pcb and initial code from https://github.com/das-labor/borgware-2d.git
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456 lines
12 KiB
456 lines
12 KiB
#include <stdlib.h>
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#include <stdint.h>
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#include <string.h>
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#include <assert.h>
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#include "../../compat/pgmspace.h"
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#include "../../joystick/joystick.h"
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#include "../../scrolltext/scrolltext.h"
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#include "../../util.h"
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#include "../../config.h"
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#include "bearing.h"
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#include "input.h"
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#define WAIT(ms) wait(ms)
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#define PM(value) pgm_read_byte(&value)
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/**
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* \defgroup TetrisInputDefinesPrivate Input: Internal constants
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*/
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/*@{*/
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/***********
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* defines *
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***********/
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/** amount of milliseconds that each loop cycle waits */
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#define TETRIS_INPUT_TICKS 5
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/**
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* amount of milliseconds the input is ignored after the pause combo has been
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* pressed, since it is difficult to release all buttons simultaneously
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*/
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#define TETRIS_INPUT_PAUSE_TICKS 100
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/**
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* amount of allowed loop cycles while in pause mode so that the game
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* automatically continues after five minutes
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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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#define TETRIS_INPUT_REPEAT_DELAY 5
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/** amount of loop cyles the left button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_LEFT 12
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/** amount of loop cyles the right button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_RIGHT 12
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/** amount of loop cyles the down button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_DOWN 12
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/** amount of loop cyles the clockwise rotation button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_ROT_CW 24
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/** amount of loop cyles the counter clockwise rotation button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_ROT_CCW 24
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/** amount of loop cyles the drop button is ignored */
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#define TETRIS_INPUT_CHATTER_TICKS_DROP 20
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/** wait cycles per level (array of uint8_t) */
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#define TETRIS_INPUT_LVL_CYCLES 200, 133, 100, 80, 66, 57, 50, 44, 40, 36, 33, \
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30, 28, 26, 25, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9
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/*@}*/
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/**
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* \defgroup TetrisInputNoInterface Input: Internal non-interface functions
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*/
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/*@{*/
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/***************************
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* non-interface functions *
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***************************/
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/**
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* sets an ignore counter to a command specific value if it is 0
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* @param pIn pointer to an input object
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* @param cmd the command whose counter should be set
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*/
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static void tetris_input_chatterProtect(tetris_input_t *pIn,
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tetris_input_command_t cmd)
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{
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// never exceed the index
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assert(cmd < TETRIS_INCMD_NONE);
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// amount of loop cycles a command is ignored after its button has been
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// released (every command has its own counter)
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static uint8_t const nInitialIgnoreValue[TETRIS_INCMD_NONE] PROGMEM =
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{
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TETRIS_INPUT_CHATTER_TICKS_LEFT,
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TETRIS_INPUT_CHATTER_TICKS_RIGHT,
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TETRIS_INPUT_CHATTER_TICKS_DOWN,
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TETRIS_INPUT_CHATTER_TICKS_ROT_CW,
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TETRIS_INPUT_CHATTER_TICKS_ROT_CCW,
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TETRIS_INPUT_CHATTER_TICKS_DROP,
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0, // TETRIS_INCMD_GRAVITY (irrelevant because it doesn't have a button)
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0 // TETRIS_INCMD_PAUSE (is a combination of ROT_CW and DOWN)
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};
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// setting ignore counter according to the predefined array
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if (pIn->nIgnoreCmdCounter[cmd] == 0)
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{
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// if the command isn't TETRIS_INCMD_PAUSE, setting the ignore counter
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// is straight forward
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if (cmd != TETRIS_INCMD_PAUSE)
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{
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pIn->nIgnoreCmdCounter[cmd] = PM(nInitialIgnoreValue[cmd]);
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}
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// TETRIS_INCMD_PAUSE is issued via a combination of the buttons for
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// TETRIS_INCMD_ROT_CW and TETRIS_INCMD_DOWN, so we must set their
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// ignore counters
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else
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{
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pIn->nIgnoreCmdCounter[TETRIS_INCMD_ROT_CW] =
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TETRIS_INPUT_CHATTER_TICKS_ROT_CW;
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pIn->nIgnoreCmdCounter[TETRIS_INCMD_DOWN] =
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TETRIS_INPUT_CHATTER_TICKS_DOWN;
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}
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}
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// The ignore counter of TETRIS_INCMD_PAUSE is either set to the counter
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// value of TETRIS_INCMD_ROT_CW or TETRIS_INCMD_DOWN (whichever is higher).
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if ((cmd == TETRIS_INCMD_ROT_CW) || (cmd == TETRIS_INCMD_DOWN))
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{
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// helper variables (which the compiler hopefully optimizes away)
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uint8_t nRotCw = pIn->nIgnoreCmdCounter[TETRIS_INCMD_ROT_CW];
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uint8_t 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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}
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}
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/**
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* remaps tetris commands according to current bearing of the bucket
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* @param nBearing bearing of the bucket
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* @param nCmd command which has to be mapped
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* @return mapped tetris command
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* @see tetris_input_command_t
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*/
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tetris_input_command_t tetris_input_mapCommand(tetris_bearing_t nBearing,
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tetris_input_command_t nCmd)
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{
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static uint8_t const nMapping[] PROGMEM =
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{
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TETRIS_INCMD_DOWN, TETRIS_INCMD_ROT_CW, TETRIS_INCMD_RIGHT,
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TETRIS_INCMD_LEFT,
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TETRIS_INCMD_RIGHT, TETRIS_INCMD_LEFT, TETRIS_INCMD_ROT_CW,
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TETRIS_INCMD_DOWN,
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TETRIS_INCMD_ROT_CW, TETRIS_INCMD_DOWN, TETRIS_INCMD_LEFT,
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TETRIS_INCMD_RIGHT
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};
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return (nBearing == TETRIS_BEARING_0) || (nCmd >= TETRIS_INCMD_ROT_CCW) ?
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nCmd : (PM(nMapping[(nBearing - 1) * 4 + nCmd]));
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}
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/**
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* translates joystick movements into tetris commands
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* @return interpreted joystick command
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* @see tetris_input_command_t
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*/
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static tetris_input_command_t tetris_input_queryJoystick(tetris_input_t *pIn)
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{
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// map port input to a tetris command
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tetris_input_command_t cmdJoystick;
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if (JOYISFIRE)
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{
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cmdJoystick = TETRIS_INCMD_DROP;
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}
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else if (JOYISLEFT)
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{
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cmdJoystick = TETRIS_INCMD_LEFT;
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}
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else if (JOYISRIGHT)
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{
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cmdJoystick = TETRIS_INCMD_RIGHT;
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}
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else if (JOYISUP && JOYISDOWN)
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{
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cmdJoystick = TETRIS_INCMD_PAUSE;
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WAIT(TETRIS_INPUT_PAUSE_TICKS);
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}
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else if (JOYISDOWN)
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{
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cmdJoystick = TETRIS_INCMD_DOWN;
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}
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else if (JOYISUP)
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{
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cmdJoystick = TETRIS_INCMD_ROT_CW;
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}
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else
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{
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cmdJoystick = TETRIS_INCMD_NONE;
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}
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// decrement all ignore counters
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for (int nIgnIndex = 0; nIgnIndex < TETRIS_INCMD_NONE; ++nIgnIndex)
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{
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if (pIn->nIgnoreCmdCounter[nIgnIndex] != 0)
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{
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--pIn->nIgnoreCmdCounter[nIgnIndex];
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}
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}
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// chatter protection
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if (cmdJoystick < TETRIS_INCMD_NONE)
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{
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if (pIn->nIgnoreCmdCounter[cmdJoystick] == 0)
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{
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tetris_input_chatterProtect(pIn, cmdJoystick);
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}
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else if (cmdJoystick != pIn->cmdRawLast)
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{
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cmdJoystick = TETRIS_INCMD_NONE;
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}
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}
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// memorize current command (for detecting prolonged key presses)
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pIn->cmdRawLast = cmdJoystick;
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// remap command according to current bearing
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tetris_input_command_t cmdReturn =
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tetris_input_mapCommand(pIn->nBearing, cmdJoystick);
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return cmdReturn;
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}
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/*@}*/
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/****************************
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* construction/destruction *
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****************************/
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tetris_input_t *tetris_input_construct(void)
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{
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tetris_input_t *pIn = (tetris_input_t *)malloc(sizeof(tetris_input_t));
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assert(pIn != NULL);
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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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pIn->nPauseCount = 0;
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memset(pIn->nIgnoreCmdCounter, 0, TETRIS_INCMD_NONE);
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return pIn;
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}
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void tetris_input_destruct(tetris_input_t *pIn)
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{
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assert(pIn != NULL);
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free(pIn);
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}
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/***************************
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* input related functions *
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***************************/
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tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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tetris_input_pace_t nPace)
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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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while (pIn->nLoopCycles < nMaxCycles)
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{
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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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{
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// reset repeat counter
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if (pIn->cmdLast != cmdJoystick)
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{
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// different command: we set an extra initial delay
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
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}
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else
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{
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// same command: there's no extra initial delay
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pIn->nRepeatCount = 0;
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}
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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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case TETRIS_INCMD_ROT_CW:
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case TETRIS_INCMD_ROT_CCW:
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// no key repeat here
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if (pIn->cmdLast != cmdJoystick)
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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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// if this is an initial pause command, make sure that the logic
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// module is informed about it
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if (pIn->cmdLast != TETRIS_INCMD_PAUSE)
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{
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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 ((pIn->cmdLast != TETRIS_INCMD_PAUSE) ||
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(++pIn->nPauseCount > TETRIS_INPUT_PAUSE_CYCLES))
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{
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pIn->cmdLast = TETRIS_INCMD_NONE;
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}
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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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break;
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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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{
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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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{
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++pIn->nLoopCycles;
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}
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WAIT(TETRIS_INPUT_TICKS);
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if (cmdReturn != TETRIS_INCMD_NONE)
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{
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return cmdReturn;
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}
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}
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// since we have left the loop we reset the cycle counter
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pIn->nLoopCycles = 0;
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return TETRIS_INCMD_GRAVITY;
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}
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void tetris_input_setLevel(tetris_input_t *pIn,
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uint8_t nLvl)
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{
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assert(pIn != NULL);
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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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}
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void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn)
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{
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assert(pIn != NULL);
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if (pIn->cmdLast == TETRIS_INCMD_DOWN)
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{
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
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}
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}
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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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// 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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}
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