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/* A game chooser for borgs
* by: Christian Kroll
* date: Thursday, 2008/03/16
*/
#include <stdlib.h>
#include <assert.h>
#include <inttypes.h>
// architecture dependent stuff
#include "../compat/pgmspace.h"
#include "menu.h"
#include "../config.h"
#include "../util.h"
#include "../pixel.h"
#include "../joystick/joystick.h"
extern game_descriptor_t _game_descriptors_start__[];
extern game_descriptor_t _game_descriptors_end__[];
// defines
#define MENU_ITEM_MAX (((unsigned int)_game_descriptors_end__ - (unsigned int)_game_descriptors_start__)/sizeof(game_descriptor_t))
#define MENU_WIDTH_ICON 8
#define MENU_HEIGHT_ICON 8
#define MENU_WIDTH_DELIMITER 2
#define MENU_POLL_INTERVAL 10
#define MENU_TIMEOUT_ITERATIONS 2000
#define MENU_WAIT_CHATTER 60
#define MENU_WAIT_INITIAL 40
#define MENU_WAIT_INCREMENT 0
#define MENU_NEXTITEM(item) ((item + 1) % MENU_ITEM_MAX)
#define MENU_PREVITEM(item) ((item + MENU_ITEM_MAX - 1) % MENU_ITEM_MAX)
void menu()
{
if (MENU_ITEM_MAX != 0)
{
// don't let WAIT() query fire button to prevent endless circular jumps
waitForFire = 0;
clear_screen(0);
// wait as long as "fire" is pressed to prevent unwanted selections
while (JOYISFIRE)
{
wait(MENU_POLL_INTERVAL);
}
// set initial menu item
static uint8_t miSelection = 0;
// scroll in currently selected menu item
menu_animate(MENU_PREVITEM(miSelection), MENU_DIRECTION_LEFT);
uint16_t nMenuIterations= MENU_TIMEOUT_ITERATIONS;
while (1)
{
// the user has made her/his choice
if (JOYISFIRE)
{
// prevent unwanted selections
while (JOYISFIRE)
{
wait(MENU_POLL_INTERVAL);
}
// work against the chatter effects of dump joysticks
wait(MENU_WAIT_CHATTER);
// call corresponding function
_game_descriptors_start__[miSelection].run();
break;
}
// change selected item and do some scrolling
else if (JOYISRIGHT)
{
menu_animate(miSelection, MENU_DIRECTION_LEFT);
miSelection = MENU_NEXTITEM(miSelection);
nMenuIterations = MENU_TIMEOUT_ITERATIONS;
}
else if (JOYISLEFT)
{
menu_animate(miSelection, MENU_DIRECTION_RIGHT);
miSelection = MENU_PREVITEM(miSelection);
nMenuIterations = MENU_TIMEOUT_ITERATIONS;
}
// exit menu
else if (JOYISUP)
{
break;
}
// return if timeout is reached
else
{
wait(MENU_POLL_INTERVAL);
if (--nMenuIterations == 0)
break;
}
}
waitForFire = 1;
}
return;
}
uint8_t menu_getIconPixel(uint8_t item, int8_t x, int8_t y)
{
// is x within the icon or do we have reached the delimiter?
if (x < MENU_WIDTH_ICON)
{
// return pixel
return (0x80 >> x) &
pgm_read_word(&_game_descriptors_start__[item].icon[y]);
}
else
{
// delimiter
return 0;
}
}
void menu_animate(uint8_t miInitial, menu_direction_t direction)
{
int16_t nWait= MENU_WAIT_INITIAL;
// space between left border and the icon in the middle
int8_t nWidthSide = (NUM_COLS - MENU_WIDTH_ICON) / 2;
// determine the icon at the leftmost position
uint8_t mi = miInitial + MENU_ITEM_MAX;
int8_t nBack = nWidthSide / (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER);
if ((nWidthSide % (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)) != 0)
{
++nBack;
}
mi = (mi + MENU_ITEM_MAX - (nBack % MENU_ITEM_MAX)) % MENU_ITEM_MAX;
// start and stop offsets for the scrolling icons (both are 0 for stills)
int8_t nStart, nStop;
if (direction == MENU_DIRECTION_STILL)
{
nStart = 0;
nStop = 0;
}
else
{
nStart = 1;
nStop = MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER;
}
// draw menu screen for each offset within the nStart/nStop range
int8_t i;
for (i = nStart; i <= nStop; ++i)
{
int8_t nOffset;
if (direction == MENU_DIRECTION_LEFT)
nOffset = i;
else
nOffset = -i;
// offset of the left most icon if it is cut by the left border
int8_t nInitialSideOffset = (((MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)
- (nWidthSide % (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
+ nOffset + (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER))
% (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER);
// an initial side offset of 0 means the leftmost icon was changed
// if we are scrolling to the left, increment value for leftmost item
if (direction == MENU_DIRECTION_LEFT)
{
if (nInitialSideOffset == 0)
{
mi = MENU_NEXTITEM(mi);
}
}
// draw the icons from the leftmost position (line by line)
int8_t y;
for (y = 0; y < MENU_HEIGHT_ICON; ++y)
{
uint8_t miCurrent = mi;
int8_t nIconOffset = nInitialSideOffset;
int8_t x;
for (x = 0; x < NUM_COLS; ++x)
{
int8_t nPixel = menu_getIconPixel(miCurrent, nIconOffset, y);
menu_setpixel(x, ((NUM_ROWS - MENU_HEIGHT_ICON) / 2) + y,
nPixel);
if (++nIconOffset >= (MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER))
{
nIconOffset = 0;
miCurrent = MENU_NEXTITEM(miCurrent);
}
}
}
// an initial side offset of 0 means the leftmost icon was changed
// if we are scrolling to the right, decrement value for leftmost item
if (direction == MENU_DIRECTION_RIGHT)
{
if (nInitialSideOffset == 0)
{
mi = MENU_PREVITEM(mi);
}
}
// wait between the frames so that the animation can be seen
wait(nWait);
// animation speed can be throtteled
nWait += MENU_WAIT_INCREMENT;
}
}
void menu_setpixel(int8_t x, int8_t y, int8_t isSet)
{
uint8_t nColor;
// mirror mirror on the wall, what's the quirkiest API of them all...
x = NUM_COLS - 1 - x;
uint8_t nMiddle = (NUM_COLS - MENU_WIDTH_ICON) / 2;
if (isSet != 0)
{
if ((x >= nMiddle - MENU_WIDTH_DELIMITER) && (x < (nMiddle
+ MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
{
nColor = 3;
}
else if ((x == (nMiddle - MENU_WIDTH_DELIMITER - 1)) || (x == (nMiddle
+ MENU_WIDTH_ICON + MENU_WIDTH_DELIMITER)))
{
nColor = 2;
}
else
{
nColor = 1;
}
}
else
{
nColor = 0;
}
setpixel((pixel){x, y}, nColor);
}