pcb and initial code from https://github.com/das-labor/borgware-2d.git
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273 lines
6.1 KiB
273 lines
6.1 KiB
16 years ago
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/* A game chooser for borgs
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* by: Christian Kroll
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* date: Thursday, 2008/03/16
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*/
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#include <stdlib.h>
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#include <assert.h>
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#include <inttypes.h>
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// architecture dependent stuff
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#ifdef __AVR__
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#include <avr/pgmspace.h>
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#define WAIT(ms) wait(ms)
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#else
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#define PROGMEM
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#define WAIT(ms) myWait(ms)
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#endif
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#include "menu.h"
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#include "config.h"
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#include "util.h"
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#include "pixel.h"
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#include "joystick.h"
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#include "snake.h"
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#include "tetris/logic.h"
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#include "invaders2.h"
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// defines
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#define MENU_WIDTH_ICON 8
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#define MENU_HEIGHT_ICON 8
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#define MENU_WIDTH_DELIMITER 2
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#define MENU_POLL_INTERVAL 10
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#define MENU_TIMEOUT_ITERATIONS 2000
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#define MENU_WAIT_CHATTER 60
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#define MENU_WAIT_INITIAL 40
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#define MENU_WAIT_INCREMENT 0
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#define MENU_NEXTITEM(item) ((item + 1) % MENU_ITEM_MAX)
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#define MENU_PREVITEM(item) ((item + MENU_ITEM_MAX - 1) % MENU_ITEM_MAX)
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void menu()
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{
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// don't let WAIT() query fire button to prevent endless circular jumps
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waitForFire = 0;
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clear_screen(0);
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// wait as long the fire button is pressed to prevent unwanted selections
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while (JOYISFIRE)
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{
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WAIT(MENU_POLL_INTERVAL);
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}
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// set initial menu item
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static menu_item_t miSelection = MENU_ITEM_TETRIS;
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// scroll in currently selected menu item
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menu_animate(MENU_PREVITEM(miSelection), MENU_DIRECTION_LEFT);
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uint16_t nMenuIterations= MENU_TIMEOUT_ITERATIONS;
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while (1)
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{
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// the user has made her/his choice
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if (JOYISFIRE)
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{
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// prevent unwanted selections
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while (JOYISFIRE)
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{
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WAIT(MENU_POLL_INTERVAL);
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}
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// work against the chatter effects of dump joysticks
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WAIT(MENU_WAIT_CHATTER);
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// call corresponding function
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switch (miSelection)
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{
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case MENU_ITEM_SNAKE:
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snake_game();
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break;
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case MENU_ITEM_SPACEINVADERS:
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borg_invaders();
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break;
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case MENU_ITEM_TETRIS:
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tetris();
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break;
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default:
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break;
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}
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break;
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}
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// change selected item and do some scrolling
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else if (JOYISRIGHT)
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{
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menu_animate(miSelection, MENU_DIRECTION_LEFT);
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miSelection = MENU_NEXTITEM(miSelection);
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nMenuIterations = MENU_TIMEOUT_ITERATIONS;
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}
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else if (JOYISLEFT)
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{
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menu_animate(miSelection, MENU_DIRECTION_RIGHT);
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miSelection = MENU_PREVITEM(miSelection);
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nMenuIterations = MENU_TIMEOUT_ITERATIONS;
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}
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// exit menu
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else if (JOYISUP)
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{
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break;
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}
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// return if timeout is reached
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else
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{
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WAIT(MENU_POLL_INTERVAL);
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if (--nMenuIterations == 0)
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break;
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}
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}
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waitForFire = 1;
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return;
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}
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uint8_t menu_getIconPixel(menu_item_t item, int8_t x, int8_t y)
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{
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// MSB is leftmost pixel
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static uint8_t nIcon[][8] PROGMEM =
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{{0xff, 0x81, 0xbd, 0xa5, 0xa5, 0xad, 0xa1, 0xbf}, // Snake icon
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{0x66, 0x18, 0x3c, 0x5a, 0xff, 0xbd, 0xa5, 0x18}, // Invaders icon
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{0x0f, 0x0f, 0xc3, 0xdb, 0xdb, 0xc3, 0xf0, 0xf0}}; // Tetris icon
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// is x within the icon or do we have reached the delimiter?
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if (x < MENU_WIDTH_ICON)
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{
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// return pixel
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#ifdef __AVR__
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return (0x80 >> x) & pgm_read_word(&nIcon[item][y]);
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#else
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return (0x80 >> x) & nIcon[item][y];
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#endif
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}
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else
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{
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// delimiter
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return 0;
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}
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}
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void menu_animate(menu_item_t miInitial, menu_direction_t direction)
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{
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int16_t nWait= MENU_WAIT_INITIAL;
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// space between left border and the icon in the middle
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int8_t nWidthSide = (NUM_COLS - MENU_WIDTH_ICON) / 2;
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// determine the icon at the leftmost position
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menu_item_t mi = miInitial + MENU_ITEM_MAX;
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int8_t nBack = nWidthSide / (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER);
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if ((nWidthSide % (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)) != 0)
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{
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++nBack;
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}
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mi = (mi + MENU_ITEM_MAX - (nBack % MENU_ITEM_MAX)) % MENU_ITEM_MAX;
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// start and stop offsets for the scrolling icons (both are 0 for stills)
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int8_t nStart, nStop;
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if (direction == MENU_DIRECTION_STILL)
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{
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nStart = 0;
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nStop = 0;
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}
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else
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{
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nStart = 1;
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nStop = MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER;
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}
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// draw menu screen for each offset within the nStart/nStop range
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int8_t i;
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for (i = nStart; i <= nStop; ++i)
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{
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int8_t nOffset;
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if (direction == MENU_DIRECTION_LEFT)
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nOffset = i;
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else
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nOffset = -i;
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// offset of the left most icon if it is cut by the left border
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int8_t nInitialSideOffset = (((MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)
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- (nWidthSide % (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
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+ nOffset + (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER))
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% (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER);
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// an initial side offset of 0 means the leftmost icon was changed
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// if we are scrolling to the left, increment value for leftmost item
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if (direction == MENU_DIRECTION_LEFT)
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{
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if (nInitialSideOffset == 0)
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{
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mi = MENU_NEXTITEM(mi);
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}
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}
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// draw the icons from the leftmost position (line by line)
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int8_t y;
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for (y = 0; y < MENU_HEIGHT_ICON; ++y)
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{
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menu_item_t miCurrent = mi;
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int8_t nIconOffset = nInitialSideOffset;
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int8_t x;
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for (x = 0; x < NUM_COLS; ++x)
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{
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int8_t nPixel = menu_getIconPixel(miCurrent, nIconOffset, y);
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menu_setpixel(x, ((NUM_ROWS - MENU_HEIGHT_ICON) / 2) + y,
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nPixel);
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if (++nIconOffset >= (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER))
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{
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nIconOffset = 0;
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miCurrent = MENU_NEXTITEM(miCurrent);
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}
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}
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}
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// an initial side offset of 0 means the leftmost icon was changed
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// if we are scrolling to the right, decrement value for leftmost item
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if (direction == MENU_DIRECTION_RIGHT)
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{
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if (nInitialSideOffset == 0)
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{
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mi = MENU_PREVITEM(mi);
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}
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}
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// wait between the frames so that the animation can be seen
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WAIT(nWait);
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// animation speed can be throtteled
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nWait += MENU_WAIT_INCREMENT;
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}
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}
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void menu_setpixel(int8_t x, int8_t y, int8_t isSet)
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{
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uint8_t nColor;
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// mirror mirror on the wall, what's the quirkiest API of them all...
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x = NUM_COLS - 1 - x;
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uint8_t nMiddle = (NUM_COLS - MENU_WIDTH_ICON) / 2;
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if (isSet != 0)
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{
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if ((x >= nMiddle - MENU_WIDTH_DELIMITER) && (x < (nMiddle
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+ MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
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{
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nColor = 3;
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}
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else if ((x == (nMiddle - MENU_WIDTH_DELIMITER - 1)) || (x == (nMiddle
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+ MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
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{
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nColor = 2;
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}
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else
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{
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nColor = 1;
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}
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}
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else
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{
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nColor = 0;
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}
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setpixel((pixel){x, y}, nColor);
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}
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