAY_SPR_1D_LAYOUT ); // set the first bank as background memory and the third as sub background memory // B and D are not used (if you want a bitmap greater than 256x256 you will need more // memory so another vram bank must be used and mapped consecutivly vramSetMainBanks(VRAM_A_MAIN_BG_0x6000000, VRAM_B_MAIN_SPRITE, //VRAM_B_MAIN_BG_0x6020000, VRAM_C_SUB_BG, VRAM_D_MAIN_BG_0x6020000); // set up our bitmap background BG3_CR = BG_BMP8_512x256 | BG_WRAP_ON| BG_BMP_BASE(0); //BG2_CR = BG_BMP8_256x256 | BG_BMP_BASE(8); BG1_CR = BG_32x32 | BG_TILE_BASE(0) | BG_MAP_BASE(8) | BG_256_COLOR; // these are rotation backgrounds so you must set the rotation attributes: // these are fixed point numbers with the low 8 bits the fractional part // this basicaly gives it a 1:1 translation in x and y so you get a nice flat bitmap BG3_XDX = 1 << 8; BG3_XDY = 0; BG3_YDX = 0; BG3_YDY = 1 << 8; BG2_XDX = 1 << 8; BG2_XDY = 0; BG2_YDX = 0; BG2_YDY = 1 << 8; //our bitmap looks a bit better if we center it so scroll down (256 - 192) / 2 BG3_CX = 0; BG3_CY = 0; BG2_CX = 0; BG2_CY = 0; for(int i = 0; i < 512*256; i++) BG_GFX[i] = ((u16*)topscreen_img_bin)[i]; for(int i = 0; i < 256; ++i) BG_PALETTE[i] = ((u16*)topscreen_pal_bin)[i]; //for(int i = 0; i < 256; ++i) //BG_PALETTE[i] = ((u16*)numbers_pal_bin)[i]; x = 0; y = 0; px = 128-32; py = 103; oldx = x; oldy = y; drag = false; touch_down = touchReadXY(); initSprites(); for(int i=0;i<256*256;i++) { SPRITE_GFX[i] = i % 256 | ((i % 256) << 8); } //for(int i = 0; i < 8*8*256/2; ++i) // ((u16*)BG_TILE_RAM(0))[i] = ((u16*)numbers_img_bin)[i]; //for(int i = 0; i < 32*32; ++i) //((u16*)BG_MAP_RAM(8))[i] = i%256; /* for(int y=0;y<64; ++y) for(int x=0;x<32; ++x) { SPRITE_GFX[y*64+x] = ((u16*)sprite_img_bin)[y*32+x]; }*/ const u8* frames[16]; frames[0] = walk_frame00_img_bin; frames[1] = walk_frame01_img_bin; frames[2] = walk_frame02_img_bin; frames[3] = walk_frame03_img_bin; frames[4] = walk_frame04_img_bin; frames[5] = walk_frame05_img_bin; frames[6] = walk_frame06_img_bin; frames[7] = walk_frame07_img_bin; frames[8] = walk_frame08_img_bin; frames[9] = walk_frame09_img_bin; frames[10] = walk_frame10_img_bin; frames[11] = walk_frame11_img_bin; frames[12] = walk_frame12_img_bin; frames[13] = walk_frame13_img_bin; frames[14] = walk_frame14_img_bin; frames[15] = walk_frame15_img_bin; const u8* pal_frames[16]; pal_frames[0] = walk_frame00_pal_bin; pal_frames[1] = walk_frame01_pal_bin; pal_frames[2] = walk_frame02_pal_bin; pal_frames[3] = walk_frame03_pal_bin; pal_frames[4] = walk_frame04_pal_bin; pal_frames[5] = walk_frame05_pal_bin; pal_frames[6] = walk_frame06_pal_bin; pal_frames[7] = walk_frame07_pal_bin; pal_frames[8] = walk_frame08_pal_bin; pal_frames[9] = walk_frame09_pal_bin; pal_frames[10] = walk_frame10_pal_bin; pal_frames[11] = walk_frame11_pal_bin; pal_frames[12] = walk_frame12_pal_bin; pal_frames[13] = walk_frame13_pal_bin; pal_frames[14] = walk_frame14_pal_bin; pal_frames[15] = walk_frame15_pal_bin; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)sprite_img_bin)[i]; for(int i=0;i<32*32/2; ++i) SPRITE_GFX[i+64*32] = ((u16*)use_icon_img_bin)[i]; for(int i=0;i<64*32; ++i) SPRITE_GFX[i+ (64*32) + (32*16)] = ((u16*)smalldoor_img_bin)[i]; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)walk_frame00_img_bin)[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)walk_frame00_pal_bin)[i]; sprites[0].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_BMP | px; sprites[0].attribute[1] = ATTR1_SIZE_64 | py | ATTR1_FLIP_Y; sprites[0].attribute[2] = ATTR2_ALPHA(3); sprites[1].attribute[0] = ATTR0_SQUARE | ATTR0_COLOR_256 | (192-32-8) | ATTR0_DISABLED; sprites[1].attribute[1] = ATTR1_SIZE_32 | (256-32-8); sprites[1].attribute[2] = 64*2;//64*64;//64*32; sprites[2].attribute[0] = ATTR0_SQUARE | ATTR0_COLOR_256 | 90-6; sprites[2].attribute[1] = ATTR1_SIZE_64 | 200+16+2; sprites[2].attribute[2] = 64*2+32; int frame_index = 0; int sx = 0; //int sy = 0; bool left = true;; if (subscreen_mode == PDA) init_pda(); else init_doorminigame(); while(1) { swiWaitForVBlank(); frame_index += 1; frame_index = frame_index % 80; //SPRITE_GFX[i] = ((u16*)numbers_img_bin)[i]; // read the button states scanKeys(); touch = touchReadXY(); pressed = keysDown(); // buttons pressed this loop held = keysHeld(); // buttons currently held if (subscreen_mode != DIALOG) { sprites[0].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_COLOR_256 | mod(103,512); sprites[0].attribute[1] = ATTR1_SIZE_64 | mod(128-32,512) | (left ? 0: ATTR1_FLIP_X); sprites[0].attribute[2] = ATTR2_ALPHA(3); sprites[2].attribute[0] = ATTR0_SQUARE | ATTR0_TYPE_BLENDED | ATTR0_COLOR_256 | mod(90-6, 512); sprites[2].attribute[1] = ATTR1_SIZE_64 | mod((200+16+2 - px + 128-32 + door_pos/4),512); sprites[2].attribute[2] = ATTR2_ALPHA(1) | 64*2+32; } else { sprites[0].attribute[0] |= ATTR0_DISABLED; sprites[1].attribute[0] |= ATTR0_DISABLED; sprites[2].attribute[0] |= ATTR0_DISABLED; } if ((held & KEY_L) && (held & KEY_R)) swiSoftReset(); if ((pressed & KEY_LEFT) || (pressed & KEY_RIGHT)) { frame_index = 0; } if (held & KEY_LEFT) { left = true; px -= 1; sprites[0].attribute[1] = sprites[0].attribute[1] & ~ATTR1_FLIP_X; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[frame_index/5])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[frame_index/5])[i]; } else if (held & KEY_RIGHT) { left = false; px += 1; sprites[0].attribute[1] = sprites[0].attribute[1] | ATTR1_FLIP_X; for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[frame_index/5])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[frame_index/5])[i]; } else { for(int i=0;i<64*32; ++i) SPRITE_GFX[i] = ((u16*)frames[0])[i]; for(int i = 0; i < 256; ++i) SPRITE_PALETTE[i] = ((u16*)pal_frames[0])[i]; } if (held & KEY_DOWN) py += 1; else if (held & KEY_UP) py -= 1; if ((px + 128) > 328-16 && (px + 128) < (328+35+16)) { sprites[1].attribute[0] &= ~ATTR0_DISABLED; //if (pressed & KEY_X) // { if (subscreen_mode == PDA) { init_doorminigame(); subscreen_mode = DOOR_MINIGAME; } else if (subscreen_mode == DOOR_MINIGAME) { init_pda(); subscreen_mode = PDA; } //} } else if ((px + 128) > 133-16 && (px + 128) < 133-16+32) { init_dialog(); subscreen_mode = DIALOG; } else { sprites[1].attribute[0] |= ATTR0_DISABLED; if (subscreen_mode == DOOR_MINIGAME) { init_pda(); subscreen_mode = PDA; } } sx = px; //sx += 1; if ((held & KEY_TOUCH) && drag) { x = oldx + (touch_down.px - touch.px); y = oldy + (touch_down.py - touch.py); } if (!(held & KEY_TOUCH)) drag = false; if (subscreen_mode != DIALOG) { BG3_CX = x*500 + sx<<8 ; BG3_CY = y*500 + (32<<8); } //2_CX = -x; //2_CY = -y; update_subscreen(); updateOAM(); } }
void update_touchscreen (void) { static int graffiti = 0; struct MW_UID_MESSAGE m; int x, y, k, kh, btns = 0; touchPosition pos; char c; /* update keypad & touchscreen */ scanKeys (); pos = touchReadXY (); x = pos.px; y = pos.py; k = keysDown (); kh = keysHeld (); /* check for character recognition */ if ((kh & KEY_L) || (kh & KEY_R)) { graffiti = 1; c = PA_CheckLetter ((kh & KEY_TOUCH ? 1 : 0), x, y); if (c) { /* signal the console driver */ console_push (c); if (kbd_queue_id != 0) { /* send the read character */ m.type = MV_UID_KBD; m.m.kbd.code = c; m.m.kbd.modifiers = 0; m.m.kbd.mode = MV_KEY_MODE_ASCII; rtems_message_queue_send (kbd_queue_id, (void *) &m, sizeof (struct MW_UID_MESSAGE)); } } } else { if (graffiti == 1) { x = old_x; y = old_y; } graffiti = 0; } if (mou_queue_id == 0) return; if (hand == 1) { if (k & KEY_LEFT) { btns = MV_BUTTON_LEFT; } if (k & KEY_RIGHT) { btns = MV_BUTTON_RIGHT; } } else { if (k & KEY_A) { btns = MV_BUTTON_LEFT; } if (k & KEY_B) { btns = MV_BUTTON_RIGHT; } } if (!((kh & KEY_L) || (kh & KEY_R)) && (kh & KEY_TOUCH) && (x != old_x || y != old_y || btns)) { /* send the read position */ m.type = MV_UID_ABS_POS; old_btns = m.m.pos.btns = btns; old_x = m.m.pos.x = x; old_y = m.m.pos.y = y; m.m.pos.z = 0; rtems_message_queue_send (mou_queue_id, (void *) &m, sizeof (struct MW_UID_MESSAGE)); } }
void process_keys() { if (game.cooldown <= 0) { scanKeys(); u32 keys = keysHeld(); u32 down = keysDown(); touchPosition touch = touchReadXY(); if (down & KEY_START) { new_game(); return; } if (down & KEY_SELECT) { test_map(); torch.buf.scroll.x = game.player.x - 16; torch.buf.scroll.y = game.player.y - 12; torch.buf.bounded(torch.buf.scroll.x, torch.buf.scroll.y); torch.dirty_screen(); torch.reset_luminance(); return; } if (down & KEY_X) { inventory(); return; } if (down & KEY_L) { overview(); return; } if (down & KEY_TOUCH && touch.px != 0 && touch.py != 0) { if (!(keys & KEY_R) && game.player.projectile) { game.player.chuck(torch.buf.scroll.x + touch.px/8, torch.buf.scroll.y + touch.py/8); } return; } if (down & KEY_R) { printf("Saving... "); fflush(stdout); game.save("blah.adrift"); printf("done\n"); printf("Loading... "); fflush(stdout); game.load("blah.adrift"); printf("done\n"); } if (keys & KEY_Y) { if (get_items()) return; } DIRECTION dir = 0; if (keys & KEY_RIGHT) dir |= D_EAST; else if (keys & KEY_LEFT) dir |= D_WEST; if (keys & KEY_DOWN) dir |= D_SOUTH; else if (keys & KEY_UP) dir |= D_NORTH; if (dir) { game.player.moveDir(dir, keys & KEY_B); return; } if (down & KEY_A) { seek_and_destroy(); if (!game.player.target) { // no monsters in range for (int x = game.player.x-1; x <= game.player.x+1; x++) { for (int y = game.player.y-1; y <= game.player.y+1; y++) { Object *o = game.map.at(x,y)->objects.head(); if (!o) continue; if (o->type == VENDING_MACHINE) { if (game.player.x == x+D_DX[o->orientation] && game.player.y == y+D_DY[o->orientation]) { iprintf("You kick the vending machine. "); if (o->quantity > 0 && rand4() < 5) { if (rand4() & 1) { iprintf("Clunk! A can rolls out.\n"); addObject(game.player.x, game.player.y, CAN_OF_STEWED_BEEF); } else { iprintf("Clunk! A bottle rolls out.\n"); addObject(game.player.x, game.player.y, BOTTLE_OF_WATER); } o->quantity--; } else { iprintf("Nothing happens.\n"); } game.cooldown += 5; } } } } } else return; } if (keys & KEY_A) { seek_and_destroy(); return; } } else if (game.cooldown > 0) game.cooldown--; }