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@ -37,9 +37,6 @@ |
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*/ |
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#define TETRIS_INPUT_PAUSE_CYCLES 60000 |
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/** minimum of cycles in gliding mode */ |
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#define TETRIS_INPUT_GLIDE_CYCLES 75 |
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/** initial delay (in loop cycles) for key repeat */ |
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#define TETRIS_INPUT_REPEAT_INITIALDELAY 35 |
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/** delay (in loop cycles) for key repeat */ |
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@ -128,7 +125,7 @@ static void tetris_input_chatterProtect(tetris_input_t *pIn, |
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uint8_t const nDown = pIn->nIgnoreCmdCounter[TETRIS_INCMD_DOWN]; |
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pIn->nIgnoreCmdCounter[TETRIS_INCMD_PAUSE] = |
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(nRotCw > nDown ? nRotCw : nDown); |
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nRotCw > nDown ? nRotCw : nDown; |
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} |
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} |
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@ -233,7 +230,6 @@ tetris_input_t *tetris_input_construct(void) |
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pIn->cmdRawLast = pIn->cmdLast = TETRIS_INCMD_NONE; |
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pIn->nBearing = TETRIS_BEARING_0; |
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pIn->nLevel = 0xFF; |
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tetris_input_setLevel(pIn, 0); |
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pIn->nLoopCycles = 0; |
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY; |
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@ -253,41 +249,29 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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{ |
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assert (pIn != NULL); |
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// holds the translated command value of the joystick
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tetris_input_command_t cmdJoystick = TETRIS_INCMD_NONE; |
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// this variable both serves as the return value and as a flag for not
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// leaving the function as long as its value is TETRIS_INCMD_NONE
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tetris_input_command_t cmdReturn = TETRIS_INCMD_NONE; |
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uint8_t nMaxCycles; |
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// if the piece is gliding we grant the player a reasonable amount of time
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// to make the game more controllable at higher falling speeds
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if ((nPace == TETRIS_INPACE_GLIDING) && |
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(pIn->nMaxCycles < TETRIS_INPUT_GLIDE_CYCLES)) |
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{ |
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nMaxCycles = TETRIS_INPUT_GLIDE_CYCLES; |
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} |
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else |
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{ |
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nMaxCycles = pIn->nMaxCycles; |
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} |
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uint8_t nMaxCycles = pIn->nMaxCycles > nPace ? pIn->nMaxCycles : nPace; |
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while (pIn->nLoopCycles < nMaxCycles) |
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{ |
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cmdJoystick = tetris_input_queryJoystick(pIn); |
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// holds the (mapped) command value of the joystick
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tetris_input_command_t cmdJoystick = tetris_input_queryJoystick(pIn); |
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switch (cmdJoystick) |
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{ |
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case TETRIS_INCMD_LEFT: |
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case TETRIS_INCMD_RIGHT: |
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case TETRIS_INCMD_DOWN: |
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// only react if either the current command differs from the
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// last one or enough loop cycles have been run on the same
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// command (for key repeat)
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if ((pIn->cmdLast != cmdJoystick) || ((pIn->cmdLast == cmdJoystick) |
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&& (pIn->nRepeatCount >= TETRIS_INPUT_REPEAT_DELAY))) |
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// only react if either the current command differs from the last
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// one or enough loop cycles have been run on the same command (for
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// key repeat)
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if (pIn->cmdLast != cmdJoystick || |
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pIn->nRepeatCount++ >= TETRIS_INPUT_REPEAT_DELAY) |
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{ |
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// reset repeat counter
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if (pIn->cmdLast != cmdJoystick) |
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@ -304,14 +288,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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// update cmdLast and return value
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pIn->cmdLast = cmdReturn = cmdJoystick; |
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} |
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else |
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{ |
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// if not enough loop cycles have been run we increment the
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// repeat counter, ensure that we continue the loop and
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// keep the key repeat functioning
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++pIn->nRepeatCount; |
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cmdReturn = TETRIS_INCMD_NONE; |
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} |
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break; |
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case TETRIS_INCMD_DROP: |
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@ -322,11 +298,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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{ |
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pIn->cmdLast = cmdReturn = cmdJoystick; |
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} |
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else |
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{ |
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// if we reach here the command is ignored
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cmdReturn = TETRIS_INCMD_NONE; |
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} |
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break; |
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case TETRIS_INCMD_PAUSE: |
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@ -337,20 +308,15 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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pIn->cmdLast = cmdReturn = cmdJoystick; |
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pIn->nPauseCount = 0; |
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} |
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// consecutive pause commands should not cause the loop to leave
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else |
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{ |
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cmdReturn = TETRIS_INCMD_NONE; |
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} |
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break; |
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case TETRIS_INCMD_NONE: |
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// If the game is paused (last command was TETRIS_INCMD_PAUSE)
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// we ensure that the variable which holds that last command
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// isn't touched. We use this as a flag so that the loop cycle
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// counter doesn't get incremented.
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// We count the number of pause cycles, though. If enough cycles
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// have been run, we enforce the continuation of the game.
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// If the game is paused (last command was TETRIS_INCMD_PAUSE) we
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// ensure that the variable which holds that last command isn't
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// touched. We use this as a flag so that the loop cycle counter
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// doesn't get incremented. We count the number of pause cycles,
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// though. If enough cycles have been run, we enforce the
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// continuation of the game.
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if ((pIn->cmdLast != TETRIS_INCMD_PAUSE) || |
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(++pIn->nPauseCount > TETRIS_INPUT_PAUSE_CYCLES)) |
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{ |
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@ -359,9 +325,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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// reset repeat counter
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY; |
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// using cmdReturn as a flag for not leaving the loop
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cmdReturn = TETRIS_INCMD_NONE; |
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break; |
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default: |
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@ -369,15 +332,12 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn, |
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} |
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// reset automatic falling if the player has dropped a piece
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if ((cmdReturn == TETRIS_INCMD_DOWN) |
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|| (cmdReturn == TETRIS_INCMD_DROP)) |
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if (cmdReturn == TETRIS_INCMD_DOWN || cmdReturn == TETRIS_INCMD_DROP) |
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{ |
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pIn->nLoopCycles = 0; |
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} |
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// otherwise ensure automatic falling (unless the game is running)
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else if ((cmdReturn != TETRIS_INCMD_PAUSE) && |
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!((cmdReturn == TETRIS_INCMD_NONE) && |
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(pIn->cmdLast == TETRIS_INCMD_PAUSE))) |
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else if (pIn->cmdLast != TETRIS_INCMD_PAUSE) |
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{ |
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++pIn->nLoopCycles; |
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} |
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@ -403,12 +363,7 @@ void tetris_input_setLevel(tetris_input_t *pIn, |
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assert(nLvl <= TETRIS_INPUT_LEVELS - 1); |
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static uint8_t const nCycles[] PROGMEM = {TETRIS_INPUT_LVL_CYCLES}; |
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if (pIn->nLevel != nLvl) |
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{ |
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pIn->nLevel = nLvl; |
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pIn->nMaxCycles = PM(nCycles[nLvl]); |
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} |
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pIn->nMaxCycles = PM(nCycles[nLvl]); |
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} |
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@ -425,13 +380,9 @@ void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn) |
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void tetris_input_setBearing(tetris_input_t *pIn, |
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tetris_bearing_t nBearing) |
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{ |
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if (pIn->nBearing != nBearing) |
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{ |
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pIn->nBearing = nBearing; |
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pIn->nBearing = nBearing; |
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// avoid weird key repeating effects because the currently pressed
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// button changes its meaning as soon as the bearing changes
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pIn->cmdLast = tetris_input_mapCommand(pIn->nBearing, pIn->cmdRawLast); |
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY; |
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} |
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// avoid weird key repeating effects because the currently pressed button
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// changes its meaning as soon as the bearing changes
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pIn->cmdLast = tetris_input_mapCommand(pIn->nBearing, pIn->cmdRawLast); |
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} |
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